%M C.ASSETS.94.ix %T Counting Our Assets and Liabilities: A Balance Sheet for Computing's First Half Century %S Keynote Address %A Randy W. Dipner %B First Annual ACM Conference on Assistive Technologies %D 1994 %P ix %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/191028/pix-keynote/pix-keynote.pdf %X In this talk, I will attempt to assess the gains and losses to "technology" and to "disability" from several viewpoints. National and international policy issues will be examined, including initiatives such as the National Information Infrastructure and legislation such as the Americans with Disabilities Act and the Assistive Technology Act Reauthorization. The resulting concerns and desires arising within the disabled community will be considered, and I will share my perspectives on these issues as owner of a private assistive technology development company. Finally, I will touch on current efforts within ACM, and discuss their implications both for people with disabilities and for the community of computer professionals as a whole. %M C.ASSETS.94.1 %T Pattern Recognition and Synthesis for Sign Language Translation System %S Hearing Impairments %A Masaru Ohki %A Hirohiko Sagawa %A Tomoko Sakiyama %A Eiji Oohira %A Hisashi Ikeda %A Hiromichi Fujisawa %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 1-8 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/191028/p1-ohki/p1-ohki.pdf %X Sign language is one means of communication for hearing-impaired people. Words and sentences in sign language are mainly represented by hands' gestures. In this report, we show a sign language translation system which we are developing. The system translates Japanese sign language into Japanese and vice versa. In this system, hand shape and position data are inputted using DataGlove. Inputted hand motions are recognized and translated into Japanese sentences. Japanese text is translated into sign language represented as 3-D computer-graphic animation of sign language gestures. %M C.ASSETS.94.9 %T Multimedia Dictionary of American Sign Language %S Hearing Impairments %A Sherman Wilcox %A Joanne Scheibman %A Doug Wood %A Dennis Cokely %A William C. Stokoe %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 9-16 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/191028/p9-wilcox/p9-wilcox.pdf %X The Multimedia Dictionary of American Sign Language (MM-DASL) is a Macintosh application designed to function as a bilingual (ASL-English) dictionary. It presents ASL signs in full-motion digital video using Apple's QuickTime technology. Major functions of the application include the capability to search for ASL signs by entering English words; the capability to search for ASL signs directly (by specifying formational features); and the capability to perform fuzzy searching (in both ASL and English search modes). For each ASL lexical entry, the dictionary contains definitions of the sign, grammatical information, usage notes, successful English translations, and other information. In addition to serving as the core engine for the MM-DASL, the application is capable of being localized to any signed language, thus allowing researchers and developers in other countries to use the MM-DASL to develop their own signed language dictionaries. %M C.ASSETS.94.17 %T A System for Teaching Speech to Profoundly Deaf Children using Synthesized Acoustic and Articulatory Patterns %S Hearing Impairments %A Elizabeth Keate %A Hector Javkin %A Norma Antonanzas-Barroso %A Ranjun Zou %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 17-22 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/191028/p17-keate/p17-keate.pdf %X This paper describes a computer assisted method of teaching profoundly deaf children to speak, which employs the unique feature of an integrated text-to-speech system (ITS). Our earlier speech training system [1] presented a series of speech parameters, derived from articulatory instruments and acoustic analysis, in a visual form. In that system, teacher's speech is input to the system and used as a model for the children to follow, and the children's speech is monitored to provide feedback. As with other computer-aided speech training systems (e.g. [2]), the teacher-assisted trainer is limited by the time students have with speech teachers. Several computer-based systems for providing information as to the desired acoustic and articulatory patterns and feedback showing what the children are doing already exist. In our system, we have developed an articulatory component which synthesizes tongue-palate contact patterns for the children to follow. %M C.ASSETS.94.23 %T Iconic Language Design for People with Significant Speech and Multiple Impairments %S Augmentative Communication -- I %A P. L. Albacete %A S. K. Chang %A G. Polese %A B. Baker %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 23-30 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/191028/p23-albacete/p23-albacete.pdf %X We present an approach of iconic language design for people with significant speech and multiple impairments (SSMI), based upon the Theory of Icon Algebra and the theory of Conceptual Dependency (CD) to derive the meaning of iconic sentences. An interactive design environment based upon this methodology is described. %M C.ASSETS.94.31 %T The Application of Spatialization and Spatial Metaphor to Augmentative and Alternative Communication %S Augmentative Communication -- I %A Patrick Demasco %A Alan F. Newell %A John L. Arnott %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 31-38 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/191028/p31-demasco/p31-demasco.pdf %X The University of Delaware and the University of Dundee are collaborating on a project that is investigating the application of spatialization and spatial metaphors to interfaces for Augmentative and Alternative Communication. This paper outlines the project's motivation, goals, and methodological considerations. It presents a number of design principles obtained from a review of the HCI literature. Finally, it describes progress on the demonstration of this approach. This application called VAL provides a computer-based word board that retains spatial equivalence to the user's paper-based system. It also allows the user to access an extended lexicon through an interface to the WordNet lexical database. %M C.ASSETS.94.39 %T Screen Reader/2: Access to OS/2 and the Graphical User Interface %S Vision Impairments -- I %A Jim Thatcher %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 39-46 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/191028/p39-thatcher/p39-thatcher.pdf %X Screen Reader/2 is IBM's access system for OS/2, providing blind users access to the graphical user interface (GUI) of Presentation Manager, to Windows programs running under OS/2, and to text mode DOS and OS/2 programs. Screen Reader/2 is a completely redesigned and rewritten follow-on to IBM's Screen Reader Version 1.2 for DOS. There has been considerable discussion about the technical challenges, difficulties, and inherent obstacles presented by the GUI. Not enough time and energy has been devoted to the successes in GUI access, in part because the developers of GUI access software have had their hands full trying to solve very difficult problems. This paper will describe how IBM Screen Reader makes the GUI accessible. %M C.ASSETS.94.47 %T Providing Access to Graphical User Interfaces -- Not Graphical Screens %S Vision Impairments -- I %A W. Keith Edwards %A Elizabeth D. Mynatt %A Kathryn Stockton %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 47-54 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/191028/p47-edwards/p47-edwards.pdf %X The 1990 paper "The Graphical User Interface: Crisis, Danger and Opportunity" [BBV90] summarized an overwhelming concern expressed by the blind community: a new type of visual interface threatened to erase the progress made by the innovators of screen reader software. Such software (as the name implies) could read the contents of a computer screen, allowing blind computer users equal access to the tools used by their sighted colleagues. Whereas ASCII-based screens were easily accessible, new graphical interfaces presented a host of technological challenges. The contents of the screen were mere pixel values, the on or off "dots" which form the basis of any bit-mapped display. The goal for screen reader providers was to develop new methods for bringing the meaning of these picture-based interfaces to users who could not see them. The crisis was imminent. Graphical user interfaces were quickly adopted by the sighted community as a more intuitive interface. Ironically, these interfaces were deemed more accessible by the sighted population because they seemed approachable for novice computer users. The danger was tangible in the forms of lost jobs, barriers to education, and the simple frustration of being left behind as the computer industry charged ahead. Much has changed since that article was published. Commercial screen reader interfaces now exist for two of the three main graphical environments. Some feel that the crisis has been adverted, that the danger is now diminished. But what about the opportunity? Have graphical user interfaces improved the lives of blind computer users? The simple answer is not very much. This opportunity has not been realized because current screen reader technology provides access to graphical screens, not graphical interfaces. In this paper, we discuss the historical reasons for this mismatch as well as analyze the contents of graphical user interfaces. Next, we describe one possible way for a blind user to interact with a graphical user interface, independent of its presentation on the screen. We conclude by describing the components of a software architecture which can capture and model a graphical user interface for presentation to a blind computer user. %M C.ASSETS.94.55 %T Increasing Access to Information for the Print Disabled through Electronic Documents in SGML %S Vision Impairments -- I %A Bart Bauwens %A Jan Engelen %A Filip Evenepoel %A Chris Tobin %A Tom Wesley %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 55-61 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/191028/p55-bauwens/p55-bauwens.pdf %X There is a growing conviction that the Standard Generalized Markup Language, SGML, can play an important role as an enabling technology to increase access to information for blind and partially sighted people. This paper reports on mechanisms that have been devised to build in accessibility into SGML encoded electronic documents, concentrating on the work done in the CAPS Consortium -- Communication and Access to Information for People with Special Needs, a European Union funded project in the Technology Initiative for Disabled and Elderly People (TIDE) Programme -- and by ICADD, the International Committee on Accessible Document Design. %M C.ASSETS.94.62 %T Interactive Audio Documents %S Vision Impairments -- I %A T. V. Raman %A David Gries %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 62-68 %K Interactive audio renderings, Audio browsing, Browsing structure, In-context rendering and browsing, Spoken mathematics %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/191028/p62-raman/p62-raman.pdf %X Communicating technical material orally is often hindered by the relentless linearity of audio; information flows actively past a passive listener. This is in stark contrast to communication through the printed medium where we can actively peruse the visual display to access relevant information. ASTER is an interactive computing system for audio formatting electronic documents (presently, documents written in (LA)TEX) to produce audio documents. ASTER can speak both literary texts and highly technical documents that contain complex mathematics. In fact, the effective speaking and interactive browsing of mathematics is a key goal of ASTER. To this end, a listener can browse both complete documents and complex mathematical expressions. ASTER thus enables active listening. This paper describes the browsing component of ASTER. The design and implementation of ASTER is beyond the scope of this paper. Here, we will focus on the browser, and refer to other parts of the system in passing for the sake of completeness. %M C.ASSETS.94.69 %T An Overview of Programs and Projects at the Rehabilitation Research and Development Center %S Motor Impairments %A David L. Jaffe %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 69-76 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/191028/p69-jaffe/p69-jaffe.pdf %X The mission of the Rehabilitation Research and Development Center is to improve the independence and quality of life for disabled veterans through the creation and application of emerging technologies. In support of this mission, the Center develops concepts, devices, and techniques for in-house testing, national evaluation, and technology transfer leading to commercial production. This presentation will detail the Center's design/development process and technology transfer strategies using examples drawn from its fifteen years of operation. %M C.ASSETS.94.77 %T Using the Baby-Babble-Blanket for Infants with Motor Problems: An Empirical Study %S Motor Impairments %A Harriet J. Fell %A Linda J. Ferrier %A Hariklia Delta %A Regina Peterson %A Zehra Mooraj %A Megan Valleau %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 77-84 %K Infants, Communication and environmental control, Sound, Motor problems, Single-case study, Pad %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/191028/p77-fell/p77-fell.pdf %X Children with motor problems often develop to be passive, presumably because of an inability to communicate and to control the environment. The Baby-Babble-Blanket (BBB), a pad with pressure switches linked to a Macintosh computer, was developed to meet this need. Lying on the pad, infants use head-rolling, leg-lifting and kicking to produce digitized sound. Data is collected by the BBB software on the infant's switch activations. An empirical study was carried out on a five-month-old infant with club feet, hydrocephaly and poor muscle tone to determine what movements the infant could use to access the pad, whether movements would increase over a baseline in response to sound, and what level of cause and effect the infant would demonstrate. Videotapes and switch activation data suggest that the infant: 1) could activate the device by rolling his head and raising his legs. 2) increased switch activations, over a no-sound baseline, in response to the sound of his mother's voice. 3) was able to change from using his head to raising his legs in response to the reinforcer. %M C.ASSETS.94.85 %T Personal Guidance System for the Visually Impaired %S Vision Impairments -- II %A Jack M. Loomis %A Reginald G. Golledge %A Roberta L. Klatzky %A Jon M. Speigle %A Jerome Tietz %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 85-91 %* (c) Copyright 1994 Association for Computing Machinery %X We outline the design for a navigation system for the visually impaired and describe the progress we have made toward such a system. Our long-term goal is for a portable, self-contained system that will allow visually impaired individuals to travel through familiar and unfamiliar environment without the assistance of guides. The system, as it exists now, consists of the following functional components: (1) a means of determining the traveler's position and orientation in space, (2) a Geographic Information System comprising a detailed database of the surrounding environment and functions for automatic route planning and for selecting the database information desired by the user, and (3) the user interface. %M C.ASSETS.94.92 %T Hyperbraille -- A Hypertext System for the Blind %S Vision Impairments -- II %A Thomas Kieninger %A Norbert Kuhn %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 92-99 %* (c) Copyright 1994 Association for Computing Machinery %X Reading documents is a process which is strongly driven by visual impressions. This is even more the case when the document of interest is not only a linear text but rather a hypertext where links to other document parts are realized as highlighted or coloured text. Since blind people are unable to perceive this visual information there is a special need to enable them to navigate through such a non-linear document. In this paper we describe a set of new functions to enhance hypertext systems in order to ensure their accessibility by blind people. We figure out functions that are necessary to step through a hypertext document as well as some status report functions to give access to information that is usually presented visually in common hypertext systems. From our goal to set up an office workspace in a concrete application it becomes clear that we do not only want to enable a blind person to read hypertext-documents but moreover, it must be possible to edit hypertext documents in an easy-to-use on-line fashion. In addition to conventional text processing systems this means that we have to provide effective methods to build and to edit links. Furthermore, we integrate document analysis techniques to build a bridge between paper documents and braille output devices. %M C.ASSETS.94.100 %T Automatic Impact Sound Generation for using in Non-Visual Interfaces %S Vision Impairments -- II %A A. Darvishi %A E. Munteanu %A V. Guggiana %A H. Schauer %A M. Motavalli %A M. Rauterberg %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 100-106 %K Non speech sound generation, Visual impairment, Auditory interfaces, Physical modelling, Auditive feedback, Human computer interaction, Software ergonomics, Usability engineering, Material properties %* (c) Copyright 1994 Association for Computing Machinery %X This paper describes work in progress on automatic generation of "impact sounds" based on purely physical modelling. These sounds can be used as non-speech audio presentation of objects and as interaction mechanisms to non visual interfaces. Different approaches for synthesizing impact sounds, the process of recording impact sounds and the analysis of impact sounds are introduced. A physical model for describing impact sounds "spherical objects hitting flat plates or beams" is presented. Some examples of impact sounds generated by mentioned physical model and comparison of spectra of real recorded sounds and model generated impact sounds (generated via physical modelling) are discussed. The objective of this research project (joint project University of Zurich and Swiss Federal Institute of Technology) is to develop a concept, methods and a prototype for an audio framework. This audio framework shall describe sounds on a highly abstract semantic level. Every sound is to be described as the result of one or several interactions between one or several objects at a certain place and in a certain environment. %M C.ASSETS.94.107 %T A Communication Tool for People with Disabilities: Lexical Semantics for Filling in the Pieces %S Augmentative Communication -- II %A Kathleen F. McCoy %A Patrick W. Demasco %A Mark A. Jones %A Christopher A. Pennington %A Peter B. Vanderheyden %A Wendy M. Zickus %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 107-114 %* (c) Copyright 1994 Association for Computing Machinery %X The goal of this project is to provide a communication tool for people with severe speech and motor impairments (SSMI). The tool will facilitate the formation of syntactically correct sentences in the fewest number of keystrokes. Consider the situation where an individual is using a word-based augmentative communication system -- each word is (basically) one keystroke and morphological endings etc. require additional keystrokes. Our prototype system is intended to reduce the burden of the user by allowing him/her to select only the uninflected content words of the desired sentence. The system is responsible for adding proper function words (e.g., articles, prepositions) and necessary morphological endings. In order to accomplish this task, the system attempts to generate a semantic representation of an utterance under circumstances where syntactic (parse tree) information is not available because the input to the system is a compressed telegraphic message rather than a standard English sentence. The representation is used by the system to generate a full English sentence from the compressed input. The focus of the paper is on the knowledge and processing necessary to produce a semantic representation under these telegraphic constraints. %M C.ASSETS.94.115 %T Validation of a Keystroke-Level Model for a Text Entry System Used by People with Disabilities %S Augmentative Communication -- II %A Heidi Horstmann Koester %A Simon P. Levine %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 115-122 %* (c) Copyright 1994 Association for Computing Machinery %X A keystroke-level model of user performance was developed to predict the improvement in text generation rate with a word prediction system relative to letters-only typing. Two sets of model simulations were tested against the actual performance of able-bodied and spinal cord injured subjects. For Model 1A, user parameter values were determined independently of subjects' actual performance. The percent improvements predicted by Model 1A differed from the actual improvements by 11 percentage points for able-bodied subjects and 53 percentage points for spinal cord injured subjects. Model 1B employed user parameter values derived from subjects' data and yielded more accurate simulations, with an average error of 6 percentage points across all subjects. %M C.ASSETS.94.123 %T An Experimental Sound-Based Hierarchical Menu Navigation System for Visually Handicapped Use of Graphical User Interfaces %S New Directions %A Arthur I. Karshmer %A Pres Brawner %A George Reiswig %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 123-128 %* (c) Copyright 1994 Association for Computing Machinery %X The use of modern computers by the visually handicapped has become more difficult over the past few years. In earlier systems the user interface was a simple character based environment. In those systems, simple devices like screen readers, braille output and speech synthesizers were effective. Current systems now run Graphical User Interfaces (GUIs) which have rendered these simple aids almost useless. In the current work we are developing a tonally based mechanism that allows the visually handicapped user to navigate through the same complex hierarchical menu structures used in the GUI. The software can be easily, and cheaply, incorporated in modern user interfaces, making them available for use by the visually handicapped. In the remainder of this paper we present a description of the sound-based interfaces as well as the techniques we have developed to test them. %M C.ASSETS.94.129 %T A Rule-Based System that Suggests Computer Adaptations for Users with Special Needs %S New Directions %A William W. McMillan %A Michael Zeiger %A Lech Wisniewski %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 129-135 %* (c) Copyright 1994 Association for Computing Machinery %X A rule-based program was written in Prolog to give advice about how to configure a computing system for users who have special needs. It employs a simple user model describing visual, cognitive, motor, and other abilities. Recommendations are made about appropriate input and output devices, including screens, keyboards, speech devices, and many others. The program was tested against professionals in this field and was shown to agree with them about as well as they agree with one another. Potential uses include advising those who configure computer systems, serving as a teaching tool, and driving intelligent human-computer interaction. %M C.ASSETS.94.136 %T LVRS: The Low Vision Research System %S New Directions %A Mitchell Krell %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 136-140 %* (c) Copyright 1994 Association for Computing Machinery %X The purpose of this paper is to describe the Low Vision Research System (LVRS). This is a computer-based research tool to be used by vision researchers to develop vision enhancement systems. The three components of the LVRS include warping software, interactive filtering software, and a digital video editing package. %M C.ASSETS.94.141 %T EEG as a Means of Communication: Preliminary Experiments in EEG Analysis using Neural Networks %S New Directions %A Charles W. Anderson %A Saikumar V. Devulapalli %A Erik A. Stolz %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 141-147 %* (c) Copyright 1994 Association for Computing Machinery %X EEG analysis has played a key role in the modeling of the brain's cortical dynamics, but relatively little effort has been devoted to developing EEG as a limited means of communication. If several mental states can be reliably distinguished by recognizing patterns in EEG, then a paralyzed person could communicate to a device like a wheelchair by composing sequences of these mental states. EEG pattern recognition is a difficult problem and hinges on the success of finding representations of the EEG signals in which the patterns can be distinguished. In this article, we report on a study comparing three EEG representations, the raw signals, a reduced-dimensional representation using the K-L transform, and a frequency-based representation. Classification is performed with a two-layer neural network implemented on a CNAPS server (128 processor, SIMD architecture) by Adaptive Solutions, Inc.. The best classification accuracy on untrained samples is 73% using the frequency-based representation. %M C.ASSETS.94.148 %T Audio Formatting of a Graph %S New Directions %A Sophie H. Zhang %A Mukkai Krishnamoorthy %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 148-152 %* (c) Copyright 1994 Association for Computing Machinery %X The software package of Audio Formatting of a Graph (AFG) is primarily designed for people who are visually challenged to study graph theory. It is menu-driven so that a user can get information about a graph easily and conveniently. %M C.ASSETS.94.153 %T Disabilities, Opportunities, Internetworking and Technology (DO-IT) on the Electronic Highway %S New Directions %A Sheryl Burgstahler %A Dan Comden %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 153-156 %* (c) Copyright 1994 Association for Computing Machinery %X The United States needs citizens trained in science, engineering, and mathematics, including individuals from traditionally underrepresented groups such as women, racial minorities, and individuals with disabilities. The National Science Foundation has funded a project through the College of Engineering at the University of Washington whose purpose is to recruit and retain students with disabilities into science, engineering, and mathematics academic programs and careers. DO-IT (Disabilities, Opportunities, Internetworking and Technology) makes extensive use of computers, adaptive technology and the Internet network. %M C.ASSETS.94.157 %T Interface Modeling Issues in Providing Access to GUIs for the Visually Impaired %S Panel %A A. D. N. Edwards %A E. D. Mynatt %A J. Thatcher %B First Annual ACM Conference on Assistive Technologies %D 1994 %P 157 %* (c) Copyright 1994 Association for Computing Machinery %X Research in providing access to graphical interfaces for people who are blind has been ongoing for a number of years. After significant work, screen readers for three commercial graphical environments (Macintosh, Windows, OS/2) are now available, and steps to make X Windows accessible are underway. But many issues about how a blind person might want to interact with an accessible graphical interface are still unresolved. Are concepts such as drag and drop, iconified windows and direct manipulation appropriate for nonvisual interfaces? If so, how can they be effectively conveyed to people who have never experienced working with graphical interfaces? At the heart of the matter is the question: What is the model of the user interface that the screen reader is providing access to? Even the name "screen reader" implies a certain way of thinking about the graphical interface. A number of different approaches have been utilized in various commercial screen access systems and research prototypes. These systems have opened some doors for nonvisual interaction with a graphical interface, but other doors remain closed. In this session, we will not discuss underlying implementation strategies, although these are interesting in their own right. Rather, we will focus on the designer's conceptual model of the graphical interface, and how this model is conveyed to the (blind) user of the nonvisual interface. %M C.ASSETS.96.1 %T Beyond Assistive Technology: Universal Design Goes to School %S Keynote Address %A David Rose %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 1 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p1-rose/p1-rose.pdf %X For centuries, print technologies have been the dominant means for learning and expression in our schools. However, print technologies are not equally accessible to all students. Those with sensory, physical and learning disabilities face particular barriers in print. Schools have attempted to overcome these barriers with a variety of adaptations such as special classrooms, therapies, and assistive technologies. As schools move to a more inclusive multimedia platform, new opportunities arise to eliminate barriers for children with disabilities. The realization of these opportunities can only be achieved through universal design of educational media and materials. The prospects of universal design in education will be the focus of this presentation. %M C.ASSETS.96.2 %T Touching and Hearing GUI's: Design Issues for the PC-Access System %S The User Interface -- I %A Christophe Ramstein %A Odile Martial %A Aude Dufresne %A Michel Carignan %A Patrick Chasse %A Philippe Mabilleau %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 2-9 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p2-ramstein/p2-ramstein.pdf %X PC-Access is a system which combines both hardware and software in order to provide multimodal feedback in a Microsoft Windows graphical interface and within its applications. We propose two versions of PC-Access: one which offers sound feedback with an enhanced drawing tablet, and another in which tactile stimuli are synthesized by a haptic pointing device. When using the second version, the user will be able to perceive the interface objects (e.g, icons, menus, windows) as well as actions (e.g, moving, re-sizing). Thus, PC-Access offers auditory information (non-verbal sounds and voice synthesis), reinforced by the sense of touch which in turn helps to direct manipulation. %M C.ASSETS.96.10 %T Enhancing Scanning Input with Non-Speech Sounds %S The User Interface -- I %A Stephen A. Brewster %A Veli-Pekka Raty %A Atte Kortekangas %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 10-14 %K Non-speech sound, Earcons, Scanning input, Multimodal interaction %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p10-brewster/p10-brewster.pdf %X This paper proposes the addition of non-speech sounds to aid people who use scanning as their method of input. Scanning input is a temporal task; users have to press a switch when a cursor is over the required target. However, it is usually presented as a spatial task with the items to be scanned laid-out in a grid. Research has shown that for temporal tasks the auditory modality is often better than the visual. This paper investigates this by adding non-speech sound to a visual scanning system. It also shows how our natural abilities to perceive rhythms can be supported so that they can be used to aid the scanning process. Structured audio messages called Earcons were used for the sound output. The results from a preliminary investigation were favourable, indicating that the idea is feasible and further research should be undertaken. %M C.ASSETS.96.15 %T A Study of Input Device Manipulation Difficulties %S The User Interface -- I %A Shari Trewin %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 15-22 %K Keyboard, Mouse, Errors, Physical disability, Input devices, Input logging %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p15-trewin/p15-trewin.pdf %X People with a motor disability affecting their use of the keyboard and/or mouse often tend to make unintentional input errors. Little or no quantified data exists on physical errors in the use of standard computer input devices, particularly with respect to motor disabilities. Such information, if available, could be used to develop techniques for automatic recognition of specific difficulties. Once recognised, many can be reduced or eliminated by appropriate system and application configuration. This paper describes the pilot study for an experiment intended to gather detailed information about input errors made with keyboards and mice. This work is a step towards provision of dynamic, automatic support for the configuration of systems and applications to suit individual users. Some initial results from the pilot study are presented, including an assessment of the experiment design and a summary of some interesting characteristics of the data gathered so far. %M C.ASSETS.96.23 %T V-Lynx: Bringing the World Wide Web to Sight Impaired Users %S World Wide Web Issues %A Mitchell Krell %A Davor Cubranic %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 23-26 %K WWW, Web browser, Audio, Voice, Lynx, URL, HTTP protocol, Web navigation, Hypertext %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p23-krell/p23-krell.pdf %X The World Wide Web (WWW) project merges the techniques of networked information and hypertext to make an easy but powerful global information system. A client program called a browser is used to access documents in the WWW system and present them all as parts of a seamless hypertext information space. However, today's browsers are primarily graphically or text oriented, which makes the whole system inaccessible to sight-impaired users. In this project we wanted to extend an existing browser with voice output. This extension would allow the sight-impaired to use, at least, textual data, which, at present, forms the bulk of information available over the Web. Our browser should be able to read the document a line or paragraph at a time, read only the first sentence in a paragraph for quick scanning of the document, convey the document structure (headings, emphasized text, lists, hyperlinks), and allow for easy navigation while inside and between documents. %M C.ASSETS.96.27 %T Computer Generated 3-Dimensional Models of Manual Alphabet Hand Shapes for the World Wide Web %S World Wide Web Issues %A Sarah Geitz %A Timothy Hanson %A Stephen Maher %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 27-31 %K ASL, VRML, Virtual reality, World Wide Web %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p27-geitz/p27-geitz.pdf %X A teaching tool consisting of a collection of three dimensional computer graphic models representing American Sign Language manual alphabet hand shapes in various locations and orientations has been established. These computer graphic models have been recorded in the "Virtual Reality Modeling Language (VRML) [1] for display with World Wide Web browsers such as Netscape or Mosaic, in conjunction with VRML browsers such as WebSpace or WorldView. %M C.ASSETS.96.32 %T Emacspeak -- Direct Speech Access %S Vision Impairments -- I %A T. V. Raman %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 32-36 %K Direct speech access, Access to UNIX workstations %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p32-raman/p32-raman.pdf %X Emacspeak is a full-fledged speech output interface to Emacs, and is being used to provide direct speech access to a UNIX workstation. The kind of speech access provided by Emacspeak is qualitatively different from what conventional screen-readers provide -- emacspeak makes applications speak -- as opposed to speaking the screen. Emacspeak is the first full-fledged speech output system that will allow someone who cannot see to work directly on a UNIX system (Until now, the only option available to visually impaired users has been to use a talking PC as a terminal.) Emacspeak is built on top of Emacs. Once Emacs is started, the user gets complete spoken feedback. I currently use Emacspeak at work on my SUN SparcStation and have also used it on a DECALPHA workstation under Digital UNIX while at Digital's CRL. I also use Emacspeak as the only speech output system on my laptop running Linux. Emacspeak is available on the Internet: FTP ftp://crl.dec.com/pub/digital/emacspeak/ WWW http://www.research.digital.com/CRL %M C.ASSETS.96.37 %T Combining Haptic and Braille Technologies: Design Issues and Pilot Study %S Vision Impairments -- I %A Christophe Ramstein %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 37-44 %K Single cell braille display, Haptic interface, Force feedback device, Braille display %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p37-ramstein/p37-ramstein.pdf %X This article describes design issues for a bi-dimensional single cell braille display, called Pantobraille, combining a standard braille cell with a force feedback device developed as part of the CITI's PC-Access project. The Pantobraille, with a 10x16cm workspace, allows the user to place the pointer on a graphical interface, to perceive forms and textures using the sense of touch, and to read braille text on a bi-dimensional page. In order to determine the usability of such a device and to have a better understanding of the issues that may arise when manipulating it for actual interactive tasks, two visually handicapped persons were asked to use the device to follow reading patterns with one or two hands. Reading performance and comfort with the Pantobraille remain inferior to standard braille displays but significant improvements were observed while performing the complementary pointing and reading tasks using both hands. %M C.ASSETS.96.45 %T Interactive Tactile Display System -- A Support System for the Visually Disabled to Recognize 3D Objects -- %S Vision Impairments -- I %A Yoshihiro Kawai %A Fumiaki Tomita %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 45-50 %K Tactile display, The visually disabled, Interactive interface, Stereo vision, 3D %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p45-kawai/p45-kawai.pdf %X We have developed an interactive tactile display system for the visually disabled to actively recognize three-dimensional objects or environments. The display presents visual patterns by tactile pins arranged in two-dimensional format. The pin height can be set to several levels to increase the touch information and to display a three-dimensional surface shape. Also, each pin has a tact switch in the bottom for the user to make the system know the position by pushing it. This paper describes the hardware and software of the system. %M C.ASSETS.96.51 %T AudioGraf: A Diagram-Reader for the Blind %S Vision Impairments -- I %A Andrea R. Kennel %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 51-56 %K Auditory user interfaces, Blind users, Usability, Diagram, Reading-aid %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p51-kennel/p51-kennel.pdf %X In technical reports and papers interrelations are often represented as diagrams. With the aid of a touch panel and auditory display AudioGraf enables blind and visually impaired people to read such diagrams. The diagram is displayed on the touch panel where a part can be selected with a finger. The selected part will be auditorally displayed. If the finger is moved, another part is selected and auditorally displayed. This way the whole diagram can be explored in an audio-tactile way. A model of this audio-tactile exploration is presented. Based on this model it is explained how AudioGraf supports the user. Usability tests have shown that simple diagrams can be read by blind users within relative short time. %M C.ASSETS.96.57 %T EVA, an Early Vocalization Analyzer: An Empirical Validity Study of Computer Categorization %S Empirical Studies %A Harriet J. Fell %A Linda J. Ferrier %A Zehra Mooraj %A Etienne Benson %A Dale Schneider %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 57-63 %K Infants, Pre-speech vocalization, Acoustic analysis, Early intervention %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p57-fell/p57-fell.pdf %X Previous research indicates that infant vocalizations are effective predictors of later articulation and language abilities (Locke, 1989, Menyuk, Liebergott, Shultz, Chesnick & Ferrier, 1991, Oller & Seibert 1988, Jensen, Boggild-Andersen, Schmidt, Ankerhus, Hansen, 1988). Intervention to encourage babbling activity in at-risk infants is frequently undertaken. Research and clinical diagnosis of delayed or reduced babbling have so far relied on time-consuming and unreliable perceptual analyses of recorded infant sounds. While acoustic analysis of infant sounds has provided important information on the early characteristics of infant vocalizations (Bauer, 1988, Stark 1986) this information has still to be used to carry out automatic, real-time analysis. We are developing a program, EVA, for the Macintosh computer that automatically analyzes digitized recordings of infant vocalizations. We describe the prototype and report on validity-testing of the first stage of development. Our human judge and EVA had 92.8% agreement on the number of utterances in the 20 minutes of recordings, commonly identifying 411 utterances. Their categorizations agreed 79.8% for duration and 87.3% for frequency, better than human interjudge agreement reported in the literature. The authors hope that the final version of EVA will serve as a reliable standard for the analysis and evaluation of utterances of normal and at-risk infants with a variety of etiologies. The acoustic information gained from such analysis will allow us to develop a computer-based system to encourage early vocalization. %M C.ASSETS.96.64 %T An Approach to the Evaluation of Assistive Technology %S Empirical Studies %A Robert D. Stevens %A Alistair D. N. Edwards %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 64-71 %K Evaluation, Auditory interfaces, Earcons, Blind people, Mathematics %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p64-stevens/p64-stevens.pdf %X A valid criticism of many innovations in assistive technology is that they have not been evaluated. However, there are obstacles which make this form of technology difficult to evaluate according to conventional paradigms. The reasons behind this are discussed. A particular evaluation which endeavoured to circumvent those problems is described. The item evaluated was Mathtalk, a program to make mathematics accessible to blind people. %M C.ASSETS.96.72 %T Designing Interface Toolkit with Dynamic Selectable Modality %S The User Interface -- II %A Shiro Kawai %A Hitoshi Aida %A Tadao Saito %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 72-79 %K Multi-modal interface, Graphical user interface, User interface management system %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p72-kawai/p72-kawai.pdf %X Incorporating flexibility to select desirable modality into user interface systems is needed for people with disabilities, since most modern applications use graphical user interfaces forcing fixed modality which is useful only to sighted users. However, the requirement of user interfaces with flexible and selectable modality is not a specific problem of disabled persons but a general problem of interfaces in the next generation, considering that environments, in which computers are used, are widening rapidly. This paper discusses about an architecture of user interface toolkit to support flexibility required by both users with disability and users in special environment, and proposes a model of semantic abstraction of user interaction, named abstract widgets. The experimental implementation of such toolkit, named Fruit system, is also described. %M C.ASSETS.96.80 %T Multimodal Input for Computer Access and Augmentative Communication %S The User Interface -- II %A Alice Smith %A John Dunaway %A Patrick Demasco %A Denise Peischl %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 80-85 %K Multimodal input, Speech recognition, Head pointing, Assistive technology, Computer access, Augmentative and alternative communication %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p80-smith/p80-smith.pdf %X This paper describes the overall goals of a project that focuses on multimodal input for computer access and Augmentative and Alternative Communication (AAC) systems. In particular the project explores the integration of speech recognition with head-pointing. The first part of this project addresses the use of speech and head-pointing to replace the traditional keyboard and mouse. While either of these technologies can emulate both keyboard and mouse functions, it is hypothesized that the most advantageous use of each technology will come from integration such that each device's strength is utilized appropriately. To test this hypothesis, a series of experiments are planned. The first experiment compares (quantitatively and qualitatively) each technology in the context of text generation. The second experiment looks at typical pointing tasks (e.g., dragging) for each technology. The third experiment will look at the technologies in an integrated context. Because each of the technologies are themselves highly complex, significant time and effort has been devoted to pilot testing. Those results and the implications on our research methodology are presented in this paper. %M C.ASSETS.96.86 %T The Keybowl: An Ergonomically Designed Document Processing Device %S The User Interface -- II %A Peter J. McAlindon %A Kay M. Stanney %A N. Clayton Silver %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 86-93 %K Keyboard, Cumulative trauma, Handicap, Typing, Carpal tunnel syndrome %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p86-mcalindon/p86-mcalindon.pdf %X This paper discloses preliminary findings and provides a discussion of a newly designed alphanumeric input device called the Keybowl. The Keybowl was designed and developed primarily as an alternative input device to allow users of various upper extremity disabilities to effectively type, interact with, and navigate current computer interface designs. In addition, the Keybowl's unique characteristics of adapting to the user's needs may provide a solution to the multi-million dollar a year problem of carpal tunnel syndrome (CTS) as it relates to typing. The Keybowl totally eliminates finger movement, minimizes wrist movement, and uses the concept of concurrent independent inputs (i.e., chording) in which two domes are moved laterally to type. Initial results indicated that users of the Keybowl typed an average of 52% of their regular QWERTY flatboard keying speed in as little as five hours. With regard to ergonomic advantage, Keybowl typists' flexion/extension wrist movements were reduced by an average of 81.5% when compared to typists using the QWERTY keyboard. Movements in the ulnar/radial plane were reduced by an average of 48%. %M C.ASSETS.96.94 %T Designing the World Wide Web for People with Disabilities: A User Centered Design Approach %S Panel Discussion %A Lila F. Laux %A Peter R. McNally %A Michael G. Paciello %A Gregg C. Vanderheiden %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 94-101 %K Accessibility, Blindness, Deaf, Disabilities, Hypermedia, Mobility, People with disabilities, Special needs, Software development, User interfaces, User requirements %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p94-laux/p94-laux.pdf %X The emergence of the World Wide Web has made it possible for individuals with appropriate computer and telecommunications equipment to interact as never before. An explosion of next-generation information systems are flooding the commercial market. This cyberspace convergence of data, computers, networks, and multimedia presents exciting challenges to interface designers. However, this "new technology frontier" has also created enormous roadblocks and barriers for people with disabilities. This panel will discuss specific issues, suggest potential solutions and solicit contributions required to design an accessible Web interface that includes people with disabilities. %M C.ASSETS.96.102 %T A Gesture Recognition Architecture for Sign Language %S Multimedia %A Annelies Braffort %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 102-109 %K Sign language, Gesture recognition, Gesture interpretation, Data glove %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p102-braffort/p102-braffort.pdf %X This paper presents a gesture recognition architecture dedicated to Sign Languages. Sign Language gestures include five co-occurring parameters, which convey complementary independent information. Some signs belong to a predefined lexicon which can be learned by the recognition system, but some other signs may be created during the discourses, depending on the context. The proposed recognition system is able to recognise both kinds of signs, by using specific classification tools, and a virtual scene for context storage. It is based on a study of French Sign Language (LSF). %M C.ASSETS.96.110 %T 'Composibility': Widening Participation in Music Making for People with Disabilities via Music Software and Controller Solutions %S Multimedia %A Tim Anderson %A Clare Smith %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 110-116 %K Music, Physical disability, Visual impairment, Composition, Education, Software, MIDI, Adaptive technology %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p110-anderson/p110-anderson.pdf %X This paper discusses ways of enabling visually impaired and physically disabled people to compose and perform music. The usage and adaptation of existing software-based composition systems are described, in the context of education work undertaken by the Drake Music Project -- a charity which aims to facilitate disabled people in making music via technology. Some of the problems faced are discussed, and a custom system presented which aims to resolve some of these difficulties. %M C.ASSETS.96.117 %T A Generic Direct-Manipulation 3D-Auditory Environment for Hierarchical Navigation in Non-Visual Interaction %S Vision Impairments -- II %A Anthony Savidis %A Constantine Stephanidis %A Andreas Korte %A Kai Crispien %A Klaus Fellbaum %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 117-123 %K Non-visual interaction, Auditory interfaces, Toolkits, 3D-audio, Re-usability %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p117-savidis/p117-savidis.pdf %X Auditory presentation methods may significantly enhance the interaction quality during user-computer dialogue. The impact of auditory interaction methods is important in the context of non-visual interaction, where audio is the primary direct perception output modality. In a few cases, 3D-audio output techniques have been employed for providing interaction for blind users. Unfortunately, such developments have been too specialized and do not support re-usability of the implemented approaches and techniques in different contexts, where non-visual interaction needs to be realized. A generic re-usable environment has been implemented, based on 3D audio, 3D pointing, hand gestures and voice input, which is applicable in all cases that interactive hierarchically structured selections from sets of alternatives must be handled. This environment has been used to implement the hierarchical navigation dialogue in a multimedia non-visual toolkit currently under development. It is composed of a set of modules implementing re-usable functionality with which interaction for non-visual hierarchical navigation can be realized within any non-visual interaction toolkit. %M C.ASSETS.96.124 %T Improving the Usability of Speech-Based Interfaces for Blind Users %S Vision Impairments -- II %A Ian J. Pitt %A Alistair D. N. Edwards %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 124-130 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p124-pitt/p124-pitt.pdf %X Adaptations using speech synthesis provide a basic level of access to computer systems for blind users, but current systems pose a number of usability problems. A study was carried out in order to assess the impact of certain issues on the usability of a typical speech adaptation. The results suggest that much work needs to be done on the design of speech dialogues. %M C.ASSETS.96.131 %T TDraw: A Computer-Based Tactile Drawing Tool for Blind People %S Vision Impairments -- II %A Martin Kurze %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 131-138 %K Tactile drawings, Tactile rendering, Mental model, Tactile drawing tool, TDraw %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p131-kurze/p131-kurze.pdf %X Considerations about blind people's relation to pictures of real world objects lead to the conclusion that blind and sighted people have very similar mental models of the 3D world. Because perception works completely differently, the mapping of the 3D world to a 2D picture differs significantly. A tool has been developed to allow blind people to draw pictures and at the same time study their drawing process. A first evaluation shows interesting results. These will eventually lead to a design of a rendering tool for (tactile) pictures for blind people. %M C.ASSETS.96.139 %T Development of Dialogue Systems for a Mobility Aid for Blind People: Initial Design and Usability Testing %S Vision Impairments -- II %A Thomas Strothotte %A Steffi Fritz %A Rrainer Michel %A Andreas Raab %A Helen Petrie %A Valerie Johnson %A Lars Reichert %A Axel Schalt %B Second Annual ACM Conference on Assistive Technologies %D 1996 %P 139-144 %K Visually disabled users, Mobility and navigation, GPS, GIS, User trials %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/assets/228347/p139-strothotte/p139-strothotte.pdf %X This paper presents a new travel aid to increase the independent mobility of blind and elderly travellers. This aid builds on the technologies of geographical information systems (GIS) and the Global Positioning System (GPS). The MoBIC Travel Aid (MoTA) consists of two interrelated components: the MoBIC Pre-journey System (MoPS) to assist users in planning journeys and the MoBIC Outdoor System (MoODS) to execute these plans by providing users with orientation and navigation assistance during journeys. The MoBIC travel aid is complementary to primary mobility aids such as the long cane or guide dog. Results of a study of user requirements, the user interface designs, and the first field trial, currently being conducted in Berlin, are presented. %M C.ASSETS.98.1 %T Smart Rooms, Desks, and Clothes %A Alexander Pentland %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 1-2 %K Wearable computers, Perceptual environments, Multimodal interfaces, Adaptive environments %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p1-pentland/p1-pentland.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p1-pentland/p1-pentland.txt %X We are working to develop smart networked environments thatcan help people in their homes, offices, cars, and when walking about. Our research is aimed at giving rooms, desks, and clothes the perceptual and cognitive intelligence needed to become active helpers. %M C.ASSETS.98.3 %T Comparing Effects of Navigational Interface Modalities on Speaker Prosodics %A Julie Baca %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 3-10 %K GUI access, Displayless interfaces, Prosodics %* (c) Copyright 1998 ACM %W http://www.wes.army.mil/ITL/baca98.html %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p3-baca/p3-baca.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p3-baca/p3-baca.txt %X Displayless interface technology must address issues similar to those of GUI access technology for users with visual impairments. Both must address the issue of providing nonvisual access to spatial data. This research examined the hypothesis that strictly verbal access to spatial data places a cognitive burden on the user, which in turn impacts the prosodics, i.e., nonverbal aspects, of the user's speech. The hypothesis was tested through experiments in which subjects used speech-based, displayless interface followed by a multimodal interface to perform a series of navigational tasks. Their speech was recorded during the experiments and post-processed for prosodic content. Statistical analysis of the post-processed data showed significant differences in subjects' prosodics when using the displayless versus the multimodal interface. %M C.ASSETS.98.11 %T Computer-Based Cognitive Prosthetics: Assistive Technology for the Treatment of Cognitive Disabilities %A Elliot Cole %A Parto Dehdashti %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 11-18 %K Cognitive disabilities, Cognitive prosthetics, Usability, Testing, User interfaces, User studies, Personal productivity tools, Learning disabilities, Health care applications %* (c) Copyright 1998 ACM %W http://www.brain-rehab.com/assets.html %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p11-cole/p11-cole.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p11-cole/p11-cole.txt %X Traumatic brain injury and stroke leave many individuals with cognitive disabilities even after much therapy. For over a decade, our multidisciplinary group has been conducting a research and clinical program. The focus of our efforts has been restoration of individual's functioning through technology enabling them to perform some of their priority everyday activities. Our approach has been three-fold: 1) the application of theory and methods from computer science; 2) the design of one-of-a-kind prosthetic systems to bridge deficits, and 3) therapy integrated tightly with prosthetic technology. Research incorporated the single-subject case study approach -- widely used in brain injury rehabilitation -- with studies being partial replicates for grouping data. Results have been significant and substantial, with an increase of function being the rule rather than the exception. An important finding is that our evaluation techniques of patient abilities tends to show greater abilities than show in clinical testing. These abilities can be used in participatory design to greatly enhance the clinical outcome. Also, the impact of small deficits on behavior seems to be significantly greater than one would expect. Resolving or bridging small deficits can have considerable behavioral impact. %M C.ASSETS.98.19 %T Toward the Use of Speech and Natural Language Technology in Intervention for a Language-Disordered Population %A Jill Fain Lehman %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 19-26 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p19-lehman/p19-lehman.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p19-lehman/p19-lehman.txt %X We describe the design of Simone Says an interactive software environment for language remediation that brings together research in speech recognition, natural language processing and computer-aided instruction. The underlying technology for the implementation and the system's eventual evaluation are also discussed. %M C.ASSETS.98.27 %T Lessons from Developing Audio HTML Interfaces %A Frankie James %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 27-34 %K Audio interfaces, WWW, Blind, Human-computer interaction, HTML %* (c) Copyright 1998 ACM %W http://www-pcd.stanford.edu/frankie/assets/lessons.html %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p27-james/p27-james.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p27-james/p27-james.txt %X In this paper, we discuss the choice of specific sounds to use in an audio HTML interface, based on our previous research into developing principles for sound choice, called the AHA framework. AHA can be used along with the consideration of issues related to the target audience such as user tasks, goals, and interests to choose specific sounds for an interface. We describe two scenarios of potential users and interfaces that would seem to be appropriate for them. %M C.ASSETS.98.35 %T The Use of Gestures in Multimodal Input %A Simeon Keates %A Peter Robinson %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 35-42 %K Gesture recognition, Multimodal input, User trials %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p35-keates/p35-keates.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p35-keates/p35-keates.txt %X For users with motion impairments, the standard keyboard and mouse arrangement for computer access often presents problems. Other approaches have to be adopted to overcome this. In this paper, we will describe the development of a prototype multimodal input system based on two gestural input channels. Results from extensive user trials of this system are presented. These trials showed that the physical and cognitive loads on the user can quickly become excessive and detrimental to the interaction. Designers of multimodal input systems need to be aware of this and perform regular user trials to minimize the problem. %M C.ASSETS.98.43 %T VRML-Based Representations of ASL Fingerspelling on the World-Wide Web %A S. Augustine Su %A Richard K. Furuta %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 43-45 %K American Sign Language, Virtual Reality Modeling Language, World Wide Web, Hand gestures %* (c) Copyright 1998 ACM %W http://www.csdl.tamu.edu/~su/publications/assets98.html %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p43-su/p43-su.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p43-su/p43-su.txt %X Virtual Reality Modeling Language (VRML) is an effective tool to document sign language on the World-Wide Web. In this paper, we present techniques to enlarge the vocabulary of encoded ASL signs in VRML 2.0 for educational purposes. In order to prove the concept of gesture making, a Web site is presented that demonstrates application of the hand model to fingerspell the ASL manual alphabet and numbers. %M C.ASSETS.98.46 %T Programming for Usability in Nonvisual User Interfaces %A Gerhard Weber %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 46-48 %K Software engineering, Evaluation, Nonvisual user interfaces %* (c) Copyright 1998 ACM %W http://www-informatik.fh-harz.de/weber/Assets98/assets98.htm %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p46-weber/p46-weber.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p46-weber/p46-weber.txt %X Standard software engineering methods are not directly applicable to nonvisual user interfaces due to the mismatch of user interfaces of developers and users. We have developed tools to visualize the nonvisual presentation and the nonvisual interaction. This requires to apply software technologies as used by screen readers. %M C.ASSETS.98.49 %T Expanded Interactions: Broadening Human-Centered Computing %A Richard A. Foulds %A Arthur W. Joyce, III %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 49-50 %K Multimodal, Universal access, Human-centered computing, Telecommunications, Intermedia, Disabilities %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p49-foulds/p49-foulds.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p49-foulds/p49-foulds.txt %X In this paper, we describe the preliminary results of an NSF sponsored invitational workshop entitled Expanded Interaction: Broadening Human-Centered Computing. The workshop brought together members of academia, industry and government, as well as individuals with disabilities to examine the commonalities and expansion of human-computer interaction and universal design. The underlying theme was to encourage a scientific understanding of the diversity of human performance. %M C.ASSETS.98.51 %T Conversational Gestures for Direct Manipulation on the Audio Desktop %A T. V. Raman %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 51-58 %* (c) Copyright 1998 ACM %W http://cs.cornell.edu/home/raman/publications/assets-98/ %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p51-raman/p51-raman.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p51-raman/p51-raman.txt %X We describe the speech-enabling approach to building auditory interfaces that treat speech as a first-class modality. The process of designing effective auditory interfaces is decomposed into identifying the atomic actions that make up the user interaction and the conversational gestures that enable these actions. The auditory interface is then synthesized by mapping these conversational gestures to appropriate primitives in the auditory environment. We illustrate this process with a concrete example by developing an auditory interface to the visually intensive task of playing tetris. Playing Tetris is a fun activity that has many of the same demands as day-to-day activities on the electronic desktop. Speech-enabling Tetris thus not only provides a fun way to exercise ones geometric reasoning abilities -- it provides useful lessons in speech-enabling common-place computing tasks. %M C.ASSETS.98.59 %T Automatic Babble Recognition for Early Detection of Speech Related Disorders %A Harriet J. Fell %A Joel MacAuslan %A Karen Chenausky %A Linda J. Ferrier %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 59-66 %K Infants, Pre-speech vocalization, Acoustic analysis, Early intervention %* (c) Copyright 1998 ACM %W http://www.ccs.neu.edu/home/fell/fellAssets98.html %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p59-fell/p59-fell.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p59-fell/p59-fell.txt %X We have developed a program, the Early Vocalization Analyzer (EVA), that automatically analyzes digitized recordings of infant vocalizations. The purpose of such a system is to automatically and reliably screen infants who may be at risk for later communication problems. Applying the landmark detection theory of Stevens et al., for the recognition of features in adult speech, EVA detects syllables in vocalizations produced by typically developing six to thirteen month old infants. We discuss the differences between adult-specific code and code written to analyze infant vocalizations and present the results of validity-testing. %M C.ASSETS.98.67 %T A Tool for Creating Eye-Aware Applications that Adapt to Changes in User Behavior %A Greg Edwards %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 67-74 %K Eyetracking, Eye-aware, Eye interpretation engine, User intent, Visual search, Fixations, Fixation duration, User-centered approach, Human-computer interaction %* (c) Copyright 1998 ACM %W http://hypatia.stanford.edu/~gedwards/assets/assets.html %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p67-edwards/p67-edwards.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p67-edwards/p67-edwards.txt %X A development tool is described that can be used to create eye-aware software applications that adapt in real-time to changes in a user's natural eye-movement behaviors and intentions. The research involved in developing this tool focuses on identifying patterns of eye-movement that describe three behaviors: Knowledgeable Movement, Searching, and Prolonged Searching. In the process of doing the research, two important features of eye-movement patterns were discovered -- Revisits and Significant Fixations. Revisits and Significant Fixations complement the recognition of saccades, fixations, and blinks, and make easier the recognition of high-level patterns in users' natural eye-movements. %M C.ASSETS.98.75 %T Designing Interfaces for an Overlooked User Group: Considering the Visual Profiles of Partially Sighted Users %A Julie A. Jacko %A Andrew Sears %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 75-77 %K Partial vision, Visually impaired, Human-computer interaction, Enabling technologies %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p75-jacko/p75-jacko.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p75-jacko/p75-jacko.txt %X In this position paper we argue the importance of research focusing on the issues involved in designing computer systems for partially sighted computer users. Currently, there is a lack of data that explores how combinations of impaired visual processes affect preferences for, and performance with, graphical user interfaces. This lack of fundamental information about how an individual's visual profile determines the strategies and behaviors exhibited while using computers limits our ability to design effective user interfaces for partially sighted computer users. The objective of this position paper is to motivate research that addresses this deficiency in our knowledge base so that researchers can design enabling technologies in a systematic fashion for this unique user group as has been done for fully sighted users and blind users. %M C.ASSETS.98.78 %T Modeling and Generating Sign Language as Animated Line Drawings %A Frank Godenschweger %A Thomas Strothotte %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 78-84 %* (c) Copyright 1998 ACM %W http://isgwww.cs.uni-magdeburg.de/~godens/publications/asset.html %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p78-godenschweger/p78-godenschweger.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p78-godenschweger/p78-godenschweger.txt %X This paper introduces an application for creating words and sentences of sign language as animated gesture sequences. A gesture is composed of the left and right hand sign, a body movement and a facial expression. We propose a technique for generating gestures as line drawings. Using line drawings allows us to run the application with simple 3D models without loss of essential information while achieving images which can be transferred very quickly over a network. Furthermore, the images resemble those used in printed teaching materials for sign language. %M C.ASSETS.98.85 %T TGuide: A Guidance System for Tactile Image Exploration %A Martin Kurze %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 85-91 %K Tactile output device, Blind people, Graphics, Guidance, Evaluation %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p85-kurze/p85-kurze.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p85-kurze/p85-kurze.txt %X We present a guidance system for blind people exploring tactile graphics. The system is composed of a new device using 8 vibrating elements to output directional information and a guidance software controlling the device. The evaluation of the system is also described. %M C.ASSETS.98.92 %T Haptic Virtual Reality for Blind Computer Users %A Chetz Colwell %A Helen Petrie %A Diana Kornbrot %A Andrew Hardwick %A Stephen Furner %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 92-99 %K Haptic device, Virtual environments, Perception of virtual textures and objects, Blind users, World Wide Web %* (c) Copyright 1998 ACM %W http://phoenix.herts.ac.uk/sdru/pubs/VE/colwell.html %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p92-colwell/p92-colwell.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p92-colwell/p92-colwell.txt %X This paper describes a series of studies involving a haptic device which can display virtual textures and 3-D objects. The device has potential for simulating real world objects and assisting in the navigation of virtual environments. Three experiments investigated: (a) whether previous results from experiments using real textures could be replicated using virtual textures; (b) whether participants perceived virtual objects to have the intended size and angle; and (c) whether simulated real objects could be recognised. In all the experiments differences in perception by blind and sighted people were also explored. The results have implications for the future design of VEs in that it cannot be assumed that virtual textures and objects will feel to the user as the designer intends. However, they do show that a haptic interface has considerable potential for blind computer users. %M C.ASSETS.98.100 %T Auditory Navigation in Hyperspace: Design and Evaluation of a Non-Visual Hypermedia System for Blind Users %A Sarah Morley %A Helen Petrie, Anne-Marie O'Neill %A Peter McNally %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 100-107 %K Auditory navigation of hypermedia, Blind and visually impaired users, Non-visual interface design, Non-speech sounds, Evaluation methodology %* (c) Copyright 1998 ACM %W http://phoenix.herts.ac.uk/sdru/pubs/access/morlpetr.htm %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p100-morley/p100-morley.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p100-morley/p100-morley.txt %X This paper presents the design and evaluation of a hypermedia system for blind users, making use of a non-visual interface, non-speech sounds, three input devices, and a 37-node hypermedia module. The important components of an effective auditory interface are discussed, together with the design of the auditory interface to hypermedia material. The evaluation is described, which was conducted over several weeks, and used a range of complementary objective and subjective measures to assess usability, performance and user preferences. The findings from evaluations with 9 visually impaired student participants are presented. The results from this research can be applied to the design and evaluation of other non-visual hypermedia systems, such as auditory WWW browsers and digital talking books. %M C.ASSETS.98.108 %T SUITEKeys: A Speech Understanding Interface for the Motor-Control Challenged %A Bill Manaris %A Alan Harkreader %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 108-115 %K Accessibility, Input devices, Intelligent user interfaces, Keyboard, Mouse, Motor-disabilities, Natural language, Selectable modalities, Speech recognition %* (c) Copyright 1998 ACM %W http://www.usl.edu/~manaris/publications/suitekeys.html %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p108-manaris/p108-manaris.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p108-manaris/p108-manaris.txt %X This paper presents SUITEKeys, a continuous speech understanding interface for motor-control challenged computer users. This interface provides access to all available functionality of a computer by modeling interaction at the physical keyboard and mouse level. The paper briefly discusses the advantages and disadvantages of using speech at the user interface; it outlines the user-centered approach employed in developing the system; it introduces the formal model of the user interface in terms of its conceptual, semantic, syntactic, lexical and acoustic levels; it describes the SUITEKeys system architecture which consists of symbolic, statistical, and connectionist components; it presents a pilot study for assessing the effectiveness of speech as an alternate input modality for motor-control challenged users; and closes with directions for future research. %M C.ASSETS.98.116 %T Adaptation of a Cash Dispenser to the Needs of Blind and Visually Impaired People %A Jens M. Manzke %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 116-123 %K Automatic Teller Machine, ATM, Cash Dispenser, Blind and Visually impaired users, Application design, Usability-test, Heuristic evaluation %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p116-manzke/p116-manzke.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p116-manzke/p116-manzke.txt %X An existing cash dispenser was implemented with speech output to give access to blind and visually impaired people. Additionally, the screen graphics and the function access were modified. The hardware was not changed. Blind and visually impaired subjects performed a usability-test, and experts in the field of human-computer-interaction evaluated the dispenser system's usability heuristically. The results showed that the modifications help blind and visually impaired people to access such machines, but adaptations of the hardware are necessary to maintain usability. The two evaluation methods did not produce consistent results. %M C.ASSETS.98.124 %T Some Thoughts on Assistive Technology for the Blind %A Abraham Nemeth %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 124-125 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p124-nemeth/p124-nemeth.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p124-nemeth/p124-nemeth.txt %X As a youngster, the principal assistive technology I had was Braille. Braille was, and still remains, the most important assistive technology for a blind person. It is the basis of literacy. A blind person must have much more information about computers than his sighted colleague to do the same job. Not only must he know how to run the application programs that he uses daily, but he must also know how to operate all the assistive equipment he uses to run those applications. His colleagues can help him with the application programs, but they know nothing about the assistive devices he must use. And such devices are proliferating in number and in complexity all the time. Not every assistive device needs to be high tech. Some skills of daily living unrelated to a computer can be very effective. Imagination, resourcefulness, and memory skills can be regarded as assistive techniques even if they do not qualify as technology. There is also the problem of putting useful devices into the hands of those who can benefit from them. Money is one obstacle; adequate training is another. Of course, all of the above themes will be elaborated when developing the text of the full presentation. %M C.ASSETS.98.126 %T An Interactive Method for Accessing Tables in HTML %A Toshiya Oogane %A Chieko Asakawa %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 126-128 %K WWW, Blind, Visually disabled, Table, Conversion, HTML %* (c) Copyright 1998 ACM %W http://www.tt.rim.or.jp/~bigbell/assets98/paper.htm %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p126-oogane/p126-oogane.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p126-oogane/p126-oogane.txt %X Although visually impaired people can access digital information by using computers, GUIs make it difficult for them to do so. One of the main obstacles preventing them from taking advantage of the almost unlimited information resources on the Web is the use of visual representations such as tables, image maps, and classified structures. This paper proposes a method for converting these visual representations into non-visual representations in HTML. After describing a system that we developed to evaluate our method, we will discuss an interactive method for accessing tables in HTML files. %M C.ASSETS.98.129 %T Alliance for Technology Access: Making Assistive Technology Accessible to the Community %A Mary Ann Glicksman %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 129 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p129-glicksman/p129-glicksman.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p129-glicksman/p129-glicksman.txt %X The Alliance for Technology Access is a network of 40+ community-based consumer-driven centers whose mission is to redefine human potential by making assistive technology a part of the daily lives of people with disabilities. %X Disability access, Individual preferences, Choice %M C.ASSETS.98.130 %T Dual Level Intraframe Coding for Increased Video Telecommunication Bandwidth %A David M. Saxe %A Richard A. Foulds %A Arthur W. Joyce, III %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 130-135 %K Disability access, Gesture, Hearing impairments, Sign language %* (c) Copyright 1998 ACM %W http://www.cis.udel.edu/~saxe/Research/Assets/ %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p130-saxe/p130-saxe.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p130-saxe/p130-saxe.txt %X While digital video transmission and video conferencing methods have improved significantly over the last few years, the transmission of sign language for individuals who are deaf via this medium still remains a problem. Desktop video teleconferencing systems accommodate the bandwidth limitations of both analog and digital (ISDN) telephone channels by reducing the frame rate, while preserving voice quality and only minimally degrading image quality. Sign language transmission requires fidelity to movement (consistent and high frame rate), and requires reasonable image quality only in the areas around the hands and face. This paper presents a dual-level compression approach which uses a newly developed technique to identify the hands and face from the remainder of each video frame. This allows for a very lossy, high compression of most of each frame, while retaining the visual quality necessary to identify hand shapes and read facial expressions. By taking advantage of this compression, additional bandwidth is recaptured to allow an acceptable frame rate that maintains the fidelity of human movement necessary to represent sign language. %M C.ASSETS.98.136 %T Reading and Writing Mathematics: The MAVIS Project %A A. I. Karshmer %A G. Gupta %A S. Geiiger %A C. Weaver %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 136-143 %K Mathematics, Nemeth Code, LaTeX, Education %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p136-karshmer/p136-karshmer.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p136-karshmer/p136-karshmer.txt %X One of the greatest challenges to the visually impaired student in science and mathematics disciplines is the reading and writing of complex mathematical equations or have convenient access to information based tools such as the world wide web. In research currently underway at New Mexico State University, tools are being built using logic programming to facilitate access to complex information in a variety of formats. On top of the logic based tools, new interfaces are being designed to permit more convenient access to information by our visually impaired students. %M C.ASSETS.98.144 %T Making VRML Accessible for People with Disabilities %A Sandy Ressler %A Qiming Wang %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 144-148 %K VRML, Virtual environments, Navigational aids, Accessibility, audio feedback, Data access, Speech input, User interfaces %* (c) Copyright 1998 ACM %W http://ovrt.nist.gov/projects/VRMLaccess/assets98/vrmlsigc.htm %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p144-ressler/p144-ressler.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p144-ressler/p144-ressler.txt %X This paper describes a set of techniques for improving access to Virtual Reality Modeling Language (VRML) environments for people with disabilities. These range from simple textual additions to the VRML file to scripts which aid in the creation of more accessible worlds. We also propose an initial set of guidelines authors can use to improve VRML accessibility. %M C.ASSETS.98.149 %T User Interface of a Home Page Reader %A Chieko Asakaw %A Atakashi Itoh %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 149-156 %K WWW, Blind, Visually disabled, GUI, Numeric keypad, Home page reader %* (c) Copyright 1998 ACM %W http://www.trl.ibm.co.jp/projects/s7260/paper.htm %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p149-asakawa/p149-asakawa.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p149-asakawa/p149-asakawa.txt %X We first discuss the difficulties that blind people face in trying to live in society, because of the lack of accessible information resources, and then consider the potential of the Web as a new information resource for the blind. After describing how blind people in Japan currently access the Web, we give an overview of our system for nonvisual Web access. Our system has five special characteristics. One is the use of a numeric keypad for surfing the Net, with a key assignment designed for intuitive operation. The second is a fast-forward key for quick reading. The next two are that hyperlinks are read in a female voice and HTML tags are converted into voice data. The fifth is that the system can be synchronized with Netscape Navigator. After evaluating the system and offering some conclusions, we discuss our plans for future work. %M C.ASSETS.98.157 %T Digital Talking Books on a PC: A Usability Evaluation of the Prototype DAISY Playback Software %A Sarah Morley %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 157-164 %K Digital talking books, Blind and visually impaired readers, Auditory navigation, Structured information access, Evaluation methodology %* (c) Copyright 1998 ACM %W http://phoenix.herts.ac.uk/sdru/pubs/daisy/morley.htm %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p157-morley/p157-morley.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p157-morley/p157-morley.txt %X This paper describes the design and evaluation of the first system to play digital talking books on a PC: the DAISY Playback Software. The features of the software for navigating through structured digital audio are described. A detailed usability evaluation of this prototype software was designed and conducted to assess its current usability, in which 13 blind/partially sighted participants completed a series of realistic tasks and answered detailed usability questions on the system. Recommendations for improvements are presented which might inform designers of similar systems, such as other digital talking book systems or WWW browsers. %M C.ASSETS.98.165 %T A Phoneme Probability Display for Individuals with Hearing Disabilities %A Deb Roy %A Alex Pentland %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 165-168 %* (c) Copyright 1998 ACM %W http://dkroy.www.media.mit.edu/people/dkroy/Assets98_HTML/speechdisplay.html %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p165-roy/p165-roy.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p165-roy/p165-roy.txt %X We are building an aid for individuals with hearing impairments which converts continuous speech into an animated visual display. A speech analysis system continuously estimates phoneme probabilities from the input acoustic stream. Phoneme symbols are displayed graphically with brightness in proportion to estimated phoneme probabilities. We use an automated layout algorithm to design the display to group acoustically confusable phonemes together in the graphical display. %M C.ASSETS.98.169 %T Augmenting Home and Office Environments %A Elizabeth Mynatt %A Douglas Blattner %A Meera M. Blattner %A Blair MacIntyre %A Jennifer Mankoff %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 169-172 %K Home automation, Augmented reality, Audio, Multimodal, Ubiquitous computing, See-through displays %* (c) Copyright 1998 ACM %W http://www.parc.xerox.com/mynatt/pubs/assets.html %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p169-mynatt/p169-mynatt.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p169-mynatt/p169-mynatt.txt %X In this panel, we describe different techniques and applications of augmenting home and office environments. One application of augmented environments is to provide additional information associated with the environment via visual and / or auditory cues. Other applications assist users in controlling aspects of their environment. Commercial opportunities in home automation allow people to more easily operate complex systems for temperature control, security, and maintenance. There are numerous research issues in designing augmented environments such as how multimodal input and output can be used effectively. Many of these systems need to assume some knowledge of the user's intent and context. How to capture and interpret information about users in these environments is an open question. We will describe these issues during this panel as well as discuss with the ASSETS community how these efforts can be applied to the realm of assistive technology. %M C.ASSETS.98.173 %T A Model of Keyboard Configuration Requirements %A Shari Trewin %A Helen Pain %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 173-181 %K Keyboards, Motor disabilities, Empirical studies, User modelling, Keyboard configuration, Sticky keys, Repeat keys, Bounce keys %* (c) Copyright 1998 ACM %W http://www.dai.ed.ac.uk/daidb/people/homes/shari/assets98.html %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p173-trewin/p173-trewin.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p173-trewin/p173-trewin.txt %X This paper presents a user model: a computer program which examines the behaviour of a real computer user. The model encompasses four aspects of keyboard use which can present difficulties for people with motor disabilities. Where relevant keyboard configuration options exist, the model chooses appropriate settings for these options. The model bases its recommendations on observation of users typing free English text. It is intended to form part of a dynamic configuration support tool. Empirical evaluation showed the model to be very accurate in identification of a given user's difficulties. Where recommended configuration options were tried by the participants, high levels of error reduction and user satisfaction were found. %M C.ASSETS.98.182 %T Head Pointing and Speech Control as a Hands-Free Interface to Desktop Computing %A Rainer Malkewitz %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 182-188 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p182-malkewitz/p182-malkewitz.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p182-malkewitz/p182-malkewitz.txt %X A significant number of users are not able to use today's WIMP-style (Windows, Icons, Menus, and Pointers) Graphical User Interfaces (GUIs). This may be for different reasons including hands-busy situations (e.g., a mechanic at work), paralysis, or bad neural control of body movements. To overcome these difficulties in the practical use of existing software applications, solutions have to consider both technical and commercial aspects. The system introduced by this work addresses both goals, i.e., develops and customises existing technical solutions and keeps an eye on the end-user's costs. %X Head gestures, Pointing device, Speech input, Disabled %M C.ASSETS.98.189 %T Factors Leading to the Successful Use of Voice Recognition Technology %A Tanya Goette %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 189-196 %K Disability access, Empirical studies, Input/output devices Motor disabilities, Speech & voice, User studies %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p189-goette/p189-goette.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p189-goette/p189-goette.txt %X In this paper, results are presented from a field study of individuals with disabilities who used voice recognition technology (VRT). The perceived benefits of the VRT and the ability to use the VRT for a trial period were determined to be the major factors resulting in successful adoption of the technology. %M C.ASSETS.98.197 %T Towards an EOG-Based Eye Tracker for Computer Control %A David W. Patmore %A R. Benjamin Knapp %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 197-203 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p197-patmore/p197-patmore.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p197-patmore/p197-patmore.txt %X The authors are developing an eye tracking system for use with personal computers. The system is intended to provide a pointing device that could be useful to some people with physical disabilities. The basis for this system is the use of Bio-Electrical signals from the user's body. In particular the authors are investigating the use of the Electrooculogram and Visual Evoked Potentials. This paper describes an experiment to compare two algorithms for processing the signals and generate an effective output control. %X Electrooculogram, EOG, Visual evoked potentials, VEP, Eye tracking %M C.ASSETS.98.204 %T A Web Navigation Tool for the Blind %A Mary Zajicek %A Chris Powell %A Chris Reeves %B Third Annual ACM Conference on Assistive Technologies %D 1998 %P 204-206 %K World Wide Web, Browser, Blind, Information retrieval, HTML %* (c) Copyright 1998 ACM %W http://www.brookes.ac.uk/speech/publications/assets.htm %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p204-zajicek/p204-zajicek.pdf %W http://www.acm.org/pubs/articles/proceedings/assets/274497/p204-zajicek/p204-zajicek.txt %X The aim of our work is to make the wealth of information on the World Wide Web more readily available to blind people. They must be able to search efficiently for relevant information and make quick and effective decisions about the usefulness of pages they retrieve. We have built a prototype application called BrookesTalk which we believe addresses this need more fully than other Web browsers. Information retrieval techniques are used to provide a set of complementary options which summarise a Web page and enable rapid decisions about its usefulness. %M C.BCSHCI.85.3 %T Modelling User Behaviour with Formal Grammar %S The Design Process: Models and Notation for Interaction %A A. J. Fountain %A M. A. Norman %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 3-12 %* (c) Copyright 1985 British Informatics Society Ltd. %X Formal descriptive tools have been used to specify user behaviour at the human-computer interface. Two prominent examples of this approach are the GOMS Theory (Card et al, 1983) and Reisner's Formal Grammar (Reisner 1981, 1984). The GOMS Theory and Formal Grammar are shown to be equivalent in their power of describing use of an interface. Both GOMS and Formal Grammar describe human behaviour in Backus Normal Form. GOMS has a stack discipline for organising the relationships between a user's Goals and Methods; Formal Grammar of Reisner (1981, 1984) has the more general production rule control structure for organising the hierarchy of grammatical symbols. Differences are shown in their use as analytic tools. The GOMS Theory directs attention towards the selection of methods for predefined tasks and the points at which this selection occurs. The Formal Grammar does not consider method selection but determines the complexity of both physical and cognitive operations in pre-defined tasks. It is suggested that the approaches need to be combined in order to provide a more comprehensive formal method for modelling user behaviour. %M C.BCSHCI.85.13 %T Abstract Models of Interactive Systems %S The Design Process: Models and Notation for Interaction %A Alan Dix %A Colin Runciman %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 13-22 %* (c) Copyright 1985 British Informatics Society Ltd. %X We propose an abstract model for a large class of interactive systems. In these systems the user provides a sequence of commands that determines both a corresponding sequence of displays and a net effect or result. Editors, for example, usually fit this model. We show how our model can be used to address issues such as display laws, error correction, exception handling and command types. We give some formal statements of design principles, and also discover ways in which these interact or even conflict. Such results are of value whether or not a formal development method is used. %M C.BCSHCI.85.23 %T Definitive Notations for Interaction %S The Design Process: Models and Notation for Interaction %A Meurig Beynon %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 23-34 %* (c) Copyright 1985 British Informatics Society Ltd. %X This paper explores some methodological and pragmatic aspects of the design of the human-computer interface. In particular, it argues that many interactive dialogues can be formulated conveniently and clearly using notations based upon sequences of definitions ("definitive notations"). Such a notation is an implicit ingredient in the "spread-sheet" packages which have recently become so popular in business applications. To apply similar principles to more complex tasks, such as CAD applications, requires abstraction and generalisation, and poses challenging technical problems. The three sections of the paper respectively consider: background and motivation, elementary definitive notations (illustrated by an unconventional desk calculator), and complex definitive notations (with particular reference to the design of ARCA, a definitive notation for the interactive description and manipulation of combinatorial diagrams). %M C.BCSHCI.85.35 %T User Modelling Techniques for Interactive Systems %S The Design Process: Models and Notation for Interaction %A I. Clowes %A I. Cole %A F. Arshad %A C. Hopkins %A A. Hockley %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 35-45 %K User modelling, Adaption, Intelligent front ends %* (c) Copyright 1985 British Informatics Society Ltd. %X In order for an interactive system to adapt to the needs and preferences of individual users, the system requires techniques whereby it can build up and maintain a representation, or model, of the user. Research into developing effective user modelling techniques forms part of research being carried out by the Alvey Adaptive Intelligent Dialogues (AID) project. The primary objective of this project is to research and develop techniques for building user interfaces that adapt to the needs of individual users. This paper reports the findings of a survey of computer-based user modelling techniques, mainly from the areas of Intelligent Tutoring Systems and Intelligent Front Ends, that have already been developed. The paper goes on to suggest research directions for user modelling. %M C.BCSHCI.85.46 %T Towards a Task Model of Messaging: An Example of the Application of TAKD to User Interface Design %S The Design Process: Applications of Task Models %A P. Johnson %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 46-62 %* (c) Copyright 1985 British Informatics Society Ltd. %X This paper describes how Task Analysis for Knowledge Descriptions (TAKD) was used in the identification and description of a series of messaging tasks. The purpose of this analysis was to identify user requirements and to form a basis from which a new interface for an extended electronic mail system could be designed. The techniques used to identify and describe the messaging tasks are described and exemplified. A form of notation for task descriptions (KRG), originally developed to describe training requirements, was applied. The application of this notation is described. The analysis and notation were in part influenced by the requirements of the system designer. A top-down, bottom-up design method can be supported by the use of task analysis. The appropriateness of this form of task description for this style of design is discussed. Particular emphasis is placed upon the requirements of system implementation using an object-oriented programming approach (Smalltalk80). It is argued that this method of task analysis can identify the objects and operations (actions) which are to be used in object-oriented programming. %M C.BCSHCI.85.63 %T Analysing the Learning of Command Sequences in a Menu System %S The Design Process: Applications of Task Models %A M. D. Wilson %A P. J. Barnard %A A. MacLean %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 63-75 %* (c) Copyright 1985 British Informatics Society Ltd. %X Although there is a substantial literature on both novice and expert performance, there is little data on the transition from one to the other. This paper presents data from 8 subjects performing a core set of tasks in each of word processing, graph drawing and calculation environments during this transition. A descriptive model of the command structure used in these tasks is presented which permits the analysis of both the successful attempts to complete the tasks and those involving deviations from optimal performance. The pattern of deviations changes over learning in that the proportion of those involving major re-attempts at tasks decreases while that involving local corrections increases. Two classes of mental representation are used to explain the changing performance: those involving general system principles, and those using specific procedures. The changes that take place during learning are characterised as an increase in the proportion of specific procedures in the repertoire of representation sampled during task performance. %M C.BCSHCI.85.76 %T Effects of System and Knowledge Variables on a Task Component of "Teleshopping" %S The Design Process: Applications of Task Models %A P. K. Buckley %A J. B. Long %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 76-91 %* (c) Copyright 1985 British Informatics Society Ltd. %X This paper reports the background to and the results of an experimental evaluation of the usability of videotex for teleshopping. The experimentation represents part of phase two of a project intended to provide guidelines for designers of videotex transaction dialogues and an understanding of the sources of user difficulty. The experiment was intended to assess the usability of videotex options for the transaction task element of 'evaluation' in which shoppers were assumed to assess the adequacy of potential purchases for their needs. The system variable 'Extent of Description of Goods', and related knowledge variable 'Knowledge of Transaction Domain', were manipulated experimentally and found to affect usability in terms of errors made and time taken. The study stresses the need to provide appropriate descriptions of goods relative to what users need to know. Within the range of display options available to videotex transaction designers, the appropriateness and consequent usability will depend strongly on the users' knowledge. The experimental results are expressed as implications for the design of teleshopping systems. %M C.BCSHCI.85.92 %T Helping Both the Novice and Advanced User in Menu-Driven Information Retrieval Systems %S The Design Process: Interaction Techniques %A D. L. Heppe %A W. H. Edmondson %A R. Spence %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 92-101 %* (c) Copyright 1985 British Informatics Society Ltd. %X Of the variety of ways in which information can be retrieved from a database, the conventional menu-based approach is said to be especially suited to the novice. It does, however, suffer from many drawbacks such as ambiguous category labels and artificial hierarchies. Additionally, users can become lost in the retrieval structure and be compelled to ask, 'Where am I?'. To overcome these difficulties various navigational aids can be deployed. This paper defines and critiques these techniques, with references to examples in the literature and illustrations taken from a newly implemented working system. The more general cognitive aspects of these procedures are also discussed with suggestions for a more cognitively sensitive approach to interface design. %M C.BCSHCI.85.102 %T Requirements for an Intelligent Form-Filling Interface %S The Design Process: Interaction Techniques %A D. M. Frohlich %A L. P. Crossfield %A G. N. Gilbert %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 102-116 %* (c) Copyright 1985 British Informatics Society Ltd. %X Although forms have been used as an alternative to menu selection and command language interfaces, their full potential for aiding human-computer interaction has rarely been realised. Most form interfaces at present provide little support to the user other than straightforward data type checking and some static help facilities that are displayed upon request. In this paper, the scope for improving the support provided to users of form-filling interfaces is identified by analogy to the support required by form-fillers in general. Some findings from the work on paper form-filling and design are reviewed, in relation to the comprehension of questions, the representation of answers and form navigation. A preliminary design for a Forms Helper system is then described. This illustrates the kind of knowledge which must be represented in any system which is to provide intelligent assistance to users of form-filling interfaces. %M C.BCSHCI.85.117 %T Use of Conceptual Maps as Human-Computer Interfaces %S The Design Process: Interaction Techniques %A A. G. Sutcliffe %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 117-127 %* (c) Copyright 1985 British Informatics Society Ltd. %X A human computer interface is described which represents a hierarchically organised system as map in the form of a tree diagram. It is argued that this interface could be more efficient than standard techniques because it is more space efficient in representing entities within a system than menus and imposes less memory load on users than command languages. Operation of the interface is compared with menus and a command language using a method of predicting interface operation based on the work of Card et al (1980). For novice users the map interface is predicted to be much slower than other techniques but for expert users the reverse is true. It is proposed that map interfaces which exploit human abilities of pattern recognition should combine characteristics of being easy to learn with operational efficiency, and provide a more adaptable interface than other techniques. %M C.BCSHCI.85.128 %T A Path Algebra Support Facility for Interactive Dialogue Designers %S The Design Process: Dialogue Management and Design %A J. L. Alty %A R. A. Ritchie %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 128-137 %* (c) Copyright 1985 British Informatics Society Ltd. %X Path algebras have been shown to be useful in interactive dialogue design. They can be used to carry out consistency checks, path analyses and other analytical functions on interactive dialogues described as recursive transition networks. Such analyses are important for large networks. A path algebra support facility has been built which runs on the VAX 11/750 and which allows different algebras to be defined by the designer in an easy to use manner. The algebraic operators are described to the system using LISP and they act upon a uniform arc-labelling scheme based upon lists. The resultant adjacency matrix for a particular dialogue network together with its powers are displayed and a number of iterative techniques are used to obtain the weak and strong closure matrices. The designer can not only analyse these networks using existing algebras but can also define new algebras and investigate their properties. The system and its application to dialogue design are explained. Possible future uses of this algebraic approach are outlined. %M C.BCSHCI.85.138 %T Three Transition Network Dialogue Management Systems %S The Design Process: Dialogue Management and Design %A Gilbert Cockton %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 138-147 %* (c) Copyright 1985 British Informatics Society Ltd. %X A Dialogue Management System has to be programmed and must therefore be able to construct and sequence actions. The control model adopted must be based on a specified formalism. A minimal Transition Network formalism for dialogue is presented and it is shown that, when examined with reference to this formalism, the three Transition Network Dialogue Management Systems are weakened by unjustified restrictions. %M C.BCSHCI.85.148 %T GUIDE: A UNIX-Based Dialogue Design System %S The Design Process: Dialogue Management and Design %A P. Gray %A A. Kilgour %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 148-160 %* (c) Copyright 1985 British Informatics Society Ltd. %X This paper describes GUIDE, a graphical user interface design environment currently being implemented at the Computing Science Department of Glasgow University. Dialogues are described by dialogue scripts which are sections of the file system maintained by the UNIX operating system on which GUIDE is built. The directories correspond to dialogue units, consisting of individual files (and subdirectories) which define the components (such as prompt, echo, response etc.) of an individual unit of interaction. Most of the files are text files so they can be simply modified by an editor. A graphics editor is planned which will permit direct graphical control over the dialogue component. The other elements of GUIDE are a dialogue interpreter, which executes a dialogue by traversing the script structure in response to input events, and a dialogue design script, which when executed by the interpreter permits other dialogue scripts to be constructed or modified. The dialogue designer, thus, uses the same interactive tools as are made available to the dialogue user, as in the MENULAY system of Buxton et al., and the whole dialogue design system is available as a subdialogue during execution of any script by the interpreter. GUIDE is intended to provide fast prototyping, because no compilation stage is involved before trying out a newly modified script. The paper describes the structure of dialogue scripts and the implementation of the interpreter, and an example is included showing the application of GUIDE to the simulation of simple data structure algorithms. %M C.BCSHCI.85.161 %T Formalising Guidelines for the Design of Interactive Systems %S The Design Process: Dialogue Management and Design %A M. D. Harrison %A H. W. Thimbleby %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 161-171 %* (c) Copyright 1985 British Informatics Society Ltd. %X User engineering principles may be formalised as theorems over specifications of interactive systems. In this paper we discuss some different categories of user engineering principle and expose issues that must be resolved to produce effective formalisation. %M C.BCSHCI.85.172 %T Evaluating the Human Interface of a Data Entry System: User Choice and Performance Measures Yield Different Tradeoff Functions %S The Design Process: Evaluation %A A. MacLean %A P. J. Barnard %A M. D. Wilson %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 172-185 %* (c) Copyright 1985 British Informatics Society Ltd. %X When people use computer systems, they are often faced with alternative methods for carrying out a given task. They have to be able to judge which method is likely to be most appropriate for the particular task with which they are faced. A study is presented which compares the most common means of evaluation used in computer design, the time to carry out a given task, with the method the user actually chooses to carry out the task. The results suggest that users are not good at optimising their behaviour on the criterion used by designers. %M C.BCSHCI.85.186 %T The Relationship Between Cognitive Style and Dialogue Style: An Explorative Study %S The Design Process: Evaluation %A C. J. H. Fowler %A L. A. Macaulay %A J. F. Fowler %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 186-198 %* (c) Copyright 1985 British Informatics Society Ltd. %X This paper presents and discusses findings from an explorative study which examined the relationship between cognitive style and dialogue style as reflected in various measures of performance. The cognitive style dimension used in this investigation was field-dependence/independence (Witkin and Goodenough, 1981), as measured by the GEFT, the main dialogue style variable was the kind of command structure (linear and substructure), and the main performance variables were time taken to complete a task ('thinking' and 'doing'), the number of 'Help' requests, the number of corrected/uncorrected errors, and the kind of error made (usage or typographical). These variables were examined over two different learning blocks using 48 subjects. The results were analysed by the use of correlational techniques. The results suggested that field-dependent persons tend to prefer a substructured command language and that field-independent individuals show a general preference for linear command structure. These results were interpreted in terms of differences in mode of information processing arising from a greater or lesser reliance on external referents. The authors conclude that cognitive style is an important concept in relation to human-computer interaction, and may be of considerable use in the area of interface design. %M C.BCSHCI.85.199 %T Use of Man-Modelling CAD Systems by the Ergonomist %S The Design Process: Evaluation %A P. L. Rothwell %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 199-208 %* (c) Copyright 1985 British Informatics Society Ltd. %X This paper discusses man-modelling CAD systems, focusing on their applications to ergonomics and the quality of their interface with ergonomists as users. Three specific systems are examined to demonstrate the applications and limitations of computer man-models that are presently available, and requirements for an ideal system are identified. Recommendations are made for future development of man-modelling CAD systems, and their presentation to the user. %M C.BCSHCI.85.211 %T SUSI -- A Smart User-System Interface %S Applications: Simplified User Interfaces %A J. Jerrams Smith %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 211-220 %* (c) Copyright 1985 British Informatics Society Ltd. %X The necessary qualities of a human-computer interface include the discovery and prompt correction of the user's misconceptions about the system, thus involving an instructional component. The interface should provide an intelligent response suited to the user and it should be modular for ease of modification. The SUSI interface has been designed with such requirements in mind. It is intended to be generally applicable to systems which are currently available (for example, the BLEND electronic journal and Operating Systems such as UNIX and MULTICS) so that they can be used easily and efficiently by novices as well as experts. The first implementation is an interface between the user and the UNIX shell. The SUSI interface possesses knowledge about UNIX and knowledge about the behaviour and types of error made by UNIX users. This knowledge is held in the Knowledge Base of an Expert System. The interface maintains a user model and interprets user input in order to discover the user's misconceptions. The interface differentiates between misconceptions and spelling/typing errors. This is particularly important so that users are not given unwanted help: most expert-user errors are in typing and spelling. The interface provides suitable instruction based upon the user model and the interpretation of user input. %M C.BCSHCI.85.221 %T Interfaces for Database Systems %S Applications: Simplified User Interfaces %A M. A. Newton %A S. M. Sussmann %A J. Watkins %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 221-229 %* (c) Copyright 1985 British Informatics Society Ltd. %X The structured databases controlled by database management systems need to provide access for many users for various purposes. Query languages are intended for users to specify their own database retrieval operations though this can be difficult when it is necessary to manipulate database structures. Perceived records have been proposed as a way of providing each user with a single data structure to contain the data relevant to their queries. The paper describes a prototype implementation of a system using perceived records and the interfaces necessary to support their definition and use. The purpose of using perceived records is contrasted with a relational interface. The functionality required for user queries is explained and the dialogue to control the specification of perceived records is justified. %M C.BCSHCI.85.230 %T The Interactive Process Scheduler %S Applications: Simplified User Interfaces %A D. J. Browning %A G. M. Cain %A F. G. Gouldstone %A J. McEntegart %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 230-238 %* (c) Copyright 1985 British Informatics Society Ltd. %X The use of conventional software development procedures for constructing systems suitable for interactive scientific applications is not always fully compatible with optimising the user-computer interface in terms of the user's perception of the system as a tool for solving problems by logical progression through a sequence of processes. Consideration of methods for optimising this user-computer interface has resulted in the development of a requirement specification language, which via a hierarchical menu system definition, can be transformed into an interactive software framework to which the application specific software processes are added. This transformation is accomplished using a system known as the Interactive Process Scheduler (IPS); software systems developed using this technique exhibit both a conventional menu structure for individual process selection and sequence structures reflecting the original requirement specification. %M C.BCSHCI.85.239 %T What Kind of System Does an Expert Need? %S Applications: Expert Systems %A A. L. Rector %A P. D. Newton %A P. H. Marsden %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 239-247 %* (c) Copyright 1985 British Informatics Society Ltd. %X Many potential users of 'expert systems' are themselves experts. Yet most models for expert systems treat users as novices, placing them in a passive role and ignoring their expertise. Experts are fundamentally different from novices; not only do they know more, they know differently. They perceive their field in terms of rich interrelationships rather than isolated facts and can make use of far more information than can novices. The transition from novice to expert involves fundamental cognitive shifts, analogous to those described by Piaget in children's cognitive development. Decision support systems for experts such as doctors must take these characteristics into account and provide a much richer environment than current expert systems. What 'experts' and what current 'expert systems' do are fundamentally different. Systems for experts should be designed to allow cooperation between the system and the user and should provide users with real examples from which to draw their own conclusions. %M C.BCSHCI.85.248 %T The Consultative Role of an Expert System %S Applications: Expert Systems %A A. L. Kidd %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 248-254 %* (c) Copyright 1985 British Informatics Society Ltd. %X The development of expert systems has concentrated on simulating the problem solving role of human experts and has largely neglected their role as consultants. This shortcoming may account for the failure of many expert systems to provide effective decision support in field applications. In an attempt to redress this balance, this paper outlines two important shortcomings in the consultative function of current expert systems: rigid dialogues and inadequate explanations. The main part of the paper then describes features of naturally occurring human consultations and suggests that to be successful, expert systems need to support a range of user decisions, allow the user to take an active role in the problem solving process and provide explanations which increase the user's understanding of the domain. %M C.BCSHCI.85.255 %T The Use of Rule Induction, A Knowledge Acquisition Technique for Expert Systems, to Interpret HCI Experiments %S Applications: Expert Systems %A A. Brooks %A J. L. Alty %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 255-263 %* (c) Copyright 1985 British Informatics Society Ltd. %X Traditional statistical analyses can be carried out only on data gathered from carefully designed experiments. However, even when HCI experiments have been carefully designed, it is all too often the case that some other unconsidered problem attribute is a major contributory factor to the results. An alternative approach suggested here is based on the technique of automated rule induction from examples. This technique has been successfully used to develop rule bases for expert systems. Using this technique all possible problem attributes that can be thought of, before and after an experiment, may be included in the analysis. Hidden patterns or rules are automatically induced and less relevant problem attributes discarded. Results are reported of using rule induction on experimental data collected with Alty's CONNECT system which show rule induction to be a worthwhile method. It is further suggested that rule induction should be used to form experimental hypotheses from naturalistic or unplanned experiments as a first step toward more meaningful traditional experimentation. %M C.BCSHCI.85.264 %T Intelligent Computer Based Training %S Applications: Computer Based Training %A P. S. Roberts %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 264-272 %* (c) Copyright 1985 British Informatics Society Ltd. %X This paper discusses the merging of interactive video with expert systems to produce intelligent CBT focussing on the man machine interface. Three aspects of the interface are dealt with in detail. Firstly the output interface, comprising the very powerful combination of video images plus computer generated text and graphics; secondly, the use of expert system techniques in developing student models for more effective control of the training session; lastly, the use of expert system techniques to provide a comprehensive explanation facility to allow students to question both the knowledge base (visual and textual) and the training process itself. This paper draws on both commercial experience and current research projects. %M C.BCSHCI.85.273 %T The Presentation of Learning Material via Microcomputers and a Method for Assessing its Effectiveness %S Applications: Computer Based Training %A G. M. Mills %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 273-281 %* (c) Copyright 1985 British Informatics Society Ltd. %X The categorization of screen material into four main groups is proposed, ie reference, exposition, user response and feedback. One main aim of the program developer should be to clearly differentiate each category to avoid confusing the learner. The assessment of the presentation of screen display material for educational microcomputer programs has been studied through ratings exercises in courses on computers in education for the past four years. The original rating scale of eight factors indicated wide variations in assessment between raters on individual factors but there was more consistency in ranking programs overall. Since some of the original factors covered more than one presentation category, a revised version with sixteen factors was prepared in the hope that this would improve consistency of individual factor ratings. In the trials, no significant improvement was found but the use of the revised version is shown to be justified in its provision of greater diagnostic power, particularly when a number of raters are used. %M C.BCSHCI.85.282 %T Mathematical Students and Computers: An Interface for Experimentation %S Applications: Computer Based Training %A J. A. Glen %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 282-289 %* (c) Copyright 1985 British Informatics Society Ltd. %X Students in the first level course of the Science Degree Scheme at Paisley College of Technology have used microcomputers as part of their laboratory work in the Mathematical Sciences course since September 1982. We attempted to create an environment where, with limited keyboard skills allied to an understanding of mathematical terms, techniques and concepts, the student could use the micro network as a versatile experimental aid for mathematics. The major effort in producing the software has gone into the display of mathematical information in a format familiar to the student, in providing graphical display and in creating reliable modes of interaction. This effort has been greatly facilitated by the production of software utilities for these aspects. This layer of interface, between the student user and the individual software has been tried and tested. The paper reports on progress. A recent development has been the tentative provision of a Simple Knowledge and Information Processing System (SKIPS). SKIPS allows students to browse through the available packages and to enquire about some of the mathematical background to the packages. The paper discusses the evident shortcomings of SKIPS in using standard interfaces, in particular the need for some measure of expertise in the interface will be discussed. %M C.BCSHCI.85.290 %T What Do Clerical Workers Think About Computers? %S Applications: Office Automation %A L. A. Macaulay %A C. J. H. Fowler %A R. Porteus %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 290-298 %* (c) Copyright 1985 British Informatics Society Ltd. %X The attitudes towards computers of a sample (N=48) of clerical workers were measured by means of a questionnaire. The individual items used were taken from a questionnaire originally designed and used by Zoltan and Chapanis (1982). The clerical workers' responses were then compared with those of the four professional groups sampled in Zoltan and Chapanis' study -- i.e. accountants, lawyers, pharmacists and physicians. The results suggest that with respect to computers the attitudes of clerical workers closely resemble those of pharmacists, and tend to be more positive than those of lawyers and physicians. The findings are explained in terms of the similarities and differences between the various occupations and the degree to which computers are able to assist in the sort of tasks which characterise each occupation. %M C.BCSHCI.85.299 %T A Committee Secretarial Support System %S Applications: Office Automation %A B. M. Brown %A P. R. Davies %A W. A. Gray %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 299-309 %* (c) Copyright 1985 British Informatics Society Ltd. %X Many organisations use committee meetings to control their decision making processes. These meetings have a well defined structure with an agenda identifying the business to be discussed at a meeting. After each meeting the committee's Secretary prepares the Minutes of the meeting -- a report which summarises the discussion about each item of business, records any decisions taken on the matter and identifies actions to be taken. Prior to a meeting the Secretary prepares an agenda, ensuring the necessary supporting papers and reports are available and that any items of business due for discussion as a result of decisions at previous meetings are brought forward This paper will analyse the agenda minute cycle determining the associated Secretarial functions, the underlying information flows with their associated control functions and the essential links between minutes and agenda items. Two possible models for a computerised Secretarial Support System will be discussed -- a linear and cyclic model. Reasons will be given as to why the cyclic model was chosen for the implemented prototype system. This prototype system was created using a script driven editor. It is designed to be a portable system which is supportive of the secretarial functions, while minimising any adverse effects it may have on the committee's functioning. The design, construction and functionality of this prototype system will be discussed in the paper. %M C.BCSHCI.85.310 %T Looking Back on the Office of the Future %S Applications: Office Automation %A Barry Sheffield %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 310-316 %* (c) Copyright 1985 British Informatics Society Ltd. %X N/A %M C.BCSHCI.85.317 %T Mailbox Advances & MMI Needs %S Applications: Electronic Mail %A Paul A. Wilson %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 317-330 %* (c) Copyright 1985 British Informatics Society Ltd. %X Mailbox systems represent a new medium which allows people to communicate at times and places of their own choosing. This paper attempts to alert the Human Factors Community to the way in which mailbox systems will be developed and used in coming years in order to ensure that the Human Interface requirements of such systems can be anticipated and researched in a timely fashion. Some hypothetical examples of mailbox useage are provided and the concept of mailbox structures outlined and illustrated. The potential for structuring to embrace and unify all different communication systems and media is discussed. Finally, the urgent need for Human Factor input to the design of such facilities is emphasised and the way in which such work might be organised is described. %M C.BCSHCI.85.331 %T An Intelligent Mail Filter %S Applications: Electronic Mail %A C. D. B. Boyle %A M. R. B. Clarke %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 331-341 %* (c) Copyright 1985 British Informatics Society Ltd. %X Electronic Mail systems handling a large volume of traffic need some form of filtering to avoid user overload. Bulletin boards are one widely employed solution. This paper investigates the use of user profiles as an additional method of finding out what users might find interesting. In a production mail system such a filter might fit below bulletin boards in the mail structuring hierarchy. A prototype intelligent mail filter has been implemented and some experiments carried out to evaluate the seven alternative algorithms presented. There are two subsystems, a profile creation program and a message evaluation system. Both active and passive systems are considered. Active systems allow querying but involve the user in more work. Passive methods build up a profile from observations of the users interest level. Context based methods, which attempt a semantic analysis of the message were found to be relatively better with good user profiles. Keyword methods were more reliable with poor profiles. The problem of planted keywords is considered. %M C.BCSHCI.85.345 %T Speech Technology: Is It Working? %S Design Issues: Speech Interaction %A Mike Talbot %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 345-358 %* (c) Copyright 1985 British Informatics Society Ltd. %X This paper examines the current state of automatic speech recognition devices and of speech synthesisers. Some examples of current applications of this technology are given, but it is noted how the technology has not become a widely used replacement for more conventional methods of human-computer communication. It is thought that much of the reason for this is not only that performance levels are much lower than is generally expected, but also that the lack of reliable and valid performance measures has led to: a) a lack of comparability amongst the great number of devices that are currently available, and b) problems arising from people having unrealistic expectations regarding the capabilities of the technology. Alternative measures are proposed. %M C.BCSHCI.85.359 %T A Voice Input Programming System %S Design Issues: Speech Interaction %A D. Crookes %A E. Murray %A F. J. Smith %A I. T. A. Spence %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 359-368 %* (c) Copyright 1985 British Informatics Society Ltd. %X A system is being constructed which allows a user to input, edit, compile and execute Pascal programs by voice only through an inexpensive isolated word speech recogniser on an Apple IIe microcomputer. The aim is primarily to provide a programming tool for a handicapped person exploiting the well defined syntax and semantics of a programming language to improve the performance of the word recogniser. However, our long term aim is the much more difficult problem of applying syntactic and semantic techniques to improve the recognition of spoken natural language. %M C.BCSHCI.85.369 %T A Model of Program Designer Behaviour %S Design Issues: Models of Programming %A Jawed I. A. Siddiqi %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 369-379 %* (c) Copyright 1985 British Informatics Society Ltd. %X Findings of a research investigation into problem decomposition strategies used in program design are introduced. A semantic model of designer behaviour is advanced, that views program design as a problem solving task involving decomposition and elaboration. The former activity is viewed as goal generation, whilst the latter activity is considered to consist of 'clustering' of components and their allocation to the existing decomposition structure. The paper details those aspects of the model which relate to the latter activity. It argues that clustering is performed in terms generic categories and provides a rationale for errors made in this process. Results on subjects error frequencies from an observational experiment provide empirical support for the model. Moreover, it is noted that the solution based on a high quality decomposition corresponds to the solution that preserves generic grouping. %M C.BCSHCI.85.380 %T Towards a Framework for Human-Computer Discourse %S Design Issues: Models of Programming %A Mark Elsom-Cook %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 380-393 %* (c) Copyright 1985 British Informatics Society Ltd. %X Research communication between humans and computers requires an interaction which is a structure related to the goals of the participants in that interaction. Psycholinguistic research has attempted to analyse this structure in terms of a syntax of discourse, a division based upon topic change and a division based upon functional sub-components. This paper describes the means by which a system for tutoring programming languages (IMPART) blends the more specific knowledge with general knowledge about interaction to produce a structured teaching interaction. %M C.BCSHCI.85.394 %T The Effect of Advanced Workstations on CAD %S Design Issues: Graphical Interfaces %A B. Gay %A A. P. H. Jordan %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 394-403 %* (c) Copyright 1985 British Informatics Society Ltd. %X N/A %M C.BCSHCI.85.404 %T Interactive Graphical Tools in the Social Sciences %S Design Issues: Graphical Interfaces %A Nick Ryan %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 404-414 %* (c) Copyright 1985 British Informatics Society Ltd. %X The interactive use of computers by social scientists has been seen primarily in the area of statistical analysis with such packages as GLIM and MINITAB. Alternative ways of viewing data may be explored whilst sitting at a terminal, and this has led to an increasing use of computers for exploratory analysis. The quality of output has been improved in some cases, although few packages are capable of producing results which may be considered fit, from a typographic viewpoint, for publication. The degree of interaction of much of the available software remains limited and the style of interaction, using a conventional display screen and keyboard, remains primitive. Modern microcomputers and, in particular, the more powerful personal workstations, provide viable alternative methods. In addition to their basic processing capabilities, many of these machines provide extensive graphical and word-processing facilities which may be combined in an integrated approach to analysis and report preparation. The use of these facilities is leading to an increased awareness of the potential applications of computers, particularly amongst those who, in the past, have had little use for statistical packages. This paper describes how the interactive graphical capabilities of a powerful personal workstation may be used to manipulate information which is often conceived in graphical form. It will be illustrated by reference to the analysis of genealogical data, one of many applications of networks in social research. The methods employed to shield relatively inexperienced users from the complexities of a multiple window environment are fundamental considerations in the design of this software. %M C.BCSHCI.85.415 %T A Window Manager with a Modular User Interface %S Design Issues: Graphical Interfaces %A William Newman %A Nigel Stephens %A Dominic Sweetman %B Proceedings of the HCI'85 Conference on People and Computers: Designing the Interface %D 1985 %P 415-426 %* (c) Copyright 1985 British Informatics Society Ltd. %X Modern graphics systems need to support multiple independent areas for graphic interaction on a single screen. Software packages (Window Managers) to support this are becoming more common on personal computers and workstations. It remains a challenge to construct a window manager which provides an effective front-end to UNIX The paper describes how we have approached this problem by dividing the system into a flexible but low-bandwidth manager and a less flexible but high-performance screen driver. The division is based upon our understanding of the general user interface requirements of window systems. %M C.BCSHCI.86.3 %T People and Computers: Designing for Usability: An Introduction to HCI-86 %S Invited Papers %A John Long %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 3-23 %* (c) Copyright 1986 British Informatics Society Ltd. %X This paper provides a general introduction to HCI-86. First, the theme and aims of the conference are elaborated and the state-of-the-art of HCI assessed, as reflected in the presented papers. Then, areas of HCI poorly represented in the papers are identified to aid delegates make good the omissions by their active participation in the interactive sessions offered by the conference. The different groups making up the HCI community are identified and discussed in terms of their background disciplines. Ways of promoting understanding between the groups are proposed. The importance of the conference as a means for advancing understanding of HCI within the community is emphasised. The wider context within which HCI developments are likely to occur is briefly described. %M C.BCSHCI.86.24 %T Formal Methods and the Design of Effective User Interfaces %S Invited Papers %A Bernard Sufrin %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 24-43 %* (c) Copyright 1986 British Informatics Society Ltd. %X Designing an effective user interface to a complex information system is difficult, since it cannot be done in isolation from the design of the information system itself. All too often the effectiveness of a system is compromised by the intrusion into the user interface of details of the system's implementation. We conjecture that it is only by understanding the essence of the purpose of an information system -- abstracting from the details of any proposed implementation -- that one can begin to judge the validity of design choices concerning the user-system interface. We also conjecture that the language of mathematics is a useful medium both for explaining our understanding and recording design choices. In this paper we offer support for our conjectures by discussing the design of part of an office system. We use the Z notation [Morgan & Sufrin 84, Morgan 85, Sufrin 85, Spivey 86] which is based on the language of mathematics -- extended slightly to facilitate the description of large systems. %M C.BCSHCI.86.44 %T Ergonomics in Design for Usability %S Invited Papers %A B. Shackel %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 44-64 %* (c) Copyright 1986 British Informatics Society Ltd. %X In this paper some approaches to designing for usability are described which have been developed in Ergonomics (Human Factors) from experience and from empirical work reported in the literature. The basic approach of ergonomics to design problems is first summarised. Next some implications of the system design life-cycle are considered, and the multiplicity of interests and criteria during system design are noted. Then a definition of usability is proposed in operational terms and is illustrated. Finally, some precepts are offered to aid the process of design for usability. %M C.BCSHCI.86.65 %T Understanding the Nature of the Office for the Design of Third Wave Office Systems %S Invited Papers %A Niels Bjorn-Andersen %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 65-77 %* (c) Copyright 1986 British Informatics Society Ltd. %X It is argued that technologists have a far too analytical, rationalistic and one-dimensional perception of what constitutes an office. This means that many office systems fail or that they only survive thanks to substantial contextualization processes on the part of the users. The desktop metaphor was a large step in the direction of improving the user interface. However, it is based exclusively on the level of the individual with his/her machine. It is suggested that we should develop a richer understanding of the office drawing much more on social science disciplines. Fragments in such a richer view of the office are suggested and some implications for office systems design are suggested. %M C.BCSHCI.86.78 %T Ease of Use -- The Ultimate Deception %S Invited Papers %A Harold Thimbleby %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 78-94 %* (c) Copyright 1986 British Informatics Society Ltd. %X A correspondence is drawn between the historical development of mathematics and the development of users' conceptual models of interactive computer systems. Many mathematical concepts took centuries to resolve but computer users are often expected to handle comparable issues much more rapidly. Insights into user interface issues are drawn from non-standard analysis and non-Euclidean geometry. Mindful of Godel, I argue that if a system is sufficiently powerful to be 'easy to use' this implies it is sufficient to confuse. %M C.BCSHCI.86.97 %T Human Factors in the Columbus Space Station %S Case Studies in Usable Design %A Ian Alexander %A Ged Morrisroe %A Pat Norris %A Andrew Tindell %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 97-114 %* (c) Copyright 1986 British Informatics Society Ltd. %X The Columbus space station is intended to provide a working environment for scientists and engineers for up to a year each, carrying out experiments such as pharmaceutical processing, isotopic separation, and protein crystallisation. The majority of the crew will not be trained astronauts. Special attention has therefore been paid, throughout the design of Columbus, to human factors. The crew in the Pressurised Module are to have 'a comfortable shirt sleeve environment'. Given the complexity of Columbus, much of the crews' work will involve interacting with the computers that control the data processing, onboard environment, experiments, communications, and so on. Work is currently in progress on all aspects of human-computer interaction. Four examples of Logica's work are described here. The Anthrorack prototype modelled the MMI of the GRiD computer to be flown in Spacelab. The CISE experiment will assess the difficulty of using different forms of MMI on the Skynet flights. An Adaptive User Interface may provide Pressurised Module crew with "intelligent" access to the many services offered. The Data Management System is being designed with the user in mind. %M C.BCSHCI.86.115 %T Tools for Management and Support of Multiple Constraints in a Writer's Assistant %S Case Studies in Usable Design %A Claire O'Malley %A Mike Sharples %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 115-131 %* (c) Copyright 1986 British Informatics Society Ltd. %X Conventional text editors have limitations that make them ill-suited to composing and manipulating large pieces of structural text. Recently, several researchers have begun to develop a new generation of text editors that act as "writer's assistants", allowing the user to view and alter the organisational structure of text, as well as providing tools to support related tasks, such as spelling correction and proofreading. These systems represent major progress in the development of writing, as opposed to editing, tools. However, they have two important limitations. Firstly, they do not appear to be derived from an explicit model of the writing process -- one that is based on observations of expert writers. Secondly, and as a result, they are limited in their ability to represent and satisfy the constraints involved in writing. This paper sets out a framework for the design of a Writer's Assistant, based on a model derived from current research on the writing process. The system would give support to the user engaged in a variety of writing tasks, by explicitly representing the structure of text at various levels, by providing tools for the manipulation and transformation of such structures, and by taking over some of the demands of planning and constraint satisfaction. %M C.BCSHCI.86.132 %T MacCadd, An Enabling Software Method Support Tool %S Case Studies in Usable Design %A John Jones %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 132-154 %* (c) Copyright 1986 British Informatics Society Ltd. %X Designers of computer hardware have had the benefit of computer aided design for many years. More recently the software industry is looking to computer applications to help in the design of software systems. This requires support for published methods for creating designs. The methods for "structured" software analysis and design often make use of diagrams as the notation for presenting, communicating and thinking about the design. There is therefore the need for design tools which support a graphical interface in an intelligent and enabling way. This paper described the goals and features of MacCadd, a tool with a graphical interface for support of specific methods using hierarchical network and tree diagrams. The paper presents the interface idioms which have been found to be desirable and the user reaction to MacCadd. In conclusion there are the open questions which suggest the future directions which could be taken, and the problems they raise in the interface. %M C.BCSHCI.86.157 %T ECS -- A Technique for the Formal Specification and Rapid Prototyping of Human-Computer Interaction %S Iterative Design and Evaluation: Rapid Prototyping %A Heather Alexander %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 157-179 %* (c) Copyright 1986 British Informatics Society Ltd. %X Increasingly, formal specification and rapid prototyping are recommended as techniques to be used in developing software. In particular they are appropriate when developing user interfaces, given the increased demand for sophisticated interactive software and the difficulty of producing it. Formally specifying the user interface allows the designer to reason about its properties in the light of the many guidelines on the subject. Early availability of prototypes of the user interface allows the designer to experiment with alternative options and to elicit feedback from potential users. This paper reports an extension to an existing formal specification and prototyping method, called me too, to handle the interaction required for an application. %M C.BCSHCI.86.180 %T Rapid Prototyping of Dialogue for Human Factors Research: The EASIE Approach %S Iterative Design and Evaluation: Rapid Prototyping %A Allan MacLean %A Phil Barnard %A Michael Wilson %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 180-195 %* (c) Copyright 1986 British Informatics Society Ltd. %X Facilities for the rapid prototyping of dialogue are an extremely important component of a successful User Interface Management System (UIMS). Exactly how the UIMS should be optimised will depend on the type of application being developed and the environment in which it is being used. This paper focusses on the support for dialogue construction provided in EASIE (Experimental Applications System for Integrated Environments). EASIE is specifically designed to support human factors research into the human interface of so called 'integrated systems' by providing both flexibility and simplicity in the construction and modification of the dialogue. This is done by treating the dialogue specification at two distinct levels. A Dialogue Script (DS) text file contains the minimum amount of information necessary to define and modify the dialogue, and a separate Dialogue Interface (DI) maps the DS onto the basic functionality of the application. %M C.BCSHCI.86.196 %T The Role of Iterative Evaluation in Designing Systems for Usability %S Iterative Design and Evaluation: Rapid Prototyping %A Thomas T. Hewett %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 196-214 %* (c) Copyright 1986 British Informatics Society Ltd. %X Increasingly it appears that design of interactive computing systems should be an iterative process of design and re-design. One factor which appears to be a driving force in successful iterative design is iterative evaluation -- evaluation as part of each design cycle. One type of evaluation -- formative -- involves monitoring the process and products of system development and gathering user feedback for use in refinement and further system development. A second type of evaluation -- summative -- involves assessing the impact, usability and effectiveness of the system. Different cycles in the evaluation-design process require different types of evaluation, or require different mixes of the two. An extensive example illustrates some of the ways in which the nature and purposes of evaluation may change during different cycles of evaluation. %M C.BCSHCI.86.217 %T Towards the Successful Design and Implementation of Computer Based Management Information Systems in Small Companies %S Office Automation %A Brenda Wroe %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 217-234 %* (c) Copyright 1986 British Informatics Society Ltd. %X The coincidence of general economic depression, keen competition and the microelectronics revolution has presented small companies with the need and the opportunity to implement relatively sophisticated computer-based management information systems (CBMIS). However the implementation is rarely troublefree and the effectiveness of the resultant live CBMIS often fails to meet the expectations of the management and users. Research into the success of CBMIS development in the small business environment was recently undertaken in a longitudinal study of ten small U.K. construction companies. The primary aim was to identify the nature of problems experienced in the CBMIS development process, and suggest guidelines for achieving greater success in the small business sector. A model was derived to explain the interaction or organisational, application and system development process variables in determining the success of CBMIS. %M C.BCSHCI.86.235 %T A Study of Group Interaction over a Computer-Based Message System %S Office Automation %A Sylvia Wilbur %A Tony Rubin %A Stephen Lee %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 235-248 %* (c) Copyright 1986 British Informatics Society Ltd. %X This paper is based on a study of the use of a computer-based message system for collaboration among a team of researchers based at five different sites. A review is presented of similar work on messaging for group communication, and attention is drawn to the comparative paucity of empirical analysis of the strengths and weaknesses of computer-based systems in this respect. An analysis is made of messages sent over the period of a year, during which the team developed a joint proposal for a programme of research and successfully obtained approval for funding. Two methods have been used to carry out the analysis. First, a statistical analysis using the SPSS package was conducted, and these results are shown in figures within the paper. This was followed by an analysis of the contents of messages, and this was carried out manually, in the absence of a suitable application package. Since there were over 1400 messages to be examined, contents were categorised on the basis of a restricted set of criteria, chosen to reflect the team's objectives and with reference to other work in the area. The analysis allows us to make observations about the kinds of interaction that took place, and the extent to which the system was able adequately to support the communication requirements of the group. We believe that further research of this kind will result in the introduction of new structures and design features in advanced message systems of the future. %M C.BCSHCI.86.249 %T Usability Engineering in Office Product Development %S Office Automation %A J. B. Brooke %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 249-259 %* (c) Copyright 1986 British Informatics Society Ltd. %X Applying human factors to the development of computer systems is often left to be something of an afterthought. The application of usability engineering techniques can provide a number of benefits in ensuring the improvement of the human factors of a software product. Firstly, usability is modified from a vague wish to a clear statement of measurable goals in product requirements. This helps both the human factors engineer and the product development team. Secondly, the human factors engineer and the product developers must work closely together to develop the goals, which ensures that as many constraining factors on usability as possible are taken into account -- for example, the feasibility of building certain sort of interfaces, the target user population, requirements for backwards compatibility with other products are all things which might affect what is judged to be "good" human factors in absolute terms. The statement of clear measurable usability goals also implies that the product must itself be subjected to usability testing. This procedure allows the human factors engineer to identify those flaws in the software system which cause the greatest usability problems. Experience in testing a variety of office systems has shown that the problems are usually "trivial" flaws in design or implementation. Nonetheless, these tend to compound with each other and interact to cause major usability problems. Basic conceptual problems seem to be rare. %M C.BCSHCI.86.263 %T Identifying the Knowledge Requirements of an Expert System's Natural Language Processing Interface %S Intelligent Interfaces %A Dan Diaper %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 263-280 %* (c) Copyright 1986 British Informatics Society Ltd. %X It is now a common belief that expert systems will require an intelligent interface to facilitate the dialogue between such systems and their users. The desirable properties of intelligent interfaces are currently unknown. A methodology has been developed that simulates a future expert system that possesses a powerful intelligent interface. Dialogues have been collected between this simulated system and users and are analysed in terms of the knowledge that the interface requires to support the dialogues. A procedural specification of these knowledge requirements is offered. %M C.BCSHCI.86.281 %T Design and Evaluation of the AID Adaptive Front-End to Telecom Gold %S Intelligent Interfaces %A Peter Totterdell %A Paul Cooper %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 281-295 %* (c) Copyright 1986 British Informatics Society Ltd. %X This paper describes the design and initial evaluation of an adaptive front-end to the Telecom Gold electronic mail system. The system, developed as part of the Adaptive Intelligent Dialogues (AID) project, adapts along a number of select adaption dimensions: level of guidance, context switching, recognition of analogous mail system and user tailoring. A generalised architecture based on a dialogue controller, user model and application expert to support these dimensions is described. In the evaluation, members of the public used the system while playing the role of an office manager. This required them to perform a variety of tasks representative of a typical electronic mail system. Measures were taken of user satisfaction, efficiency, and effectiveness. In addition, an independent expert assessed the value and consequences of the system's strategy for adaption from observation of the system, and study of both concurrent and retrospective user protocols. The paper draws conclusions on the strengths and weaknesses of the exemplar, and the implications for the subsequent design of adaptive systems. %M C.BCSHCI.86.296 %T Plan Recognition for Intelligent Advice and Monitoring %S Intelligent Interfaces %A Colin Davenport %A George Weir %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 296-315 %* (c) Copyright 1986 British Informatics Society Ltd. %X In contrast to the conventional interface approach to command languages, we offer a plan-based system (PRIAM) which acts on a structured representation of the language, to provide intelligent monitoring and advice to users. We detail an experiment to assess the relative performance of a PRIAM-based interface and a more conventional interface design. Our results suggest that the PRIAM alternative offers considerable learning advantages for new users. The operations of the full PRIAM system are described and its potential benefits noted. %M C.BCSHCI.86.319 %T Application Modelling in a User Interface Management System %S Structuring Interaction %A J. L. Alty %A P. McKell %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 319-335 %* (c) Copyright 1986 British Informatics Society Ltd. %X The role of the Application Model (or Application Expert) in a User Interface Management System is discussed. It is postulated that it should represent an expert's view of the interface and that all other user related information should be housed in a separate User Model. By this approach the Application Model acts as an anchor point in the design of an Interface System. The Model is considered to have two main functions, as a custodian to the application and as a source of guidance and advice to the User Model. An outline architecture for an Application Model for command-driven systems is developed using UNIX as an example application. The output of user error log files is used to identify appropriate modules in an Application Model which, because of the general nature of UNIX ought to be applicable to other command-driven situations. A control strategy is developed for a blackboard-like approach and some examples or error detection by the Application Model are given. The work will now be applied to a more specific application used by Petroleum Engineers. %M C.BCSHCI.86.336 %T The Design of Two Innovative User Interfaces %S Structuring Interaction %A Harold Thimbleby %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 336-351 %* (c) Copyright 1986 British Informatics Society Ltd. %X Two innovative user interfaces are described: one for an arithmetic calculator and one for a spreadsheet. The emphasis of the paper is on the designs themselves and on the underlying rationale. The interfaces were developed methodically, using a heuristic of property closure. User interface issues which arise are discussed and include: equal opportunity, declarative conceptual models, non-determinism, and implied task domain. %M C.BCSHCI.86.352 %T Principles and Interaction Models for Window Managers %S Structuring Interaction %A A. J. Dix %A M. D. Harrison %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 352-366 %* (c) Copyright 1986 British Informatics Society Ltd. %X Formal methods have been used to develop a prototype interactive editing system, in which different edits are viewed through separate windows. Designing the prototype has involved the development of a simple window management system. The design of the window manager was achieved with the assistance of an initial description using an abstract model of interaction. We argue that abstract interaction models clarify certain design issues. We discuss more complex properties of windowing systems including separability, sharing and interference. We formulate some simple generative user-engineering principles to support these properties. %M C.BCSHCI.86.369 %T Modelling Generic User-Interfaces with Functional Programs %S Formal Design Methods %A Steve Cook %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 369-385 %* (c) Copyright 1986 British Informatics Society Ltd. %X This paper outlines the development of a model of a simple interactive mouse-driven user-interface in a functional programming style. The intention is to demonstrate the possibility of using such a style of programming to describe formally components of such user-interfaces. It is also shown how generic components may be used to develop families of interactive applications with common user-interface characteristics. To describe such generic components, the type structure of the language used must admit polymorphism and in particular the notion of subtyping. %M C.BCSHCI.86.386 %T Text Representation and Manipulation in a Mouse-Driven Interface %S Formal Design Methods %A Roger Took %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 386-401 %* (c) Copyright 1986 British Informatics Society Ltd. %X In many mouse-driven interface packages, the direct manipulation mode does not extend to fine-grained objects such as individual characters in text. This paper examines the benefits and problems of doing this, in the light of experiences with the Presenter, the interface manager to the Alvey ASPECT IPSE. The text-handling capabilities of the Presenter are described in the formal language Z. %M C.BCSHCI.86.402 %T Proving Properties of Interactive Systems %S Formal Design Methods %A Stuart Anderson %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 402-416 %* (c) Copyright 1986 British Informatics Society Ltd. %X The problem of stating and proving properties of interactive systems is dealt with within a fairly concrete notion of interactive system specification. A small specification is presented and outline proofs of some simple properties are given. Though the proofs are simple they do illustrate some of the proof techniques available within the framework. We argue that within the framework presented here properties can be succinctly stated and easily proved and that it is possible to modularise proofs in such a way that the same techniques can be used on larger problems. In addition the possibility of synthesising systems from such properties is considered. %M C.BCSHCI.86.417 %T Where Do We Draw the Line? -- Derivation and Evaluation of User Interface Software Separation Rules %S Formal Design Methods %A Gilbert Cockton %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 417-431 %* (c) Copyright 1986 British Informatics Society Ltd. %X The potential benefits of separating the user interface from the rest of the application are well known. Dialogue design tools, especially omnicompetent User Interface Management Systems (UIMS), are not viable if separation is impossible. Current characterisations of the separated agents are vague veneers. Some UIMS designers offer no definitions. Sound criticisms of the nature, practicality and possibility of user interface separation are commonplace. A Patterned Transition System (PTS) formalism is presented. It allows rigorous definition of separation as isolation. A decision procedure exists which states whether two subsystems are isolated. This proves separation is possible. However isolated subsystems cannot communicate. Communication must be restored by a further separate unisolated subsystem called a linkage. Properties required for a subsystem to be a linkage for two isolated subsystems are presented. The costs of linking isolated systems is measurable. A linkage also embodies attributes of the relationship between two linked subsystems, ending dilemmas on application dependent dialogue functions. %M C.BCSHCI.86.435 %T A Viewdata-Structure Editor Designed Around a Task/Action Mapping %S Knowledge of the User as a Design Guide %A Richard M. Young %A John E. Harris %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 435-446 %* (c) Copyright 1986 British Informatics Society Ltd. %X This paper reports an exploratory attempt to design an editor for viewdata networks based explicitly around a task/action mapping. Task analysis reveals that one editing task can imply the need for another, leading to a view of the overall task as a set of frame-edits joined by a web of implications. A viewdata editor to capitalise on this task structure supplements the frame editor itself with a helpful "assistant" which keeps track of the implications, and at appropriate times reminds the user of the tasks remaining to be done and suggests one to work on next. The order in which tasks are offered to the user is crucial to the success of the system, and is determined by the interaction between four heuristic ordering principles. %M C.BCSHCI.86.447 %T The Use of Complexity Theory in Evaluating Interfaces %S Knowledge of the User as a Design Guide %A George Kiss %A Roy Pinder %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 447-463 %* (c) Copyright 1986 British Informatics Society Ltd. %X The paper argues the case for using the techniques of computational complexity theory in the evaluation of user interfaces. Taking a task-oriented attitude, we interpret user effort as the computational work done by the user in terms of interface operations in carrying out tasks. Computational work is in turn identified with the size complexity of the algorithm through which the task is accomplished at the interface. We show how design decisions about primitives and tools determine the complexity of algorithms available to the user to carry out tasks. An illustration of the approach is given for direct manipulation graphics interfaces. The discussion indicates how the approach gives a reasonable interpretation to concepts like ease of use and tradeoff decisions. %M C.BCSHCI.86.464 %T User Programs: A Way to Match Computer Systems and Human Cognition %S Knowledge of the User as a Design Guide %A Colin Runciman %A Nick Hammond %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 464-481 %* (c) Copyright 1986 British Informatics Society Ltd. %X To avoid bias towards machine issues in interactive system design it is proposed that processing to be performed by the human user should be expressed in user programs. The intention is to bring design closer to a human-centred approach without all the costs and uncertainties often associated with experimental prototyping. Topics discussed include the kind of cognitive architecture on which such programs might run, the kind of programming language in which they might be expressed, and the ways in which they might be developed and interpreted. Some specific proposals and examples are given, but these are intended as illustrative rather than definitive. %M C.BCSHCI.86.482 %T Using an Expert System to Convey HCI Information %S Knowledge of the User as a Design Guide %A Michael Wilson %A Philip Barnard %A Allan MacLean %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 482-497 %* (c) Copyright 1986 British Informatics Society Ltd. %X Where the focus is upon human cognition, guidelines and technical reports are an inadequate means of conveying information from the research to the design communities concerned with HCI. Automated databases or simple expert systems assist in accessing relevant information. They do not, however, readily predict behaviour in novel settings. This possibility is offered by expert systems that incorporate a cognitive analysis of user knowledge and human information processing activity. The present paper outlines an approach to Cognitive Task Analysis (CTA) in which a theoretical framework (Barnard, 1985; in press) is used to derive an explicit representation of cognitive activity associated with dialogue tasks. The representation constructed (or Task Model) includes a specification of mental processes; procedural knowledge; the contents of episodic memory; and a characterisation of the way in which the cognitive mechanism is controlled during task execution. Prespecified mappings from the contents of Task Models then predict aspects of user behaviour. Components of an example analysis, implemented in a working expert system, are used to illustrate the approach. %M C.BCSHCI.86.501 %T New Technology Work Aids for the Physically Disabled %S Case Studies: Evaluation %A Kate Howey %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 501-526 %* (c) Copyright 1986 British Informatics Society Ltd. %X A research study into the effects of new technology on job opportunities for the physically disabled was carried out on behalf of the European Commission during 1981-1982 at the Department of Human Sciences, Loughborough University of Technology. The aims of the research were, firstly, to investigate the effects of the increasing use of technology in many industries on changes in the nature of work and on work methods, especially the implications of these changes for the job opportunities of physically disabled people. Secondly, it was intended to report on the development of computer-based aids for the disabled workforce within the EEC. This paper discusses both issues, but because of the wide scope of the original study, it reports primarily on the range of available new technology devices designed to help the differing communication problems of physically disabled people at work. Within this context, requirements for the design of future systems for the disabled are highlighted. %M C.BCSHCI.86.527 %T Structural Visibility and Program Comprehension %S Case Studies: Evaluation %A David J. Gilmore %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 527-545 %* (c) Copyright 1986 British Informatics Society Ltd. %X This paper draws on work by Anderson and Jeffries (1985) which examined the cause of novice LISP errors, interpreting them in terms of a processing overload model. Two experiments are reported which ask about factors which influence processing demand. Factors examined include the visibility of program structure, the length of program transactions and the programming task. The results of these experiments suggests that effects due to structural visibility may be explicable in relation to processing overload, but the effect of transaction length on performance cannot be so explained. To explain the results it is necessary to realise that processing load is not the only thing affected by language features. For example, some language features (e.g. transaction length) change strategy not processing demand. This paper closes with a consideration of utility of processing demand models, and concludes that it is more profitable to consider the relationship between specific aspects of notations and particular psychological processes. %M C.BCSHCI.86.546 %T Voice versus Keyboard: Use of a Comparative Analysis of Learning to Identify Skill Requirements of Input Devices %S Case Studies: Evaluation %A Peter Johnson %A John Long %A David Visick %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 546-562 %* (c) Copyright 1986 British Informatics Society Ltd. %X This paper is concerned with the evaluation of alternative forms of input device, specifically voice recognition and keyboards. Four devices were tested experimentally in a data entry task. The aim of the assessment was to provide, on the basis of a comparative analysis of learning, information concerning the skill requirements of operators, which would allow the selection of a suitable device for parcel sorting. Learning was analysed in terms of two performance indices: percentage errors and time to complete the task or task component. An analysis of learning on each device was carried out. The analysis was used to identify the skill requirements of operation, and to make recommendations concerning the application of the devices. %M C.BCSHCI.86.565 %T Empirical Evaluation of Map Interfaces: A Preliminary Study %S Display Based Systems: Evaluation %A Graham J. Hitch %A Alistair G. Sutcliffe %A John M. Bowers %A Lucy M. Eccles %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 565-585 %* (c) Copyright 1986 British Informatics Society Ltd. %X The use of spatial maps as human computer interfaces has been described by Sutcliffe (1985) who demonstrated, using the keystroke model of human performance (Card, Moran and Newell, 1980), that maps should have an operational advantage over menus. This paper reports an empirical evaluation of the use of menu and map interfaces to retrieve information from a hierarchically organized geographical database. Two task variables were manipulated; amount of practice and the provision of retrieval cues in the search query. The importance of the compatibility between the physical layout of the map and the organization of the user's knowledge was investigated by comparing performance with a "geographical" and a "random" map Search was slower and more error prone with a menu interface at all stages of practice, the advantage to map interfaces being greatest when there were no retrieval cues to assist search. The geographical map was no more efficient than the random one when users were totally naive; however, it became the more efficient of the two as a result of practice. These findings are discussed in relation to limitations on the practical utility of the keystroke model in predictive evaluation, and in terms of the ease and flexibility of user search processes guided by map interfaces. %M C.BCSHCI.86.586 %T Evaluating the Meaningfulness of Icon Sets to Represent Command Operations %S Display Based Systems: Evaluation %A Yvonne Rogers %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 586-603 %* (c) Copyright 1986 British Informatics Society Ltd. %X Iconic interfacing is becoming increasingly popular as a medium to present information about computer systems and their command operations. This paper considers the extent to which various icons that differ in the form of correspondence between referent and icon symbol can effectively represent a large number of abstract command operations typically used in a word processing environment. Six icon sets, depicting either abstract symbols, concrete objects operated on, concrete analogies associated with the action or combinations of these were constructed to represent 20 commands covering a range of word processing operation areas. Using a questionnaire, 60 subjects (10 for each set) were required to match the icons to the commands they thought they referred to. Significant differences were found between the icon sets. Specifically, the icon sets with the most direct mapping (i.e. those depicting concrete objects operated on) were found to have the highest number of correct matches, with over 85% of the icons being correctly identified. An interaction between icon set and type of command was also found indicating that some commands can be represented in a range of pictorial forms while for other commands the type of pictorial form is critical. The results from this experiment are discussed in relation to the demands made on the cognitive resources for the comprehension of visual symbols. %M C.BCSHCI.86.604 %T Optimizing the Usability of Computer-Generated Displays %S Display Based Systems: Evaluation %A Thomas S. Tullis %B Proceedings of the HCI'86 Conference on People and Computers II %D 1986 %P 604-613 %* (c) Copyright 1986 British Informatics Society Ltd. %X Previous research indicated that the two best predictors of the time that it takes users to extract information from an alphanumeric display are the number of visual groups of characters on the display and the average visual angle subtended by those groups. As either of these values increases, search time increases. However, the number of groups of characters and their average visual angle are not independent of each other. Using mathematical modelling techniques, an exponential function was derived to describe the relationship between these two display measures. Combining that equation with a regression equation fitting user search time with the two display measures resulted in a U-shaped function relating search time to number of visual groups. The shortest search times were associated with a range of about 19 to 40 groups, which corresponds to an average visual angle of about 4.9 to 2.4 degrees. The results are interpreted as indicating that groups smaller than about 5 degrees allow for a more efficient pattern of visual search, in which the necessary information can be extracted from each group with only one fixation. %M C.BCSHCI.87.1 %T Satisfying Goals: An Introduction to People and Computers III %S Preface %A Dan Diaper %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 1-8 %* (c) Copyright 1987 British Informatics Society Ltd. %X This paper introduces the HCI'87 conference proceedings (People and Computers III) with respect to the goals of the conference. The relationship between these goals and how the proceedings, in part, satisfies them is exposed. Such an examination is possible because of the goal directed design method employed for the construction of the conference programme. %M C.BCSHCI.87.11 %T The Incorporation of Early Interface Evaluation into Command Language Grammar Specifications %S Evaluation in Early Design %A Brian Sharratt %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 11-28 %* (c) Copyright 1987 British Informatics Society Ltd. %X The incorporation of evaluation into a design and prototyping exercise for a transport timetabling system is described. Separate timetable interfaces were specified by postgraduate students using Command Language Grammar (CLG) and then implemented using the RAPID prototyping tool. The paper concentrates on the analysis of CLG specifications and the production of simple evaluation metrics. The analysis was based on mapping and consistency checking rules applied to the different CLGs. Following this analysis three metrics, dealing with complexity, optimality and errors, were derived and applied to the CLGs. The paper concludes with an examination of the trade-offs between specification and prototyping. Extensions to CLG to handle some of these trade-offs are discussed. %M C.BCSHCI.87.29 %T Analysis of Communication Tasks for the Design of a Structured Messaging System %S Evaluation in Early Design %A Paul Buckley %A Peter Johnson %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 29-40 %* (c) Copyright 1987 British Informatics Society Ltd. %X Task analysis is often seen as an important initial phase of computer systems design, and appears in the guise of 'needs analysis' and 'requirements analysis'. Task analysis of this sort attempts to describe current tasks (the 'source tasks') in a way that is useful for the design of tasks that exploit a substitute and perhaps more powerful technology (the 'target tasks'). Often the use of the description is found in its specification of knowledge that could be assumed to be possessed or easily acquired by potential users of the new technology. This knowledge should be generalisable from the source to the target tasks. For the purposes of developing a prototype messaging system as part of the Alvey-funded COSMOS project, a specific work-package was devoted to the 'analysis of communications tasks'. Particular emphasis is made in the COSMOS project on 'group communication' and the structures that support this. This paper introduces an approach to task analysis which attempts to extend its scope in HCI from abstract operational tasks to include the more social aspects of participating in a group. The source tasks of 'group communication', which included face to face groups, were categorised to reflect a contrast of features common to the source and target tasks (such as the group aim or 'activity') with features specific to the source tasks (such as the synchronous acoustic and visual channel afforded by face to face meetings). Various aspects of participant's knowledge that enabled them to successfully take part in structured communication were outlined. These aspects included goals, rules, skills and concepts. The knowledge was also categorised in an attempt to separate that specific to the source tasks from the general knowledge that could be exploited in the target tasks; so for instance, 'social skills' are distinguished from 'channel skills'. The paper concludes with suggestions of how such a structured knowledge description could aid the design of the COSMOS target tasks. %M C.BCSHCI.87.41 %T Human Factors and the Problems of Evaluation in the Design of Speech Systems Interfaces %S Evaluation in Early Design %A Dylan Jones %A Kevin Hapeshi %A Clive Frankish %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 41-49 %* (c) Copyright 1987 British Informatics Society Ltd. %X As part of a project in the Alvey programme, during the next two years we will be carrying out experimental studies aimed at generating human factors guidelines for the design of automatic speech recognition systems for avionics and office applications. The planning of the programme of experimental work has thrown up some unique and interesting methodological issues. Firstly, there are a range of factors which can affect performance in the speech recognition system. Secondly, the choice of dependent variable is not easy, since there are a number of possible 'yardsticks' by which recognition performance can be assessed, none of which are, on their own, entirely satisfactory. In this paper we describe these methodological problems and suggest some possible solutions. %M C.BCSHCI.87.53 %T Patterned Systems Design -- HCI in Commercial Data Processing %S Design Methods %A Brian Shorrock %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 53-60 %* (c) Copyright 1987 British Informatics Society Ltd. %X This paper examines the HCI of systems design and suggests how it can be improved. It is directed primarily at commercial Data Processing (DP) systems, rather than more sophisticated applications such as CAD/CAM, graphics or even Word Processing. But, many of the concepts described are equally applicable to all forms of computing. Until recently, most HCI research has been devoted to examining the effects, on users, of minor aspects of computer systems. It is perhaps not surprising, therefore, that most users are still far from satisfied with their systems. Technically, most modern systems are excellent. But, users still find that systems are difficult to master, that they take far too long to develop and that changes are costly. So, this paper looks more widely at the problem, based on a methodology called Patterned Systems Design, or PSD for short. PSD consists of a series of algorithms, which have been developed from some 25 years experience in the design of on line Transaction Processing systems. The main aim of the methodology is to produce systems which are more than just 'user friendly'. PSD is designed to produce systems to which users can ... readily relate. However, what is perhaps the most exciting feature of PSD is that it also makes systems easier to design, easier to program, easier to test and maintain, and easier to document. Thus, the paper shows that PSD leads to improvements in all aspects of the development, implementation, maintenance and use of systems. %M C.BCSHCI.87.61 %T Describing a Product Opportunity: A Method of Understanding the Users' Environment %S Design Methods %A Andrew Hutt %A Nick Donnelly %A Linda Macaulay %A Chris Fowler %A Deborah Twigger %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 61-74 %* (c) Copyright 1987 British Informatics Society Ltd. %X Information System Companies are aware that the marketability and usability of their products are increasingly dependent on acquiring an early knowledge of the requirements of users. This paper describes the first stage of the User Skills Task Match (USTM) methodology. The methodology addresses human factors needs at the requirement specification stage in the product development life cycle. The first stage of the methodology provides a method for describing the users and their environment. It should be applied at an early stage of the development life cycle, that is, when it is first perceived that there is a potential market for a particular product. This stage is referred to as the Product Opportunity stage and the process is called Describing the Product Opportunity (DPO). The paper describes DPO and reports the subjective and objective evaluations that have been carried out. DPO has met with some measure of success in causing design teams to reassess their products in view of an increased understanding of the users' environment. %M C.BCSHCI.87.75 %T The Travel Metaphor as Design Principle and Training Aid for Navigating Around Complex Systems %S Design Methods %A Nick Hammond %A Lesley Allinson %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 75-90 %* (c) Copyright 1987 British Informatics Society Ltd. %X Users often encounter problems navigating around large data structures. This paper discusses the use of metaphors as a means of helping users to understand navigation facilities and developers to design them. We propose an applications model of how metaphors are used, and then exemplify how this model can aid the design of a system. The example is a CAL system we have developed for teaching non-formal fields of knowledge. Evaluations of the system suggest that use of metaphor indeed helps users understand the navigation facilities. %M C.BCSHCI.87.93 %T Human Factors in Systems Design: A Case Study %S Computers and Education %A Christopher Finch Reynolds %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 93-102 %* (c) Copyright 1987 British Informatics Society Ltd. %X MicroCODIL is a teaching package which also acts as a test bed for human factors research in the CODIL project. This paper shows how human factors can be considered at all levels of systems design, starting with the way that poorly structured information is represented and processed, through the provision of diagnostic windows, to the use of colour to syntax check lazy input. The need to minimize the effects on the user of the limitations of low cost hardware is also considered. %M C.BCSHCI.87.103 %T A Flexible Negotiable Interactive Learning Environment %S Computers and Education %A Rolf Ferm %A Mikael Kindborg %A Anita Kollerbaur %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 103-113 %* (c) Copyright 1987 British Informatics Society Ltd. %X The computer as an aid for learning is far from having reached its potential. Its applications in education have mainly been restricted to the drill-and-practice of programmed instruction. In this paper an innovative approach to interactive systems for learning is presented. Specific attention is paid to the design problems of man-machine interaction and their possible solutions. For the computer to meet basic requirements of recently developed communicative language learning methodology, which happens to be our starting point, extremely high demands are made on the flexibility and negotiability offered by an interactive computer-based system. Our design aims at allowing students creatively and unrestrainedly to explore a learning environment of their own making, for the development of the skills of reading and writing. In the environment the user is able to describe the meaning of words and phrases with a text and picture editor. The data are stored in a lexivisual database system, which together with the editor allows the user to search and process text and pictures in a flexible way. An experimental approach to development has been applied. New ideas have been tested continuously with potential users. %M C.BCSHCI.87.115 %T The Drexel Disk: An Electronic "Guidebook" %S Computers and Education %A Thomas T. Hewett %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 115-129 %* (c) Copyright 1987 British Informatics Society Ltd. %X For four years, Drexel University has required entering freshmen to have access to a personal computer. One institutional need created by universal access to computers was that of establishing ways to introduce students to the uses and capabilities of their computers, to various aspects of instructional computing, and to related campus facilities. One part of the University-developed infrastructure of consulting, support, and training services is a Macintosh application, "The Drexel Disk." Taking advantage of the Macintosh interface and graphics capabilities, the Drexel Disk provides information about a variety of topics (e.g., an interactive campus map for locating microcomputing facilities, a database of hints about uses of the Macintosh, a case study based quiz on software piracy, etc.). Available to anyone at Drexel, version 2.5 of the Disk is, in effect, a user's "guidebook" to the microcomputer and the University in their relationship to each other. This paper reviews the history and rationale for development of the Drexel Disk. Along with a description of the content and structure of the Disk, the paper explores principles used in its design (e.g., use of graphics to represent spatial information, creation of effective recall cues to aid in location and retrieval of information, provision of multiple access paths to accommodate users with different skill levels, etc.). In addition, the paper addresses trade-offs made in balancing desirable features vs. resources and production deadlines, and describes user reactions to various features of the Disk. Finally, the paper reviews considerations underlying plans by the University's Office of Co-operative Education to develop a similar "guidebook" to assist students in optimizing their co-operative education experiences. %M C.BCSHCI.87.133 %T Preliminary Analysis for Design %S Analysis for Early Design %A Mark Keane %A Peter Johnson %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 133-146 %* (c) Copyright 1987 British Informatics Society Ltd. %X While previous research into task analysis techniques has gone some way towards characterising techniques which allow one to move from a set of tasks in the world to some generalised model of these tasks, much more work needs to be done on this topic. The present paper puts forward a technique which attempts to deal with a number of issues which arise at this early stage of the design process. The proposed technique, called Preliminary Analysis for Design (PAD), characterises the process of forming a special type of generalised task model (GTM) in terms of three stages: (i) classifying the task world, (ii) generalising and organizing tasks and their elements to form a GTM and (iii) designing the GTM for representation in a subsequent system. It is also argued that this technique should be of some help in evaluating systems at an early stage in the design process. %M C.BCSHCI.87.147 %T Refining Early Design Decisions with a Black-Box Model %S Analysis for Early Design %A Andrew F. Monk %A Alan Dix %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 147-158 %* (c) Copyright 1987 British Informatics Society Ltd. %X A procedure is described by which the potential usability of a user interface may be evaluated at the earliest stages of product design. It allows the designer to find points in the interface where the principles of "predictability", "simplicity", "consistency" and "reversibility" are violated. The procedure uses a semi-formal notation based on Dix and Runciman's (1985) PIE model. This is used to generate a black-box model of the device in terms of action-effect rules which could be communicated to a user. The approach is illustrated by applying it to an existing editor where it shows up a variety of potential problems for users and how they might be avoided. The relationship between action-effect rules and task-action rules is also discussed. %M C.BCSHCI.87.161 %T Pictorial Knowledge Bases %S Pictorial Interfaces %A P. G. Barker %A K. A. Manji %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 161-173 %* (c) Copyright 1987 British Informatics Society Ltd. %X Knowledge bases and user-interfaces are important components of all expert systems. The majority of currently available expert systems use text as the basic medium for both knowledge representation and for dialogue support. This paper describes some approaches to the creation of pictorial knowledge bases and the fabrication of user-interfaces that are based upon the use of pictorial forms. %M C.BCSHCI.87.175 %T Visual Languages and Human Computer Interaction %S Pictorial Interfaces %A Mikael Kindborg %A Anita Kollerbaur %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 175-187 %* (c) Copyright 1987 British Informatics Society Ltd. %X Graphical interfaces have made computers easier to use for people who are not computer experts. Visualization of system status and of ongoing processes has enhanced the user's understanding of how various computer-based tools work and can be used. In addition, interaction via pointing and direct manipulation of symbols and images (for example dynamic windowing and rubberbanding), is often considered to be stimulating and enjoyable. However, most existing systems employ only a limited number of those graphical techniques and visual effects available. Several other media use sophisticated visual languages. Comics for example, use voice balloons, visual symbols and graphical effects to communicate action, events, feelings etc to the reader. Their integration of text and pictures into lexivisual presentation is well suited for communicating information and instructions. The paper discusses how modes of expression in lexivisual presentation and comics can enhance the communication process between the human and the computer. %M C.BCSHCI.87.189 %T Video Browsing and System Response Time %S Pictorial Interfaces %A John F. Patterson %A Carmen Egido %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 189-198 %* (c) Copyright 1987 British Informatics Society Ltd. %X N/A %M C.BCSHCI.87.201 %T Formally-Based Techniques for Dialogue Design %S Systems and Interfaces %A Heather Alexander %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 201-213 %* (c) Copyright 1987 British Informatics Society Ltd. %X This paper presents techniques from software engineering to allow software developers to formalise and prototype user interface designs. User-system dialogues are decomposed into primitive steps called events, and are designed in two stages: first, the overall structure is outlined using CSP; second, the individual events which make up that dialogue structure are specified. Both specifications produced are formal and both can be executed immediately. Executing the CSP outline of events provides a simulation of the intended dialogue; adding the event specifications enables a more realistic prototype of the dialogue. The languages have been implemented both in a functional specification framework, providing executable formal specifications, and in C, for implementing the specifications. %M C.BCSHCI.87.215 %T The Myth of the Infinitely Fast Machine %S Systems and Interfaces %A Alan J. Dix %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 215-228 %* (c) Copyright 1987 British Informatics Society Ltd. %X Frequently only steady state functionality is considered when specifying and documenting interactive systems, the lag between user's commands and the system's response is ignored. Various compromises are used when implementing these systems in order to approximate the ideal of an infinitely fast machine in the real situation. Unfortunately, in this process, properties such as "what you see is what you have got" may be lost. Such problems are especially bad when applications are embedded in surrounding systems. This paper addresses these problems with the aid of a simple formal model which clarifies typical system behaviour and describes what information is required by the user. The appearance of such information is discussed, critically analysing existing techniques (e.g. wait cursors) and proposing novel ones (e.g. munchman buffers), and the demands that such techniques put on the surrounding systems are examined. %M C.BCSHCI.87.229 %T INTERA/P: A User Interface Prototyping Tool %S Systems and Interfaces %A Osamu Hashimoto %A Hitoshi Miyai %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 229-244 %* (c) Copyright 1987 British Informatics Society Ltd. %X INTERA/P is an interactive tool for visual prototyping of such panel-based user interfaces as mobile telephones, facsimilies, etc. It realizes an iterative user interface design. INTERA/P consists of an OBJECT EDITOR and a SEQUENCE EDITOR. The OBJECT EDITOR is used to design an operation panel such input-output devices as buttons, lights, LCD displays, etc. This is done graphically on the INTERA/P display. Diagramming techniques are used with the SEQUENCE EDITOR for operational sequence design. The temporal sequence of user operations and the corresponding machine response is represented on this SEQUENCE EDITOR. The SEQUENCE EDITOR also simulates the panel's behaviour which has been determined by the operational sequence. INTERA/P, implemented on a personal computer, is expected to be used in the design and development of user interface products. %M C.BCSHCI.87.247 %T Designing Electronic Paper to Fit User Requirements %S Writer's Assistants %A Cathy Thomas %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 247-257 %* (c) Copyright 1987 British Informatics Society Ltd. %X This report is based upon evaluation of a new type of word processor which involves handwritten input to the computer. Writing is carried out in the same way as when using a pencil and paper. A stylus is used to write on a thin transparent digitising membrane which lies on top of a flat screen. Input appears at the point of the pen, which the software recognises as editing commands. These are implemented with the same results as with a conventional word processor. Assessment of the system involved a variety of techniques. On a theoretical level, it included looking at how the system could be learned by using metaphors or analogies and at how experimental findings could be explained in these terms. On a more practical level, the evaluation process involved an ergonomic study of the proposed interface. User trials were carried out and a comparison was made with a widely-used word processing system already on the market. Another part of the evaluation consisted of a survey of word processing habits in the Civil Service. Together with a study seeking public response to demonstrations of system prototypes, a comprehensive amount of data has been obtained. This facilitates the design of the final system not only to suit the individual user at the interface level of interaction but also to fit the organisational requirements of the user population as a whole. %M C.BCSHCI.87.259 %T Human-Computer Factors in the Design of a Multimedia Authoring Environment %S Writer's Assistants %A Diana Burkhardt %A Bob Hendley %A Peter Jarratt %A Nick Jurascheck %A Jim Yandle %A Joseph Awumee %A Paule Chicken %A Gillian Weston %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 259-265 %* (c) Copyright 1987 British Informatics Society Ltd. %X This paper describes some implications of human-computer factors in the design of authoring environments. The work has been conducted within the Multifacet Language Laboratory project at the University of Birmingham. This project is investigating the use of interactive video, speech synthesis, voice recognition and CAL (Computer Aided Learning) in a language laboratory. The authors studied are primarily lecturers from the French and Spanish departments but others including professional trainers in industry and Computer Science lecturers have also taken part in the study. Results from a programme of structured interviews, observations and informal discussions with the authors are presented. Initial analysis suggests a problem of communication between authors with their existing teaching conceptions in their subject and the authoring environment software developers. There is a need for authors to experiment with working systems, some authors find it difficult to design teaching material in the abstract even when relatively experienced in working with CAL. Evolutionary prototyping offers a hopeful approach. It is clearly helpful if the user's background is explicitly recognised. Not only should the system adjust to the user's previous history but as the user gains knowledge and experience of creating multimedia CAL the system should respond incrementally to his progress and expanding horizons. This led to the incorporation of a User Model providing adaptability to the individual and, for the range of authors, a mixture of 4GL program generating techniques, content-free packages having fixed internal logic and structure and direct use of a suitable authoring language. %M C.BCSHCI.87.269 %T Automation -- Implications for Knowledge Retention as a Function of Operator Control Responsibility %S Control Systems' Interfaces %A C. S. Narborough-Hall %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 269-282 %* (c) Copyright 1987 British Informatics Society Ltd. %X A perceived consequence of automation, within such contexts as air traffic control, is that the operators' knowledge and overall appreciation of the state of the system could be impaired. This paper describes part of a laboratory based research programme, in which a memory model and pictorial problem solving tasks provided a context for testing constructs applicable to the complex and varied tasks of human-machine systems. Decision making functions assigned to human or machine were varied in a number of ways, namely by assigning subjects to experimental conditions comprising different levels of participation, by altering subjects' responsibility for individual tasks and by changing the accuracy of the computerised system. Results indicated some decrement in memory performance due to subjects' adoption of a monitoring role. A high percentage of computer generated errors impaired memory, whereas directing subjects' attention towards the presented information improved memory, in the short term. The implications of these results for system efficiency within an operational environment are discussed. Proposals are made for computer aiding rather than full automation, so that the operator remains within the control loop thus maintaining his overall appreciation of the system state. %M C.BCSHCI.87.283 %T A Human-Computer Interface for Control System Design %S Control Systems' Interfaces %A H. A. Barker %A P. Townsend %A C. P. Jobling %A P. W. Grant %A M. Chen %A D. A. Simon %A I. Harvey %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 283-293 %* (c) Copyright 1987 British Informatics Society Ltd. %X This paper describes a project for the investigation of improvements in the human-computer interface for the computer-aided design of control systems. The paper describes how the task of efficient design may be greatly eased by allowing control system designers to communicate with the computer in their own specialised, high-level, language. In the domain of control system design, the usual language is in the form of block diagrams or signal flow graphs together with mathematical text. This paper describes a system that is being developed to handle these representations. It is shown how the user may draw and edit both block diagrams and signal flow graphs, with transformations between these representations, in a natural and efficient manner. All graphical interaction is mouse and menu based with the input of mathematical text via the keyboard. The system is being developed with particular attention to human factors, using a consistent and logical structure with comprehensive help facilities at all levels. The topological and mathematical data is stored for further processing or editing, which is at present carried out using a rule driven system written in Prolog, but may in future be carried out using a computer algebra system such as MACSYMA. %M C.BCSHCI.87.295 %T Parcel Sorting by Speech Recognition: Human Factors Issues %S Control Systems' Interfaces %A C. R. Frankish %A D. M. Jones %A C. Madden %A K. Waight %A J. Stoddart %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 295-303 %* (c) Copyright 1987 British Informatics Society Ltd. %X Two types of vocabulary were compared in a simulated parcel sorting task using automatic speech recognition. One type used place names drawn from operational use (eg. 'Belfast Delivery'), in the other, alpha-numeric codes based on the International Civil Aviation Organisation (ICAO) alphabet were substituted for place names (eg. 'Bravo One'). A Kurzweil speech recogniser was used in isolated mode. The overall rate of work was lower with codes based on the ICAO alphabet than with place names. However, code recognition rates were similar for both vocabularies; the ICAO alphabet gave an average rate of 78%, as compared with 82% for place names. The ICAO alphabet was superior in one respect; the proportion of failures which were detectable, ie. instances where recogniser output did not correspond to any member of the code set, was substantially higher (98%) than for place names (88%). These results are discussed in terms of vocabulary design in general, and with specific reference to the development of a practical system for parcel sorting. %M C.BCSHCI.87.307 %T Expert Systems -- Interface Insight %S Intelligent and Adaptive Interfaces %A Anne Morris %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 307-324 %* (c) Copyright 1987 British Informatics Society Ltd. %X Despite impressive growth forecasts and phenomenal increases in development activity, surprisingly few expert systems have made the transition from prototype into everyday use. Users have, in many cases, simply rejected the systems. One of the main reasons for this has been poor interface design. In this paper, six controversial aspects of user interface are discussed: end-user/knowledge engineer requirements, natural language interfacing, dialogue control, adaptivity, error handling and explanation facilities. Further general interface guidelines are offered to designers of expert systems. It is concluded that, above all, there is a need to move away from inflexible systems-driven dialogue facilities and that much research still needs to be undertaken in this whole field. %M C.BCSHCI.87.325 %T Some Critical Remarks on Abstractions for Adaptable Dialogue Managers %S Intelligent and Adaptive Interfaces %A Gilbert Cockton %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 325-343 %* (c) Copyright 1987 British Informatics Society Ltd. %X This paper explores the relation between formal abstraction and ease of adaptation for human-computer dialogues. One analysis distinguishes differences in the timing, method and agent of adaptation. A second develops a flexibility heuristic based on formal concepts. These two analyses form the basis of a focussed survey of current abstractions for modelling interaction techniques, display dynamics and within-session adaptation of dialogue sequences. The general requirements for ease of adaptation by both people and computers are used to assess the role of formal methods in achieving a higher standard of adaptability in human-computer dialogues. %M C.BCSHCI.87.345 %T An Evaluation of the Effectiveness of the Adaptive Interface Module (AIM) in Matching Dialogues to Users %S Intelligent and Adaptive Interfaces %A C. J. H. Fowler %A L. A. Macaulay %A S. Siripoksup %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 345-359 %* (c) Copyright 1987 British Informatics Society Ltd. %X The present study represents an evaluation of an Adaptive Interfaces Module, which attempts to offer users an appropriate type of dialogue to meet their particular requirements and preferences. The investigation focuses on two main user characteristics: task/system expertise and cognitive style. Cognitive style was assessed on the field-dependence-independence dimension, and the level of task/system expertise was determined by the amount of exposure to the system. A number of different types of dialogue were generated, which varied in terms of their overall form, structure and content. The analysis of the results suggests that cognitive style and task/system expertise are important variables in determining an effective user-dialogue match. Novice users seem to prefer dialogues which are system-guided and demand a limited and specified sequence of inputs from the user. In contrast, users with increased experience appear to be more able to cope with a wider range of dialogues. The cognitive style findings are discussed in terms of different initial learning strategies adopted by users in the formulation of their task/system models. Finally some of the limitations of the experiment are discussed and suggestions for future research are made. %M C.BCSHCI.87.363 %T Planning in the Context of Human-Computer Interaction %S Psychology of Users %A Richard M. Young %A Tony Simon %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 363-370 %* (c) Copyright 1987 British Informatics Society Ltd. %X Interacting with a computer system requires the user to undertake a certain amount of planning, although good interactive systems minimise the need for this kind of cognitive activity. The planning relevant in an HCI context differs in emphasis from that studied in Artificial Intelligence. The very nature of interactive computing environments generates a number of implications for the planning process, the chief of which are (1) that the activity of planning is intimately interleaved with the execution of the plans, and (2) that simple, partial plans are more appropriate than complex, detailed ones. Such an approach to planning yields behaviour bridging the spectrum from backwards-chaining puzzle-like problem solving at one extreme, to the smooth execution of routine methods at the other. %M C.BCSHCI.87.371 %T Knowledge Acquisition and Conceptual Models: A Cognitive Analysis of the Interface %S Psychology of Users %A Andrew Dillon %B Proceedings of the HCI'87 Conference on People and Computers III %D 1987 %P 371-379 %* (c) Copyright 1987 British Informatics Society Ltd. %X Understanding how users process the information available to them through the computer interface can greatly enhance our abilities to design usable systems. This paper details the results of a longitudinal psychological experiment investigating the effect of interface style on user performance, knowledge acquisition and conceptual model development. Through the use of standard performance measures, interactive error scoring and protocol analysis techniques it becomes possible to identify crucial psychological factors in successful human computer use. Results indicate that a distinction between "deep" and "shallow" knowledge of system functioning can be drawn where both types of user appear to interact identically with the machine although significant differences in their respective knowledge exists. The effect of these differences on user ability to perform under stress and transfer to similar systems is noted. Implications for the design of usable systems are discussed. %M C.BCSHCI.88.3 %T Preface %A Martin Thomas %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 3-5 %* (c) Copyright 1988 British Informatics Society Ltd. %X In the UK there is one annual national conference on HCI, organised by the British Computer Society's HCI Specialist Group. This book contains the refereed papers presented at the HCI'88 conference, held in September 1988 at UMIST, Manchester, England. This preface sets out to put the contents into context, both for people reading this book as it stands, and those attending the conference. %M C.BCSHCI.88.7 %T Computers for the People: HCI in Prospect. An Introduction to the HCI'88 Conference Proceedings %A Dylan Jones %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 7-10 %* (c) Copyright 1988 British Informatics Society Ltd. %X N/A %M C.BCSHCI.88.13 %T Implications of Current Design Practice for the Use of HCI Techniques %S Analysis for Early Design %A Victoria Bellotti %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 13-34 %K Design practice, HCI task analysis techniques %* (c) Copyright 1988 British Informatics Society Ltd. %X A study of commercial system-interface design projects was carried out in order to determine the nature of real world design practice. Of particular interest were two questions; the first being whether commercial design makes use of HCI design and evaluative techniques, and the second being whether commercial design satisfies the requirements for successful application of these design aids. The findings suggested that commercial design practice varies both in the constraints under which it operates, and in the approaches adopted. Although many problems relating to interface design appear to be tractable to HCI techniques, these techniques are rarely used. Conditions in commercial design practice sometimes act as unavoidable constraints on what designers can do. These constraints have important implications for the applicability, or inapplicability, of HCI design and evaluative techniques. %M C.BCSHCI.88.35 %T Task-Related Knowledge Structures: Analysis, Modelling and Application %S Analysis for Early Design %A Peter Johnson %A Hilary Johnson %A Ray Waddington %A Alan Shouls %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 35-62 %K Task modelling, Knowledge representation, Frames, Design decomposition %* (c) Copyright 1988 British Informatics Society Ltd. %X A theoretical and methodological approach to task modelling is described, with a worked example of the resultant model. The theory holds that task knowledge is represented in a person's memory and that this knowledge can be described by a Task Knowledge Structure (TKS). The method of analysis has been developed for carrying out analyses of real world tasks. The method uses a variety of techniques for collecting information about task knowledge. A second perspective of the paper shows how a developed TKS model can be decomposed into a design for a software system to support the identified tasks within the domain of the analysis. This decompositional method uses the structure of frames to provide consistency between different levels of design decomposition. %M C.BCSHCI.88.63 %T Abstract, Generic Models of Interactive Systems %S Analysis for Early Design %A Alan Dix %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 63-77 %K Formal methods, Design principles, Requirements capture %* (c) Copyright 1988 British Informatics Society Ltd. %X For several years at York, we have been investigating the use of abstract models in the design of interactive systems. I will describe why we originally pursued this line and the benefits that have ensued. I will only briefly describe specific models as examples where appropriate. There is an underlying assumption that formal methods are being used during the software design process, but the analysis proves useful even when this is not the case. %M C.BCSHCI.88.79 %T Analysing the Scope of Cognitive Models in Human-Computer Interaction: A Trade-Off Approach %S Analysis for Early Design %A Tony Simon %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 79-93 %K User-modelling, Cognitive science %* (c) Copyright 1988 British Informatics Society Ltd. %X One of the main contributions of Cognitive Science to HCI has been the development of predictive models of user behaviour. However, such models are necessarily limited in the scope of predictions they can make; their strengths usually being determined on the basis of pragmatic trade-offs. At present, no rational taxonomy of the different types of model exists. Thus, would be user-modellers find little guidance about which model is most likely to deliver the kind of predictions in which they are interested. Even less available is information about what will not be delivered when employing any given model. This paper presents a representation of the space of some user-models in HCI which reveals their scope by making explicit such trade-offs. %M C.BCSHCI.88.97 %T The Design and Evaluation of an Animated Programming Environment %S Systems Design: Methods, Tools and Processes %A Kaizad B. Heerjee %A Michael T. Swanston %A Colin J. Miller %A William B. Samson %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 97-109 %K Human-computer interface, Software evaluation, Programming environments %* (c) Copyright 1988 British Informatics Society Ltd. %X APE, an Animated Programming Environment, is an interactive, graphical, program design and development system, that embodies structured programming and top-down design. The system supports the development of programs for a variety of block structured languages whilst working conceptually at the level of Jackson diagrams. Evaluation of APE has been carried out during the design and implementation stages of the development life-cycle. The evaluation was based on responses to a questionnaire and a comparison with conventional means of generating code. The questionnaire evaluation elicited users' general impressions about the system and its interface, and their detailed views on more specific aspects of the system. The comparative evaluation showed no difference in the mean quality of the solution to a programming problem, but a significantly reduced variance in quality compared to conventional methods. %M C.BCSHCI.88.111 %T Overcoming Obstacles to the Validation of User Requirements Specifications %S Systems Design: Methods, Tools and Processes %A M. A. R. Kirby %A C. J. H. Fowler %A L. A. Macaulay %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 111-122 %K Requirements specification, User requirements, System validation %* (c) Copyright 1988 British Informatics Society Ltd. %X Poor specification of user requirements is a major reason why computer systems fail or dysfunction. One way of addressing this problem is to validate User Requirements Specifications before proceeding with system development. To date, it has only been possible to validate specifications against checklists of what they should contain. This type of validation indicates gaps but does not check the reliability of a specification; nor does it explain the implications of specification deficiencies for performance of the finished product. This paper identifies obstacles to the development of validation techniques that do check reliability and do explain the implications of specification deficiencies. An approach to overcoming these obstacles is discussed, particularly a method for ensuring that a specification is verified with the right set of users, and a method of manipulating and analysing the information in a specification to predict dysfunction. This approach has been used to develop the Specified User Requirements Validation and Explication (SURVE) technique. %M C.BCSHCI.88.123 %T The Representation of User Interface Style %S Systems Design: Methods, Tools and Processes %A William M. Newman %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 123-143 %K Human computer interaction, User interface design, Design style, Design rationale, Requirements, Applications design, Software environments, User interface toolkits, Apple Macintosh %* (c) Copyright 1988 British Informatics Society Ltd. %X This paper identifies the need for representations of styles of user interface, particularly as a basis for choosing an application style or porting an application to a new environment. It identifies the requirements that a style representation should meet, and then proceeds to develop a representation based on the use of points of style. It shows how this representation is capable of relating style to user requirements, how it helps construct the style's underlying argument, and how it exposes stylistic weaknesses. Several worked examples are included. %M C.BCSHCI.88.145 %T Some Experiences in Integrating Specification of Human Computer Interaction within a Structured System Development Method %S Systems Design: Methods, Tools and Processes %A Alistair Sutcliffe %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 145-160 %K Interface design, Systems design, Task analysis, Direct manipulation %* (c) Copyright 1988 British Informatics Society Ltd. %X Procedures for integrating task analysis and design of human computer interfaces into a structured system design method, Jackson system development (JSD) are described. JSD process structure diagrams are used to describe tasks which are then evaluated for cognitive complexity. Task allocation and complexity analysis produced specification of human tasks, highlighted the need for task support actions, especially information display support for working memory, and produced computer process specifications for human task support. Dialogue specification for a direct manipulation interface design was taken from the JSD object/event model from which permissible manipulations were derived. Further PSD diagrams were constructed to specify interface object management processes. Preliminary evaluation of the method showed that the method was easy to learn even for non HCI specialists. %M C.BCSHCI.88.161 %T Humans, Computers, and Contracts %S Systems Design: Methods, Tools and Processes %A A. J. Gundry %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 161-175 %K HCI, Procurement, Contracts %* (c) Copyright 1988 British Informatics Society Ltd. %X Large interactive systems are increasingly purchased by means of competitive, fixed price contracts. Under a common form of this arrangement, a purchasing authority sponsors a requirement study and places a contract for a design study with two or more contractors. During the design study, the contractors are in a cost-effectiveness competition, and the one who wins will be held to his bid price for the implementation that follows. This paper looks at both sides of the contractual divide to see how HCI practice fares under these conditions. On the purchasing authority's side, the consequences of expressing HCI requirements in contractually-robust language are examined, with illustrative examples. On the contractor's side, typical constraints on his HCI design team are restricted access to users and the pressure to show that solutions are cost-effective. The paper reviews some other procedures in this context: user demonstrations, technical adjudication and acceptance tests, and outlines their implications. The paper concludes with a discussion of the challenges for HCI knowledge and practice of a contractual environment, and the comparisons to be made with other disciplines. %M C.BCSHCI.88.179 %T A User Oriented Design Process for User Recovery and Command Reuse Support %S Implementation Tools %A Yiya Yang %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 179-198 %K Undo, Redo, Reuse, User requirements %* (c) Copyright 1988 British Informatics Society Ltd. %X This report discusses the typical working environment of user recovery and command reuse support and defines the range of services provided by it. A user-oriented design process for user recovery and command reuse support is described that ascribes a central role to empirical and analytical evaluation. The results of a survey of users' views upon existing and idealised user recovery and command reuse support is reported and discussed. In addition, literature informed analysis is used to explore the issues of support representation and command history organisation. Both are used to illustrate how design considerations enter into design process stages for user recovery and command reuse support. A four component architecture for such support is proposed to underpin these considerations comprising a context information base, a recovery knowledge base, an application model and a recovery manager. %M C.BCSHCI.88.199 %T Issues Governing the Suitability of Programming Languages for Programming Tasks %S Implementation Tools %A Marian Petre %A Russel Winder %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 199-215 %K Naturalness, Coding, Computational model %* (c) Copyright 1988 British Informatics Society Ltd. %X This research was provoked by assertions in the literature about the 'obvious naturalness' of particular programming languages for general programming. It was intended to uncover principal issues governing the suitability of general purpose programming languages for expressing different types of solutions and to observe factors which obstructed coding or inhibited it altogether. The study required experts to program solutions to a variety of problems in several languages, in order to exercise their opinions and expertise. The general pattern which emerged from the protocols was that experts devised solutions not in terms of a particular programming language, but in terms of a pseudo-language which was a patchwork of different notations and approaches, implying that they found different languages appropriate for different aspects of solution, and that they used a personal computational model which was an amalgam of all their computational knowledge. Solutions so devised were coded into a given programming language, often with heavy translation overheads, particularly for data structures. Once a satisfactory algorithm was adopted, experts resisted a change of algorithm unless provoked strongly. Three sources of irritation in coding were reported consistently: inadequate data structuring tools, inefficiency, and poor interaction facilities. %M C.BCSHCI.88.217 %T SEE: A Safe Editing Environment; Human-Computer Interaction for Programmers %S Implementation Tools %A J. Rodger Harris %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 217-233 %K Programming environment, Software engineering tool kit, Rapid prototyping, User centred programmer support, Interactive design, Stepwise refinement %* (c) Copyright 1988 British Informatics Society Ltd. %X User-centred design of interactive systems requires many iterations of design and implementation. Software engineering methodologies for software development base their approach on the life cycle and stepwise refinement which, it is assumed, dictate an orderly development. One of the problems software engineers must overcome is the control and review of multiple versions which are needed for comparison purposes as the development proceeds. The programmers' support provided by system designers, even when used by experts, often leads to misuse and loss of vital information. Even sophisticated source code control systems are not used consistently when developing alternative versions, so leading to loss of working examples for demonstration to users. This user-centred source code control for programmers is based on stepwise refinement and allows the development of alternative prototypes to be controlled by the programmer(s) in any available language. A number of design principles have been developed and put into practice; a working version has been added to an existing programming environment and evaluated with a user population of novice, intermittent and expert programmers. The system is called the Safe Editing Environment (SEE) and is implemented in the Unix operating system. %M C.BCSHCI.88.237 %T User-Driven Adaptive Behaviour, A Comparative Evaluation and an Inductive Analysis %S Systems Support %A A. Brooks %A C. Thorburn %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 237-255 %K User-driven, Adaption, Evaluation, Help system, Induction %* (c) Copyright 1988 British Informatics Society Ltd. %X The comparative effectiveness of user-driven adaption has remained unevaluated until now. An experiment is reported in which two groups of subjects made use of separate text-based interfaces to an operating system environment. One group made use of a traditional interface with a help system, the other made use of a user-driven adaptive interface. The latter group of subjects could move between three different interface styles by a single function key-stroke at any request for input. Both interfaces were built using CONNECT and the experiment was carried out within a research paradigm promoted by Brooks. The group using the traditional interface was found to have requested help significantly more often than the number of times the other group pressed the function keys and four of the subjects commented negatively on the entry/exit nature of the help system. User-driven adaption was otherwise found not to enhance interaction. Interpretations are placed upon subjects' behaviour at the user-driven adaptive interface and compared with those made of the results of an earlier experiment. %M C.BCSHCI.88.257 %T Contextual Structure Analysis of Microcomputer Manuals %S Systems Support %A Hiroyasu Chimura %A Hiroshi Kato %A Hiroyuki Mitani %A Takahiro Sato %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 257-274 %K Human computer interaction, Microcomputer manuals, Improving quality of manuals, Contextual structure analysis, ISM (interpretive structural modeling) %* (c) Copyright 1988 British Informatics Society Ltd. %X With the rapid diversification and popularization of microcomputers, the necessity for good manuals is increasing. Manuals play an important role in human computer interaction. Most manuals, however, are hard to understand. It is necessary to develop methodologies, methods and technologies for improving the quality of manuals. The authors considered that contextual structure plays an important part in readability. From this point of view, a method was developed for manuals contextual structure analysis and evaluation applying ISM (Interpretive Structural Modeling) method which is one means for structurally modeling a system. Use of the method helps manual developers to graphically express the whole contextual structure for manuals and to find any logical inconsistency. This paper describes the basic idea and the method, and then demonstrates the feasibility of using the method through actual applications. %M C.BCSHCI.88.275 %T Information Flow in a User Interface: The Effect of Experience and Context on the Recall of MacWrite Screens %S Systems Support %A J. Terry Mayes %A Stephen W. Draper %A Alison M. McGregor %A Keith Oatley %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 275-289 %K HCI, Information flow, Learning, Recall, Interface design, Documentation, MacWrite, Minimal manual %* (c) Copyright 1988 British Informatics Society Ltd. %X A major theoretical and practical concern in HCI is to discover and characterise what it is that users know -- of what their expertise consists. We have tested what users remember of the detailed content of the MacWrite interface. We found that even experienced users can recall little of the menu contents, even though during use those menus are the instruments of their successful performance. It seems that the necessary information is picked up, used, and discarded; it is not learned in the sense that commands are learned. More exactly, users retain only enough information for recognition, not the much greater amount required for recall. This has implications for predicting learning times (not having to learn commands even for skilled performance should make for fast skill acquisition), and for writing documentation (no need to teach what won't be learned): thus the 'information flow' view of human action (Norman & Draper [1986]) can be used to re-interpret the findings and recommendations of the 'minimal manual' approach developed by Jack Carroll and his associates (Carroll [1984a]; Carroll [1984b]). %M C.BCSHCI.88.291 %T Can Cognitive Complexity Theory (CTT) Produce an Adequate Measure of System Usability? %S Systems Support %A Christine Knowles %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 291-307 %K Cognitive complexity theory (CCT), User knowledge requirements, Domain representation, CAD systems, Interface complexity %* (c) Copyright 1988 British Informatics Society Ltd. %X Superficial interface characteristics alone (e.g., mouse movements, command names, syntax) cannot adequately explain novices' learning difficulties. A source of error in user/system interaction can occur when there is a mismatch between the system and the user in terms of the way in which the domain is being represented by the system and the user's ability to carry out tasks which effect changes in the domain. Kieras and Polson (1985), proposed that cognitive complexity theory (CCT) could provide some quantitative measure of the usability of an interface. CCT represents job-task knowledge using production rules, which in conjunction with a task-to-device mapping structure attempts to provide a formal description of both user knowledge and device behaviour. CAD systems in the fashion industry provide an interesting opportunity to assess CCT by focusing on the highly skilled design activity of pattern cutting. This study tests the basic tenets of CCT and its ability to predict errors and learning difficulties when using CAD tools for pattern cutting, and goes on to suggest that the quality of the system's representation of the domain can, in part, determine interface complexity such that a purely quantitative measure of user-task knowledge (e.g., counting production rules) is both limited in application and inappropriate as a reliable metric for evaluating sources of complexity in an interface. %M C.BCSHCI.88.309 %T Training for Optimising Transfer between Word Processors %S Systems Support %A Clare Pollock %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 309-328 %K Transfer, Training, Word processors, Frames %* (c) Copyright 1988 British Informatics Society Ltd. %X This paper describes research which aims to develop a type of training programme for users changing from one word processor to another. The training seeks to maximise the positive and minimise the negative transfer of knowledge about one system to another and thus improve the users' performance on the second system. Evidence is first presented which indicates that transfer may be a problem for such users. A model is, then, described which is used to interpret this evidence and to develop different training solutions. Three types of training which can be related to the model were tested and all were found to reduce the problem. On the basis of these results, further training programmes were developed which were more efficient. The results of an experiment which compared the second set of programmes, are next described. The experiment showed that one type of training was superior to the others. This training gave the subjects low level information about the second system as well as relating it to the first. However, this effect was not consistent over all of the tested functions. The differences between the functions are interpreted in terms of the model and the utility of the model in aiding the development of training is discussed. %M C.BCSHCI.88.329 %T Measuring User Satisfaction %S Systems Support %A Jurek Kirakowski %A Mary Corbett %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 329-338 %K Evaluation, Metric, User development %* (c) Copyright 1988 British Informatics Society Ltd. %X The Computer User Satisfaction Inventory (CUSI) is a system independent evaluation metric questionnaire. It provides an indication of the individual's feelings of satisfaction along two dimensions: competence and affect. This paper presents data on the relationship between CUSI scores and other, more system dependent, metrics and discusses the role of user satisfaction in the development of user ability. The relationship between the CUSI profiles and other metrics indicates that CUSI measures aspects of users in a way that is neither context sensitive nor labour intensive, unlike other measures derived from, for example, console logs, interviews, and diaries. CUSI's two subscales of affect and competence work in accordance with what is hypothesised on the basis of the self efficacy theory of Bandura. When we look at a longitudinal profile of user adaptation to a computer system we find an initial period of rapid development characterised by increase in satisfaction ratings, followed by a relative plateau during which feelings of competence lag behind those of affect. After this plateau stage users begin to try experimenting with more advanced features of the interface. %M C.BCSHCI.88.341 %T A Review of Human Performance and Preferences with Different Input Devices to Computer Systems %S Input/Output %A N. P. Milner %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 341-362 %K Input devices, Speed, Accuracy, Subjective preference, Literature review %* (c) Copyright 1988 British Informatics Society Ltd. %X A large number of studies exist which compare different computer input devices. Under experimental conditions no single device has been found to be consistently more appropriate than any other for Human-Computer interaction. An extensive literature review has been undertaken of papers which compare the performance of different input devices. In the studies reviewed, all the devices have been compared on either speed, accuracy or subjective preference or a combination of these three measures. Whilst it is accepted that there are studies which contradict one another, the following general conclusions can be drawn. 1. For fixed choice, low resolution applications the most direct input device (e.g., a touch sensitive screen) is quickest and most liked by subjects. 2. For quick and accurate selection or manipulation of high resolution objects indirect input devices are better than direct devices. 3. There is no clear evidence to support the mouse, joystick or trackball as being the best high resolution indirect input device. 4. In comparative studies, cursor keys and function keys perform poorly against other input devices. 5. Experimental tasks and the specific design of the input device have a large effect on the empirical results. %M C.BCSHCI.88.363 %T A Gesture Based Text Editor %S Input/Output %A L. K. Welbourn %A R. J. Whitrow %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 363-371 %K Gestures, Text editing, Electronic paper %* (c) Copyright 1988 British Informatics Society Ltd. %X This paper describes a text editor which has been designed to mimic the usual pen and paper type of editing. Hand-drawn gestures are used to specify the editing task. The use of gestures as an interface becomes more important with the advent of the electronic paper. The user specifies the editing task and its range by drawing the gesture on a tablet. The 'ink' of the pen appears on a screen, allowing the user to see what is drawn. The recognition of the gesture is on-line in its nature and the results of the edit are displayed immediately. Typically, two horizontal lines drawn through a word will be recognised as a delete operation, and the word will be removed from the display. The editing operations described include deletion, insertion, new paragraph, block moves and page formatting. The editor has been designed to work on both cursive and ascii text. The output document from the editor is directed to a character recogniser for recognition purposes. The choice of gestures and their recognition is described and discussion of the user acceptability given. %M C.BCSHCI.88.373 %T Towards the Construction of a Maximally-Contrasting Set of Colours %S Input/Output %A Darren Van Laar %A Richard Flavell %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 373-389 %K Colour displays, Contrast effects, Information display, Psychophysics %* (c) Copyright 1988 British Informatics Society Ltd. %X Two experiments are reported. The first investigates the relationship between hue, lightness and saturation in determining colour contrast in displays, the second examines the effect of surrounding and adjacent colours on the perception of stimuli in colour displays. All subjects taking part in the experiments had normal colour vision. Hue difference between stimuli was found to exert the biggest single effect on colour contrast, with similar hues being discriminated significantly more slowly than different hues. Lightness difference also produced a significant effect in the same direction. Saturation effects were surprising in that more similar saturations were associated with significantly faster reaction times. In the second experiment strong brightness and hue context (induction) effects were observed but effects due to target size and saturation did not reach significance. The relevance of these findings to designers of colour displays is discussed. %M C.BCSHCI.88.391 %T Gripe: A Graphical Interface to a Knowledge Based System which Reasons about Protein Topology %S Input/Output %A Kathryn Seifert %A Christopher Rawlings %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 391-406 %K Graphics, Interface, Knowledge-based, Protein, Topology, Prolog %* (c) Copyright 1988 British Informatics Society Ltd. %X GRIPE is an interactive graphical interface to a knowledge based system which reasons about the topological structure of proteins. The knowledge based system, TOPOL, derives symbolic, declarative representations of protein topology from the underlying three-dimensional coordinates of protein structural elements. The use of the topological representation rather than the complex three-dimensional displays provided by most molecular graphics systems is intended to make it easier for a biologist (or a computer program) to perceive certain kinds of structure and symmetry in proteins, thus easing analysis and comparison. In particular, the topological representation is useful for the detection of topological motifs, which are common folding patterns taken by the proteins. GRIPE was developed to facilitate the use of TOPOL by molecular biologists as it allows the user to construct graphical queries about the presence of linear and topological structures in selected proteins. GRIPE also provides facilities for viewing the three dimensional and topological structures of the proteins. The interface provides an easy and effective way to examine protein structure. %M C.BCSHCI.88.407 %T Graphical Prototyping of Graphical Tools %S Input/Output %A David England %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 407-420 %K Specification, Prototyping, Evaluation %* (c) Copyright 1988 British Informatics Society Ltd. %X This paper describes a tool set for the interactive specification and construction of graphical user interfaces. It combines a specification method, Object-ATN, with a painting tool to describe interface objects. Interfaces can then be simulated for user testing and evaluation. The tool set is part of the ECLIPSE Integrated Project Support Environment but is not limited to producing user interfaces for that environment. %M C.BCSHCI.88.421 %T A Comparison of Hypertext, Scrolling and Folding as Mechanisms for Program Browsing %S Input/Output %A Andrew F. Monk %A Paul Walsh %A Alan J. Dix %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 421-435 %K Hypertext, Scrolling, Folding, Browsing, Literate programming %* (c) Copyright 1988 British Informatics Society Ltd. %X Hypertext removes some of the constraints of conventional linear text by providing mechanisms for physically realizing the conceptual links between related sections of material. This research examines the use of a hypertext browser with a literate program. A literate program has a sequential structure, in that it is divided into sections presented in a particular order, and a hierarchical structure, in that some sections 'use' other sections. Two experiments are described which compare the performance of users browsing the same program presented either as a linear or hypertext structure. In Experiment 1 one group used a hypertext browser the other two scrolling and folding browsers. The hypertext browser is shown to be inferior to the scrolling browser under these particular circumstances. In a second experiment two further groups of users were tested, one of which was provided with an overview of the hypertext structure. This manipulation removed the disadvantage demonstrated in Experiment 1. It is concluded that while hypertext presents many new opportunities to the interface designer, it also raises new problems. In particular, the importance of providing an overview or map of the hypertext structure is demonstrated. %M C.BCSHCI.88.437 %T Hypertext Tips: Experiences in Developing a Hypertext Tutorial %S Input/Output %A Lynda Hardman %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 437-451 %K Hypertext %* (c) Copyright 1988 British Informatics Society Ltd. %X Hypertext is a next step in the sophistication of presenting text and graphics to users. One of the major HCI issues is how an author presents information to the reader in an easily comprehensible way. This is problematic because designing a hypertext is even more difficult than designing a good linear document, which is already difficult enough. Furthermore, at the present time, there are only a small number of good examples of hypertexts. This paper examines the development of a hypertext, written using the Guide hypertext system, for presenting a tutorial on the structure of the brain to physiology students. The paper describes a number of points that were raised during the authoring of the tutorial. These points are formed into guidelines which suggest how to structure a hypertext and how to make the layout of the information in a hypertext clearer. The Guide hypertext system allow links from graphics to text, whereas paper allows only links from text to graphics. The use of this extra dimension is discussed. The paper is intended to give advice on creating a hypertext for authors new to the concept. %M C.BCSHCI.88.453 %T Optimum Display Arrangements for Presenting Visual Reminders %S Input/Output %A John M. Findlay %A Simon P. Davies %A Robert Kentridge %A Anthony J. Lambert %A Justine Kelly %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 453-464 %K Visual displays, Windows, Attention allocation, Peripheral vision, Reminders %* (c) Copyright 1988 British Informatics Society Ltd. %X Developments in technology now allow designers to make use of a wide variety of layouts to present material at an interactive terminal. Our understanding of perceptual and cognitive processes shows that various tradeoffs will need consideration in evaluating such layouts (availability of material vs screen clutter; reliance on user memory vs use of reminders etc). We approach these through the framework of attentional switching. We shall report an experimental study which evaluates these tradeoffs in a frequently encountered text editing situation. Our editor may be set to either 'insert' or 'overtype' mode. This information can be displayed with varying prominence in a peripheral window on the screen, displayed as a change of cursor, or omitted from the screen display. We have monitored user interaction at a keystroke level during text editing sessions and show that the different forms of presentation of reminder information can result in substantial differences in performance. %M C.BCSHCI.88.465 %T Flexible Intelligent Interactive-Video %S Input/Output %A T. Webb %A D. G. Jameson %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 465-475 %K Interactive video, Expert system, Human-computer interface %* (c) Copyright 1988 British Informatics Society Ltd. %X University College and Middlesex School of Medicine are producing two interactive video (IV) discs for use in teaching Clinical and Surgical management. The system is designed to provide three modes of interaction and will have as its core an expert system on the domain covered by the disc. The combination of a knowledge-based system and video is very rich in information. The interface for such a system requires a format familiar enough for the user to assimilate it rapidly, but flexible enough to deal with the range of possible situations and combinations of information formats. Some lessons learnt from a previous IV project are discussed and some problems raised by the new system are aired. The authors have found like many before them, that paper-based information systems provide useful guidelines for effective presentation. %M C.BCSHCI.88.477 %T The Application of Cognitive Psychology to CAD %S Input/Output %A Andrew Dillon %A Marian Sweeney %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 477-488 %K Cognitive psychology, CAD, Interface design, Protocol analysis %* (c) Copyright 1988 British Informatics Society Ltd. %X The design of usable human-computer interfaces is one of the primary goals of the HCI specialist. To date however interest has focussed mainly on office or text based systems such as word processors or databases. Computer aided design (CAD) represents a major challenge to the human factors community to provide suitable input and expertise in an area where the users goals and requirements are cognitively distinct from more typical HCI. The present paper is based on psychological investigations of the engineering domain, involving an experimental comparison of designers using CAD and the more traditional drawing board. By employing protocol analytic techniques it is possible to shed light on the complex problem-solving nature of design and to demonstrate the crucial role of human factors in the development of interfaces which facilitate the designers in their task. A model of the cognition of design is proposed which indicates that available knowledge and guidelines alone are not sufficient to aid CAD developers and the distinct nature of the engineering designer's task merits specific attention. %M C.BCSHCI.88.491 %T How Much is Enough? A Study of User Command Repertoires %S Dialogue Design %A Paddy Anstey %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 491-507 %K User command repertoires, Computing service organisation, Software environments %* (c) Copyright 1988 British Informatics Society Ltd. %X A critical examination of the VAX/VMS command repertoires of users of a university computing service has been possible following the automatic logging of all operating system commands issued by all users over a period of six months. After preliminary investigation, users selected from a variety of backgrounds and with considerable experience on the system were interviewed to probe the perceived adequacy of their repertoires for their particular tasks, and to determine factors which appear to affect command repertoire development. A surprisingly restricted command set was revealed amongst user communities in many disciplines, including some with a substantial tradition of computing -- and a common core of popular commands across all disciplines was readily identified. Users interviewed were generally satisfied with their command repertoires but it was clear from discussion that many users could be more effective if they had a greater grasp of the system, not least for 'housekeeping' activities. Whatever their attitude to computing as an activity, the users were all applications-driven and mostly gave the learning of the 'extras' a low priority relative to the many other demands on their time, even though the possible benefits were in some cases perceived. The findings from this study are given in detail, and the implications for organisational and software changes discussed. %M C.BCSHCI.88.509 %T Generative Transition Networks: A New Communication Control Abstraction %S Dialogue Design %A Gilbert Cockton %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 509-527 %K UIMS, Dialogue specification, Generative transition networks, Operational sequences, Dialogue determination, Formal methods %* (c) Copyright 1988 British Informatics Society Ltd. %X The sequences of operations which are possible in the use of an interactive system can be modelled with different formal structures. Human factors and software engineering both set requirements for the design or selection of these formal structures. This paper surveys the requirements for operation sequence specification techniques for User Interface Management Systems, dialogue specification and early evaluation. To date, most formal structures have been selected from control models developed for other aspects of system specification. These selections have failed to satisfy all requirements equally. A new formal structure, the Generative Transition Network is presented which has been designed to satisfy known requirements without bias. %M C.BCSHCI.88.529 %T Text Processing by Speech: Dialogue Design and Usability Issues in the Provision of a System for Disabled Users %S Dialogue Design %A Jill Hewitt %A Stephen Furner %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 529-544 %K Dialogue design, Usability engineering, Text processing, Speech recognition %* (c) Copyright 1988 British Informatics Society Ltd. %X Commercial speech recognition systems are available as 'add-on' units for popular office micro-computers. A typical office system has been employed to provide a 'transparent' interface to an ordinary text processing package so that it can be used by the disabled. This paper describes the prototyping carried out to develop the dialogue offered by the system as a result of addressing its user performance characteristics. %M C.BCSHCI.88.547 %T User Requirements for Expert System Explanation: What, Why and When? %S Artificial Intelligence Issues %A Yvonne Rogers %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 547-564 %K Expert systems, Explanation %* (c) Copyright 1988 British Informatics Society Ltd. %X It is generally assumed that one of the important features of an expert system is that it provides relevant and informative explanations regarding different aspects of the system's reasoning. As yet, however, most current systems provide very poor explanation facilities. This paper reports on a study that investigated the extent and types of explanation required by novices to satisfy their needs in understanding deductions made by an expert system. Using the 'Wizard of Oz' technique where, unknown to the subject, a person provides a simulation of the system as an expert an experiment was carried out which looked at the usefulness of various types of explanation. Two types of explanation and their combination were compared. These were 1) rule-based 2) condition-based and 3) rule and condition. The results showed that all users accessed the explanation facility and that the level of user satisfaction was found to depend on the type of explanation provided. In general, the rule and condition group found the explanations to be the most satisfying and useful. A further experiment was carried out to evaluate the type of questions users ask when the dialogue was not initiated by the system. The findings from both studies are discussed in relation to the task demands and the level of user understanding. %M C.BCSHCI.88.565 %T Knowledge Elicitation: Dissociating Conscious Reflections from Automatic Processes %S Artificial Intelligence Issues %A R. J. Stevenson %A K. I. Manktelow %A M. J. Howard %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 565-579 %K Knowledge elicitation, Experts, Novices, Thinking %* (c) Copyright 1988 British Informatics Society Ltd. %X One major difficulty with standard techniques of knowledge elicitation is that they require an expert to give a verbal report of his or her knowledge. This assumes that people have conscious access to all of their cognitive processes. 'Thinking aloud' techniques explicitly make this assumption. However, recent developments in cognitive psychology suggest that this assumption is not appropriate. When solving a problem, people may use fast, automatic processes which are not available to conscious reflection. These fast automatic processes can be distinguished from conscious reflection. Two computer programming experts were videoed while each taught a class of students some basic programming concepts. Four 'novice' students from each class were also videoed while explaining the taught material to another person. These videos recorded the fast, automatic actions of people describing concepts. A week later, each person's video was played back to them and key questions were asked about the subject's intentions at different points in the video. These interviews recorded the conscious evaluations and interpretations of the original performance. The reports given at these interviews were classified into production rules. A standard knowledge elicitation technique was also used on the same subjects and the same material. Subjects were presented with ten concept names from the lectures and carried out paired comparisons of the ten concept names. The outcome of the paired comparisons was then subjected to multidimensional scaling. The type and extent of the knowledge elicited in the two situations is compared for both experts and novices. %M C.BCSHCI.88.581 %T GOMS Meets STRIPS: The Integration of Planning with Skilled Procedure Execution in Human-Computer Interaction %S Artificial Intelligence Issues %A Tony Simon %A Richard M. Young %B Proceedings of the HCI'88 Conference on People and Computers IV %D 1988 %P 581-594 %K User models, Planning, Problem solving, Routine skill %* (c) Copyright 1988 British Informatics Society Ltd. %X In the context of modelling user behaviour in HCI, deliberate planning based on problem solving and the fluent execution of skilled procedures are usually treated as different kinds of behaviour and modelled by different kinds of model. In this paper we draw on previous work which argues that user modelling requires a different notion of planning from that commonly discussed in the Artificial Intelligence literature, and show that problem solving and routine cognitive skill can be regarded as opposite ends of the same continuum. A simple planner, making use of a flexible hierarchical representation for plans and operators, can provide a single mechanism able to generate behaviour spanning the entire spectrum. This integration of planning with routine cognitive skill offers a basis for unifying existing models of HCI and for extending their scope. %M C.BCSHCI.89.1 %T Preface %A Russel Winder %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 1-2 %* (c) Copyright 1989 British Informatics Society Ltd. %X N/A %M C.BCSHCI.89.3 %T Editorial %A Alistair Sutcliffe %A Linda Macaulay %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 3-5 %* (c) Copyright 1989 British Informatics Society Ltd. %X N/A %M C.BCSHCI.89.9 %T Conceptions of the Discipline of HCI: Craft, Applied Science, and Engineering %S Conference Theme Invited Keynote Paper %A John Long %A John Dowell %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 9-32 %K HCI %* (c) Copyright 1989 British Informatics Society Ltd. %X The theme of HCI '89 is 'the theory and practice of HCI'. In providing a general introduction to the Conference, this paper develops the theme within a characterisation of alternative conceptions of the discipline of Human-Computer Interaction (HCI). First, consideration of disciplines in general suggests their complete definition can be summarised as: 'knowledge, practices and a general problem having a particular scope, where knowledge supports practices seeking solutions to the general problem'. Second, the scope of the general problem of HCI is defined by reference to humans, computers, and the work they perform. Third, by intersecting these two definitions, a framework is proposed within which different conceptions of the HCI discipline may be established, ordered, and related. The framework expresses the essential characteristics of the HCI discipline, and can be summarised as: 'the use of HCI knowledge to support practices seeking solutions to the general problem of HCI'. Fourth, three alternative conceptions of the discipline of HCI are identified. They are HCI as a craft discipline, as an applied scientific discipline, and as an engineering discipline. Each conception is considered in terms of its view of the general problem, the practices seeking solutions to the problem, and the knowledge supporting those practices; examples are provided. Finally, the alternative conceptions are reviewed, and the effectiveness of the discipline which each offers is comparatively assessed. The relationships between the conceptions in establishing a more effective discipline are indicated. %M C.BCSHCI.89.35 %T Feeding the Interface Eaters %S Other Invited Keynote Papers %A John M. Carroll %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 35-48 %K User interface, Knowledge application %* (c) Copyright 1989 British Informatics Society Ltd. %X An abiding question in the psychology of human-computer interaction (as elsewhere in science) is how knowledge can be applied. One view is that pure knowledge always finds application; another is that knowledge only exists through application. Both are problematic: the former is frequently false and generally over-optimistic; the latter is idiosyncratic and subjective. In order to efficiently contribute to the design of computer systems and applications, the psychology of HCI must energetically press pure knowledge toward invention and must cultivate disciplined interpretation of applications already in hand. %M C.BCSHCI.89.49 %T Judging Software Design %S Other Invited Keynote Papers %A Ernest Edmonds %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 49-56 %K Software design, Design criteria %* (c) Copyright 1989 British Informatics Society Ltd. %X N/A %M C.BCSHCI.89.57 %T Designing Systems to Match Organisational Reality %S Other Invited Keynote Papers %A Ken Eason %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 57-69 %K Information technology, organisations %* (c) Copyright 1989 British Informatics Society Ltd. %X There is widespread recognition that a major requirement in the development of future Information Technology Systems is more explicit recognition that systems implemented in an organisational setting have to support complex forms of multi-user work. This paper reviews the evidence that current systems often fail because they do not match organisational reality and prove unacceptable or unworkable to their users. A central problem is the need to recognise the boundaries between work roles in an organisation and to support the responsibilities related to each work role by appropriate technical design in respect, for example, of functionality distribution and database access rules. The second part of the paper reviews the methods by which systems to serve organisational reality might be developed. It focuses upon the development of generic products by suppliers. It notes that whilst it may be possible to specify the functionality necessary to support an organisational task common across a market sector, it is not possible to specify the distribution of responsibilities between work roles. This may vary from company to company and, at a detailed level, may be subject to frequent change within an organisation. The paper proposes a five level model for the locus of design decision making which enables the changeable character of organisational reality to be matched. It starts with the control the individual user needs to configure his or her own interface, examines the needs of local management to configure a system to match the way they wish their staff to work, considers the needs of the application designer tasked with the requirement to select and develop a system specifically for an organisation and, finally, looks at the implications of these layers of decision making for the supplier of generic systems. It concludes that suppliers need to provide a tool box to match different organisational realities rather than try to design for a particular organisational reality. %M C.BCSHCI.89.71 %T UIMS: Promises, Failures and Trends %S Other Invited Keynote Papers %A Joelle Coutaz %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 71-84 %K UIMS %* (c) Copyright 1989 British Informatics Society Ltd. %X This paper is a reflection on the promises and failures of UIMS. It shows how the linguistic approach to the design of UIMS has failed in supporting the behaviour of the user as well as direct manipulation user interfaces. The multiagent model, which stresses parallel modular organizations, appears as a promising way for improving the flexibility of UIMS. However, this model needs to be tested against some upcoming technologies: multimedia communication, distribution over networks, and simultaneous access by multiple users. The paper points out one key factor for the next step towards effective user interface development environments: the transfer of knowledge between scientific disciplines. Obviously this transfer requires the integration of techniques from diverse fields in computer science. Equally important, it requires integration of techniques from cognitive psychology with those of computer science. %M C.BCSHCI.89.87 %T Integrating Cognitive and System Models in Human Computer Interaction %S Invited Plenary Debate Papers %A Phil Barnard %A Michael Harrison %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 87-103 %K User modelling, System modelling, Interaction modelling %* (c) Copyright 1989 British Informatics Society Ltd. %X System and user modelling are means of improving the usability of interactive systems, enabling designers to discuss features of the system and implementers to produce full and coherent implementations. Both types of modelling have something to say about the usability of interface and content that can be capitalised in design. However the apparatus is fundamentally different in each case. Here we are concerned with the central problem of bridging the gaps between psychological representations of user behaviour and formal descriptions of how the computer system behaves. We argue that a third framework is required, the interaction framework, that will incorporate appropriate concepts and principles for representing properties of conjoint user-system behaviour. We propose an agenda for developing such a framework. The purpose of this paper is to stimulate discussion rather than present a concrete proposal. %M C.BCSHCI.89.105 %T Bugs: The Issue Facing HCI %S Invited Plenary Debate Papers %A Harold Thimbleby %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 105-107 %K User interfaces, Bugs %* (c) Copyright 1989 British Informatics Society Ltd. %X N/A %M C.BCSHCI.89.109 %T Giving HCI Away %S Invited Plenary Debate Papers %A Dan Diaper %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 109-117 %K Psychology, Computer science, Engineering, Industry and commerce, Methods and tools, Education and training %* (c) Copyright 1989 British Informatics Society Ltd. %X This discussion paper briefly outlines the current state of HCI with respect to its two major contributory disciplines of psychology and computer science. It is claimed that as an engineering discipline, HCI must make its products available to its industrial and commercial customers in a form that supports their requirements. HCI methods are identified as the primary product of HCI and it is suggested that wherever possible such methods are supported by software tools. The need for education and training in HCI is discussed. %M C.BCSHCI.89.121 %T From Users to Dialogues: Enabling Authors to Build an Adaptive, Intelligent System %S Design Methods 1 -- Requirements and Task Analysis %A Helen Tang %A Nigel Major %A Rod Rivers %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 121-135 %K User modelling, Dialogue management, Intelligent tutoring, Object-oriented systems %* (c) Copyright 1989 British Informatics Society Ltd. %X The research described in this paper addresses the need for tools to support the development of adaptive dialogues in intelligent training. Despite the number of intelligent tutoring systems already developed, there are few tools available which allow the author to create the courseware for an adaptive environment. This paper proposes tools to model classes of users in an object-oriented fashion, allowing general information about larger groups of users to be inherited by individuals. These tools are currently in development and exist as prototypes. The fundamental components of adaptive systems can be defined for each class of users. Dialogue strategies can also be defined in terms of dialogue primitives. These strategies are then mapped on to the user classes to provide dialogue appropriate to the situation. The research has focused on providing an adaptive environment for intelligent training but the techniques developed can potentially be used in a wider range of intelligent interface applications. %M C.BCSHCI.89.137 %T A Family of Task Models for Interface Design %S Design Methods 1 -- Requirements and Task Analysis %A Ray Waddington %A Peter Johnson %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 137-148 %K Task analysis, Task modelling, Interface design, Decompositional design %* (c) Copyright 1989 British Informatics Society Ltd. %X Given the increasing prominence of the role of task analysis and modelling in software design, this paper describes a technique wherein a family of task models is created whose members each complement, and are integrated with, the stages commonly found in decompositional design. An outline of each model in this family is given. The technique may be used by designers to explore the possibility of alternative user interface designs. In order to demonstrate this possibility the paper presents examples of how we have used the models to re-design the user interface of an existing application to produce a version with the same functionality as the first. %M C.BCSHCI.89.151 %T Dialogue Specification in the GRADIENT Dialogue System %S User Interface Management Systems %A J. L. Alty %A J. Mullin %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 151-168 %K UIMS, Dialogue specification, Human-centred design, Dynamic systems, Path algebras, Dialogue-presentation separation %* (c) Copyright 1989 British Informatics Society Ltd. %X The need for a more human-centred approach to the design of dialogues for dynamic systems is highlighted and the knowledge-based approach to the design of the dialogue system in the GRADIENT project is described. The system has been designed to take advantage of the benefits of a User Interface Management approach and some deviations from the Seeheim Model are discussed. A dialogue specification technique is described in which the specification is separated into an environmental specification and a control specification. Using SAVE as an example the technique is explained and the resulting tool strategy in GRADIENT is outlined. Three examples of the benefits arising from the use of this specification technique are described -- quicker implementation, the use of a Minimum Presentation Tool and Path Algebra analysis. %M C.BCSHCI.89.169 %T A New User Interface Architecture %S User Interface Management Systems %A Yigal Hoffner %A John Dobson %A David Iggulden %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 169-189 %K User interface architecture %* (c) Copyright 1989 British Informatics Society Ltd. %X This paper proposes a new user interface (UI) architecture which is intended to help designers with the internal structuring of the UI -- the mechanism which animates and facilitates the dialogue between the user and the application. The architecture is based on the assumption that the role of the UI is to bridge the gap between the language of the application and the language of the user. There are two major structuring concepts behind the proposed user interface architecture: the language stage concept and the language transformation step concept. The language stage concept advocates the introduction of several intermediate language stages between the user language and the application language. The language transformation step concept deals with the necessary transformations between the intermediate language stages and also the actions required within each language stage. An example of the use of the proposed architecture in the design of a UI of a Chess playing application is given. Finally, directions for future work concerning the proposed architecture are given. %M C.BCSHCI.89.191 %T Exploratory User Interface Design Using Scenarios and Prototypes %S User Interface Management Systems %A Mark van Harmelen %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 191-201 %K Interface design, Scenarios, Prototypes %* (c) Copyright 1989 British Informatics Society Ltd. %X Exploratory user interface design consists of the experimental construction of, or depiction of, the use of a user interface to an interactive system, and the subsequent evaluation and incremental improvement of that interface in an iterative fashion, in a way that is similar to the incremental change that occurs during exploratory programming. Two uses for exploratory user interface design are to investigate ideas of the scope and function of a system being designed, and to try out alternative user interface designs. Exploratory user interface design is best performed using tools to construct scenarios of interactive system use, or to rapidly construct prototypes of interactive systems. Observations are made about this technique and the use of scenarios and prototypes in two projects; one being the development of a large Integrated Project Support Environment, and the other being a small editor for a MIDI sound source. In these projects the construction of scenarios and prototypes formed a means of exploratory user interface design that, it is postulated, forms a valuable part of user interface designers' design techniques. Finally some existing exploratory user interface design tools are examined in the light of a discussion of desirable features for these tools. %M C.BCSHCI.89.205 %T A Software Development Environment for End-Users %S HCI Tools and Applications %A R. J. Hendley %A N. Jurascheck %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 205-216 %K Programming environments, Graphical programming %* (c) Copyright 1989 British Informatics Society Ltd. %X In many areas the most serious obstacle preventing the wider use of computers is the need to learn and use traditional text-based programming languages and environments. End users are often unable or unwilling to invest the time and effort required to acquire programming skills themselves. Professional programming help can be expensive, difficult to obtain and all too often will produce results which do not match the original requirements. The provision of easily used and easily learned programming environments is one solution to this problem which can be shown to be very useful, for some tasks. The BASE system provides a windowed environment and a set of tools which are easy for non-programmers to use, but which are extensible as the need arises. The primary programming tools are a Graphical Programming Language (GPL) which provides a natural mechanism for program construction and a 'schema filler' which provides for instantiation of the schemata which are the building blocks of the GPL. Underlying the whole system is a database which can integrate all the aspects of programming and which allows arbitrary attributes to be associated with any object in the system. The other tools are presently oriented towards the general area of Computer Based Learning (CBL) material, but the techniques used are more generally applicable. %M C.BCSHCI.89.217 %T Evaluating a Colour Coding Programming Support Tool %S HCI Tools and Applications %A Darren Van Laar %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 217-230 %K Colour displays, Colour coding, Psychology of programming, Prototyping %* (c) Copyright 1989 British Informatics Society Ltd. %X Program comprehension and ease of debugging may be improved by using colour coding and indentation in a programming language (Gilmore & Green [1988]). This paper evaluates the usefulness of a program developed to colour code Pascal control structures to see whether it held advantages over ordinary monochrome indented displays. Sixteen (8M, 8F) experienced Pascal programmers took part in the experimental assessment of the package. Subjects were asked comprehension quiz questions about unfamiliar Pascal programs which were presented in the four experimental conditions: colour coded structures with normal (4 space) indentation, colour coding with no indentation, monochrome presentation (yellow on black) with indentation and monochrome without indentation. It was found that subjects answered comprehension questions significantly faster in the colour coded conditions than in the monochrome conditions. Indented conditions were significantly faster than the unindented conditions. Subjects rated each of the conditions on 'ease of use' for the task. A non-parametric test found that colour coded displays were rated as significantly more usable than monochrome displays while indented displays were seen as easier to use than unindented displays. %M C.BCSHCI.89.231 %T The Wizard's Apprentice: A Program to Help Analyse Natural Language Dialogues %S HCI Tools and Applications %A Dan Diaper %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 231-243 %K Natural language dialogues, Analysis, Expert systems, Intelligent interfaces, Simulation %* (c) Copyright 1989 British Informatics Society Ltd. %X The Wizard's Apprentice is a computer program designed to aid a person analysing natural language dialogues recorded between a user and an expert system. Such dialogues have previously been collected by simulating an advisory expert system using the 'Wizard of Oz' simulation technique. The background rationale to the Wizard's Apprentice is outlined and its utility is described with particular reference to its architecture and the possible architecture of an intelligent interface for expert systems. The implementation of a version of a Wizard's Apprentice program is described. %M C.BCSHCI.89.245 %T Menu-Based Extensions to GNU Emacs %S HCI Tools and Applications %A Russell A. Ritchie %A George R. S. Weir %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 245-257 %K Menu design, Menu interaction, GNU emacs %* (c) Copyright 1989 British Informatics Society Ltd. %X This paper describes extensions to the GNU incarnation of the Emacs editing system which provide facilities for menu-based interaction. Following the Emacs philosophy, the described system is designed to allow for user-customisation and extension of menus, which are sensitive to the user's editing mode. The present system affords pop-up and pull-right menus on SUN workstations, and terminal menus on the wide range of terminals supported by Emacs. Additionally, a menu-based menu design tool has been implemented. This provides intelligent support to individual users who wish to construct or alter menus. The operation of this Emacs menu system is outlined and its range of facilities described in detail. %M C.BCSHCI.89.261 %T A Client-Centred Methodology for Building Expert Systems %S Design Methods 2 -- IKBS and User Centred Design %A Andrew Basden %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 261-275 %K Expert systems, Knowledge based systems, Life cycle, Methodology, Knowledge acquisition %* (c) Copyright 1989 British Informatics Society Ltd. %X Methodology for building Expert Systems is a hot topic. Since the old ad hoc days, there have been many attempts to impose structure on the process. Some have attempted to take advantage of methodologies and procedures in conventional software engineering, while others have argued that these are not suited to Expert Systems. Most such methodologies are centred on the technology, and on the activities that the technology dictates. This paper offers a different kind of methodology, which has been developed from the viewpoint of the client. It comprises seven stages, which are named, not according to knowledge engineering tasks like knowledge acquisition, but according to deliverables that would be meaningful to clients. Certain things, such as role analysis, assume a higher importance than they do in other methodologies, and an attempt has been made to integrate usability into the overall system development process. This methodology was developed from real-life experience, rather than from the work of others, but the relation to other methodologies is made clear. %M C.BCSHCI.89.277 %T Developing a User Requirements Specification for IKBS Design %S Design Methods 2 -- IKBS and User Centred Design %A K. R. Howey %A M. R. Wilson %A S. Hannigan %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 277-289 %K Expert systems, IKBS fault diagnosis, Human factors system design, User requirements specification %* (c) Copyright 1989 British Informatics Society Ltd. %X This paper describes the development and application of a user-centred approach to the design of expert systems. It outlines work to date on a case study which aims to develop a fault diagnosis expert system within the Electricity Supply Industry. The work was undertaken as part of the Alvey Demonstrator Project, Mobile Information Systems. %M C.BCSHCI.89.293 %T Extending Hypertext for Learning: An Investigation of Access and Guidance Tools %S Hypertext and Hypermedia %A Nick Hammond %A Lesley Allinson %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 293-304 %K Hypertext, Learning support environment, Information retrieval %* (c) Copyright 1989 British Informatics Society Ltd. %X We argue that hypertext provides a basis for exploratory learning systems, but should be supplemented by more directed guidance and access mechanisms. A system with a variety of such mechanisms is outlined and is the subject of a study in which the provision of facilities is systematically varied. The study highlights some problems with bare hypertext, including inefficient information access and failure to provide an overview, and illustrates how these problems can be addressed. %M C.BCSHCI.89.305 %T Towards a Rapid Prototyping Environment for Interface Design: Desirable Features Suggested by the Electronic Spreadsheet %S Hypertext and Hypermedia %A Thomas T. Hewett %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 305-314 %K Rapid prototyping, Design features, Design tools, Interface design, Electronic spreadsheet, Neural modeling %* (c) Copyright 1989 British Informatics Society Ltd. %X Despite the desirability of rapid prototyping to allow for empirical evaluation of interface design alternatives, a generic set of useful characteristics for an 'interface designer's interface' are not yet entirely clear. Based upon experiences using an electronic spreadsheet to develop user-oriented templates which model simple neural networks, this paper describes some advantages and limitations of an electronic spreadsheet as a rapid prototyping environment for development of those user interfaces. In addition to immediate feedback after changes, the advantages include a physical format which enhances the usability of the interface by aiding both designer and end-user in visualizing the model; a capacity for easy replication of neural models and their user interfaces so that different versions can be examined in parallel; and an environment for the modular development and testing of both interface and model prior to implementation in more powerful computational environments. The parallel between designing templates for interactive neural models and designing interactive interfaces in general suggests that several of these features are desirable characteristics which should be part of any rapid prototyping environment. %M C.BCSHCI.89.315 %T MEMOIRS: A Personal Multimedia Information System %S Hypertext and Hypermedia %A M. W. Lansdale %A D. R. Young %A C. A. Bass %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 315-326 %K Information retrieval, Long-term memory, Multimedia cues %* (c) Copyright 1989 British Informatics Society Ltd. %X This paper describes the background and development of a computerised personal information and database system MEMOIRS, that is intended to investigate and exploit peoples' everyday memory in offices. The system is based on a hypertext-style database in which each information node has links to a time-structured network (a 'Timebase') and additional links to document labels known as attributes. The user interface to the system is complex in that it supports a wide range of strategies and methods for retrieval of information. The paper considers the issues that this raises in the design of the interface and the extent to which the system is able to support the users' processes of recall and recognition in retrieval of information. The rationale behind the system design and the psychological theory behind it are discussed. The iterative development of various aspects of the interface are then considered, together with the problems encountered in designing a multimedia environment for MEMOIRS. %M C.BCSHCI.89.331 %T A 'Late' Evaluation of a Messaging System Design and the 'Target' of 'Early' Evaluation Methods %S Evaluation 1 -- Concepts and Methods %A John Dowell %A John Long %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 331-344 %K Evaluation, Messaging systems, Specification, Prototype %* (c) Copyright 1989 British Informatics Society Ltd. %X This paper describes a Human Factors evaluation of a messaging system. The evaluation was performed in the course of research developing methods for the ('early') evaluation of system design specifications. The research aims to develop early evaluation methods with the capability for pre-empting ('late') evaluations of implemented designs. The research approach is to investigate empirically this capability of the early evaluation methods. Accordingly, concurrent early and late evaluations of designs are being conducted; their comparison is intended to substantiate the pre-emptive capability of the early evaluation methods. Characterisation of the researchers' late evaluations identifies the particular classes of developers' late evaluation practices they represent. Hence, the 'target' of the early evaluation methods -- that is, the late evaluation practices they can pre-empt -- is being declared. Evaluation of the 'Intermail' messaging system was one late evaluation conducted by the authors for the purposes of the research. In describing the evaluation, the paper also presents its characterisation enabling the target of the early evaluation methods to be declared. The paper discusses the general need for early evaluation methods to declare their targets as a means of qualifying their utility. The paper demonstrates how that qualification can be provided. %M C.BCSHCI.89.345 %T Evaluation for Design %S Evaluation 1 -- Concepts and Methods %A Peter Wright %A Andrew F. Monk %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 345-358 %K Iterative design, System log, Protocol analysis, Critical incident, Breakdown %* (c) Copyright 1989 British Informatics Society Ltd. %X In an iterative design methodology prototypes or mock-ups are built and evaluated by having typical users work through realistic tasks. Data are elicited from users in order to refine the prototype. This paper is concerned with the types of data which may be obtained and how they may be used. Two commonly used forms of data are compared, a behavioural record of system use, in the form of a time stamped system log, and verbal protocols. In each case the objective is to illustrate practical methods of data collection and the kind of usability problems likely to be revealed. It is argued that an account of system usage alone provides insufficient data for the identification of many important usability problems. %M C.BCSHCI.89.359 %T An Evaluation of the Usability of a Human Factors Based Requirements Capture Methodology %S Evaluation 1 -- Concepts and Methods %A Chris Fowler %A Linda Macaulay %A Adrian Castell %A Andrew Hutt %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 359-371 %K Evaluation, Software development, Requirements capture, Human factors %* (c) Copyright 1989 British Informatics Society Ltd. %X This paper reports the results of an evaluation of part of the USTM (User Skills Task Match) Methodology. USTM is a Human Factors based methodology which addresses the earliest stages of the product development cycle i.e., from the initial idea, through feasibility assessment to requirements specification. The paper discusses evaluation results from the first part of the methodology which is concerned with requirements capture. The users of the methodology are multi-disciplinary design teams typically consisting of senior designers, strategic marketeers and technical authors. The objective of the evaluation reported here was to establish whether the methodology met a number of usability criteria including ease of use, usefulness, ease of learning and enjoyability. The main methods of evaluation used were questionnaires and structured interviews. The results are generally very favourable in terms of the objectives set. In particular it was found that the attitude of the design teams towards Human Factors changed quite significantly after using the methodology. They found focusing on the user and the user's environment at this early stage most informative and felt that Human Factors had an important contribution to make. Although the responses to questions on 'ease of use' and 'ease of learning' questions were favourable to the methodology, there was a general feeling that too much paper was generated and that the methodology could be better supported by employing an automated tool kit. The design teams also appreciated the team building nature of the workshops associated with the methodology and reported improvements in team dynamics and in shared understanding of the product opportunity. The overall results of the evaluation show that the design teams found the methodology usable, enjoyable and valuable. %M C.BCSHCI.89.375 %T System Monitoring: Garbage Generator or Basis for Comprehensive Evaluation System? %S Evaluation 2 -- Tools and Practice %A M. Maguire %A M. Sweeney %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 375-394 %K Usability evaluation, System monitoring, Evaluation methods, Evaluation metrics %* (c) Copyright 1989 British Informatics Society Ltd. %X This paper discusses the technique of monitoring user interaction data (e.g., keystrokes, mouse movements and screen images) and places it within a general framework of usability evaluation methods. System monitoring technology is generally concerned with the capture of large amounts of raw data which may at first appear to give a narrow view of user-computer interaction, lacking the richness of both qualitative and contextual information. The objective of this paper is to discuss how by interpreting interaction data in a relatively simple way, and by viewing it alongside other data streams such as an observation journal, video and audio recordings, enriched abstractions may be made. The paper also emphasises the need for software support to help with the reduction and interpretation of data within such a comprehensive capture system. A model for the full system is described and reference is made to the authors' work on the Alvey HIMS (Human Interface Monitoring System) project which succeeded in implementing certain key components of it. %M C.BCSHCI.89.395 %T Direct Manipulation Prototype User Interface Monitoring %S Evaluation 2 -- Tools and Practice %A Miles Macleod %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 395-407 %K Prototyping, Direct manipulation, Monitoring %* (c) Copyright 1989 British Informatics Society Ltd. %X A simple automated technique is described for monitoring interaction between users and computer programs with direct manipulation user interfaces, implemented using HyperCard. With its set of easily tailorable interface components, HyperCard can be used as a prototyping tool to construct direct manipulation user interfaces, for the purpose of comparing design alternatives. The work described here makes available an additional means for their evaluation. Interaction is recorded as actions on discrete interface objects (e.g., buttons, menu items, fields), rather than at the level of mouse coordinates and pixels. This grain of analysis provides a readily interpretable record, with the potential of being matched against predictions derived from formalisable interaction task models. A log of actions and times is created unobtrusively during interaction, and may be inspected or written to an external text file when desired. Two stages in the development of AutoMonitors (systems which monitor themselves) are outlined. Firstly, the construction of an AutoMonitor. Secondly, the implementation of a software device which can convert HyperCard programs into AutoMonitors, without additional programming effort. Conversion involves the automated modification of the code attached to each interface object, and the grafting on of a user interface for the monitor itself. The design, and automated installation, of a system for recording users' and experimenters' comments is also described. %M C.BCSHCI.89.409 %T An Integrated Approach to Monitoring the Behaviour and Performance of Inference Systems %S Evaluation 2 -- Tools and Practice %A Mike Brayshaw %A John Domingue %A Tim Rajan %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 409-425 %K Program visualization, Expert systems, Performance monitoring %* (c) Copyright 1989 British Informatics Society Ltd. %X Recent research into the graphical visualization of program behaviour has contributed to program development by enabling the programmer to see immediately the direct implications of coding decisions. This presentation technique is based on the same principles as WYSIWYG word processors and electronic publishing packages which ease publishing by allowing the editor to see both the large and fine-grained implications of page and subsection layout. However, the behaviour of programs is only a part of the programmers job. Once the behaviour has been finalized the task of performance analysis starts, where the programmer fine tunes the program in order to determine the most efficient representation. To extend the benefits of program visualization to the task of performance enhancement, this paper presents an integrated approach to the visualization of both program behaviour and performance, building on our previous research into visualization of the behaviour of inference systems. Users can view the details of performance metrics at a chosen level of grain-size, and in addition be able to interpret the statistics in terms of the behaviour of the program. This enables users to rapidly find performance problems with long distance views, and then home in on the specific details using a close-up view. Performance may be monitored in several different ways, and can also be customized by the user. The result combines the graphical tracing of the behaviour of a program with statistical measurements of its performance, providing the developer with an integrated picture of program execution in one display. %M C.BCSHCI.89.427 %T HIMS: A Tool for HCI Evaluations %S Evaluation 2 -- Tools and Practice %A C. J. Theaker %A R. Phillips %A T. M. E. Frost %A W. R. Love %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 427-439 %K Usability, Monitoring, Playback, HCI, Metrics, Tools %* (c) Copyright 1989 British Informatics Society Ltd. %X This paper describes the design of a HCI Monitoring system which is used as a tool by human factors analysts in the evaluation of the usability of computer based products. Originally based on the 'Playback' concept, the system developed supports data acquisition and the analysis of the interactions between a user and the computer, with facilities for replaying the computer responses. Its salient features include generality of application, physical portability, high fidelity replay of high resolution workstation screens, multi-channel recording, synchronised video and sound recording, and a human factors workbench to control the tool and support the analysis of the captured data. Experiences with the use of Monitoring system for HCI evaluations are described. %M C.BCSHCI.89.443 %T Cognitive Dimensions of Notations %S Cognitive Ergonomics %A T. R. G. Green %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 443-460 %K Computer languages, Opportunistic planning, Cognitive dimensions %* (c) Copyright 1989 British Informatics Society Ltd. %X 'Cognitive dimensions' are features of computer languages considered purely as information structures or notations. They therefore apply to many types of language -- interactive or programming, high or low level, procedural or declarative, special purpose or general purpose. They are 'cognitive' dimensions because they control how (or whether) the preferred cognitive strategy for design-like tasks can be adopted; it has repeatedly been shown that users prefer opportunistic planning rather than any fixed strategy such as top-down development. The dimension analysis makes it easier to compare dissimilar interfaces or languages, and also helps to identify the relationship between support tools and programming languages: the support tools make it possible to use opportunistic planning with notations that would otherwise inhibit it. %M C.BCSHCI.89.461 %T Relating Ideal and Non-Ideal Verbalised Knowledge to Performance %S Cognitive Ergonomics %A Philip Barnard %A Judi Ellis %A Allan MacLean %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 461-473 %K Protocol analysis, Knowledge elicitation, User performance and knowledge, User models %* (c) Copyright 1989 British Informatics Society Ltd. %X It is important to understand relationships between knowledge and performance. We need to establish what users really know about systems rather than simply modelling ideal knowledge. A picture probe task is used to elicit user's ideal and non-ideal knowledge of task-action mappings in two different interfaces supporting common functionality. The users of these interfaces articulated different amounts of both ideal knowledge and non-ideal knowledge. For a given interface, however, users who articulate more ideal knowledge of task action mappings generally perform well but their amount of non-ideal knowledge does not relate systematically to their performance. Non-ideal knowledge discriminated between interfaces but not between the relatively efficient and inefficient users. We discuss these results in relation to models which should ultimately help in system design, and in relation to the provision of diagnostic tests and adequate on-line support for users. %M C.BCSHCI.89.475 %T Exploiting Natural Intelligence: Towards the Development of Effective Environments for Learning to Program %S Cognitive Ergonomics %A T. Boyle %A B. Drazkowski %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 475-486 %K Learning, Programming, Exemplars %* (c) Copyright 1989 British Informatics Society Ltd. %X This study involved the development and initial assessment of a learning environment for programming. The approach was designed to avoid the didactic, rule based approach common in textbooks. The learning environment encourages students to engage in active problem solving and to form their own cognitive representations of programming constructs. An implementation of this approach for a sub-set of Lisp was developed and assessed through the reactions of a sample of over 50 first year students. The scores on objective tests were high and subjective reactions were positive. It is concluded that this approach is productive and should be developed further. %M C.BCSHCI.89.487 %T Skill Levels and Strategic Differences in Plan Comprehension and Implementation in Programming %S Cognitive Ergonomics %A Simon P. Davies %B Proceedings of the HCI'89 Conference on People and Computers V %D 1989 %P 487-502 %K Programming plans, Skill differences, Planning in programming %* (c) Copyright 1989 British Informatics Society Ltd. %X A number of authors have proposed that the 'programming plan' be regarded as the major characteristic of programming expertise. Such plans are thought to represent the programmer's knowledge of generic and stereotypic fragments of programs that correspond to specific task goals or sub-goals. A range of empirical studies have been undertaken in order to provide support for the notion of the programming plan and to establish the relationship between such plans and expertise. Most of these studies, however, have been concerned with what might be characterised as a theory of plans rather than with a theory of 'planning' in programming. Such studies have tended to examine only the static elements of plans -- attempting to show merely, for example, that plans are related in some way to expertise or to the notation of a particular language, rather than providing a means of looking at the way in which plans might be combined or refined. In addition they have neglected to examine the question of whether plans are implemented differently in different circumstances or with respect to different skill levels. This paper considers the results of two experimental studies which suggest that the relationship between programming plans and expertise is by no means straightforward. This work highlights the need to examine strategic differences in plan generation and comprehension that exist at different skill levels. In conclusion some tentative requirements are proposed for a theory of 'planning' in programming. %M C.BCSHCI.91.1 %T Preface %A Terry Mayes %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 1-2 %* (c) Copyright 1991 British Informatics Society Ltd. %X N/A %M C.BCSHCI.91.3 %T Giving Referees Their Head %A Dan Diaper %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 3-7 %* (c) Copyright 1991 British Informatics Society Ltd. %X N/A %M C.BCSHCI.91.11 %T Demonstrational Interfaces: A Step Beyond Direct Manipulation %S Invited Papers %A Brad A. Myers %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 11-30 %K User interface styles, Demonstrational interfaces, Direct manipulation, Programming-by-example, Inferencing %* (c) Copyright 1991 British Informatics Society Ltd. %X Direct manipulation interfaces, where objects on the screen can be pointed to and manipulated using a mouse and keyboard, are now almost universally accepted. However, some limitations of these interfaces are well known. These include the lack of programmability and the difficulty of providing abstract commands. Demonstrational interfaces can overcome these problems while still providing the benefits of direct manipulation. A "demonstrational interface" watches while the user executes conventional direct manipulation actions, but creates a more general abstraction from the specific example. For instance, the user might drag a file named v1.ps to the trash can, and then a file named v2.ps, and a demonstrational system might automatically create a macro to delete all files that end in .ps. This paper defines demonstrational interfaces, presents a number of examples, and then discusses some potential application areas. %M C.BCSHCI.91.31 %T Multimedia -- What is It and How Do We Exploit It? %S Invited Papers %A James L. Alty %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 31-44 %K Multimedia, Modalities, Terminology, User-centred design, Media combination, Channels, Modes, Styles %* (c) Copyright 1991 British Informatics Society Ltd. %X The importance of a user-centred approach to multimedia interface design is stressed. We must respond to what users wish to do rather than considering what users might be able to do. Much existing multimedia research has been disappointing partly because of a concentration on exploratory presentation approaches rather than on investigations of how media in combination can improve human-computer bandwidth. Multimedia terminology is examined and suggestions are made as to how to improve the terminology. Arguments are put forward to support more research into multimedia devices and for knowledge-based support for non-deterministic multimedia situations. Finally a set of questions is posed as a possible research agenda. %M C.BCSHCI.91.47 %T History and Hysteresis in Theories and Frameworks for HCI %S HCI Frameworks %A John M. Carroll %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 47-55 %K Frameworks, Methodology, Contextualism, History %* (c) Copyright 1991 British Informatics Society Ltd. %X The contextualist critique of HCI theories and frameworks both complicates the analyst's job and enriches the analytical result by permitting, indeed requiring reference to situational details of user interaction. It is suggested that this critique be broadened to envision HCI as fundamentally historical, relativizing situational details to points in time, and taking remote direct causation (hysteresis) as the usual state of affairs. This further enrichment may have the same double-edged effect on analysis in the field. %M C.BCSHCI.91.57 %T Human Factors and Structured Software Development: The Importance of Software Structure %S HCI Frameworks %A Gilbert Cockton %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 57-72 %K Structured methods, Software models and architectures, Architectural frameworks, Coupling and cohesion, User interface management, Software engineering %* (c) Copyright 1991 British Informatics Society Ltd. %X This paper reviews current Software Engineering practice and User Interface Management research on internal software structure. It argues that existing analytical categories in Software Engineering do not expose the structural properties emphasised by recent developments in User Interface Management. New analytical categories are introduced, and it is shown that there are direct connections between these categories and important HCI goals such as flexibility, consistency and task fit. HCI goals are thus relevant to the internal structure of software, and not just to the inputs, methods and techniques of the design and testing stages of software development methodologies. %M C.BCSHCI.91.73 %T Users, Systems and Interfaces: A Unifying Framework for Interaction %S HCI Frameworks %A Gregory D. Abowd %A Russell Beale %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 73-87 %K Framework, Analysis and design, Formal methods %* (c) Copyright 1991 British Informatics Society Ltd. %X We introduce a basic framework for the analysis of existing interactive systems which will also serve for the principled design of more usable systems. We present a simple yet effective model of an interactive system that extends previous interaction frameworks. Within our framework, the user, system and interface are all represented equally. We also present several notions of distance as qualitative measurements of the interactive features of a system based on specific tasks. These notions of distance can be formalised to give an understandable quantitative approach required for principled design and analysis. %M C.BCSHCI.91.91 %T Signature Tasks and Paradigm Tasks: New Wrinkles on the Scenarios Methodology %S Scenarios and Rationales in Design %A Richard M. Young %A Philip J. Barnard %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 91-101 %K Scenarios, Methodology, User models %* (c) Copyright 1991 British Informatics Society Ltd. %X Scenarios are increasingly being used in HCI to explore alternative designs or assess user models. We seek to strengthen the use of scenarios within modelling methodologies by clarifying what scenarios are good for and what makes a good scenario. The first clarification concerns scenarios that are "privileged" in certain ways with respect to the modelling technique used to analyse them. A signature task is one deliberately chosen to match the capabilities of the technique. A paradigm task is one which has been thoroughly analysed and understood in terms of the technique. Perhaps surprisingly, signature tasks and paradigm tasks are often not the same. The second clarification is that although scenarios represent a particular concrete instance of human-computer interaction, some form of contrast is generally involved -- whether explicitly stated or merely implied. Good scenarios are characterised by the presence of a meaningful contrast that captures an issue and focuses the analysis. %M C.BCSHCI.91.103 %T The Use of Scenarios by User Interface Designers %S Scenarios and Rationales in Design %A Lesley Clarke %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 103-115 %K Scenarios, Design process, Commercial design, Empirical study %* (c) Copyright 1991 British Informatics Society Ltd. %X There are many factors which drive software design. This paper focuses on the use of scenarios by designers and examines the effect this has on the design process. Scenarios are examples of user interactions with systems which are used to structure and communicate information about how a design might be used in the real world. The use of scenarios was examined in a study of designers in a commercial setting engaged in the design of an air traffic control system. The findings are used to make recommendations about how design should be done and also about the tools required to support design. %M C.BCSHCI.91.117 %T Communicating Human Factors Expertise Through Design Rationales and Scenarios %S Scenarios and Rationales in Design %A Tom Carey %A Diane McKerlie %A Walter Bubie %A James Wilson %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 117-130 %K Design rationale, User interfaces, Scenarios, Reasoning process %* (c) Copyright 1991 British Informatics Society Ltd. %X This paper discusses the preliminary results and ongoing work of a collaborative research project which investigates methods to communicate the Human-Computer Interaction expertise of a human factors consulting group in a large corporate setting. The objective of the project is to extend the contribution of the human factors group. Their existing direct consultation on user-interface design will be combined with new methods which allow the results of those consultations to be widely accessible. The current experiments focus on design rationales and scenarios for user interfaces as the methods for communicating the expertise. In work to date, we have adapted previous research on design rationales for our new context of use. This has produced an enhanced format for recording and presenting design decisions and the reasoning process behind them. We have produced a prototype presentation system, seeded with design rationales from a large project with extensive involvement by the human factors group. This prototype is currently undergoing iterative test and refinement. We have also developed a framework for access to this information, by product engineers working on user interfaces, using complementary tables of contents within a hypertext space. These paradigms, or ways of looking at a user interface design problem, are themselves an important component of HCI expertise. %M C.BCSHCI.91.133 %T Supporting Prediction in Complex Dynamic Systems %S Groupware %A V. C. Miles %A C. W. Johnson %A J. C. McCarthy %A M. D. Harrison %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 133-144 %K Predictability, Process control, Groupware %* (c) Copyright 1991 British Informatics Society Ltd. %X The classical perspective in the study of human-computer interaction has focussed upon single users operating single systems. Interactive dialogues in such applications are often assumed to be sequential and deterministic. These assumptions support operator predictions about the effects of their commands. Unfortunately, there are an increasing number of applications for which such assumptions are no longer appropriate. This paper examines approaches which support predictability in systems, such as groupware and process control, where execution may be neither sequential nor deterministic. %M C.BCSHCI.91.145 %T Applying Temporal Logic to Support the Specification and Prototyping of Concurrent Multi-User Interfaces %S Groupware %A C. W. Johnson %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 145-156 %K Concurrent interaction, Groupware, Formal methods, Temporal logic %* (c) Copyright 1991 British Informatics Society Ltd. %X First order logic provides a concise and precise means of specifying interface requirements for complex systems. Designs can be constructed in terms of high level abstractions which avoid the representation of unstructured bitmaps and 'raw' devices during the early stages of the development process. Unfortunately, logic specifications provide the non-formalist with little idea of what it would be like to interact with potential implementations. This limitation can be avoided by employing executable subsets of first order logic to rapidly derive prototypes from high level specifications of interactive systems. The following pages show how this formalism must be extended in order to support the design of concurrent multi-user systems, such as joint-editors, conferencing or distributed control applications. The introduction of a temporal ordering into logic specifications provides a means of analysing concurrency and contention between multiple users of shared resources. PRELOG, a tool for Presenting and REndering LOGic specifications has been enhanced to support this investigation. %M C.BCSHCI.91.157 %T Coordination and Control for Collaborative Workstation Design %S Groupware %A Mark O. Pendergast %A Margaret M. Beranek %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 157-167 %K Computer supported cooperative work, Groupware %* (c) Copyright 1991 British Informatics Society Ltd. %X This paper presents current work on software to support collaborative workstation design. Prevailing problems with groupware systems which prevent their widespread use for software engineering tasks such as systems design, software engineering, and computer-aided design are discussed and the methods for alleviating these problems through the use of collaborative workstation design are described. The collaborative workstation design model introduces strategies for dealing with synchronous work problems such as data and view integrity, view coordination, and change arbitration as well as asynchronous work problems such as version control and presentation of design modifications. %M C.BCSHCI.91.171 %T Iconographer as a Visual Programming System %S Graphical Interaction %A Stephen W. Draper %A Kevin W. Waite %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 171-185 %K Icons, Visual programming, Toolkit, Visualisation, Data processing, JSD %* (c) Copyright 1991 British Informatics Society Ltd. %X Iconographer, a tool for exploring alternative iconic representations of objects, is briefly introduced. Its own user interface, which itself is largely though not completely visual (pictorial), is described in detail: it comprises five separate interactive representations. These visualisations are then analysed in an attempt to understand their nature and limitations. This analysis is then supported by showing how Iconographer can be directly extended to an isomorphic, yet apparently quite different, task: a subset of the class of data processing programs addressed by the JSD (Jackson System Development) method. %M C.BCSHCI.91.187 %T User Input to Iconographer %S Graphical Interaction %A Kevin W. Waite %A Stephen W. Draper %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 187-198 %K Icons, Interaction, Input, Rapid prototyping, Direct manipulation %* (c) Copyright 1991 British Informatics Society Ltd. %X Iconographer is a toolkit that allows designers to explore alternative iconic representations of collections of application entities in a highly interactive manner. This paper describes the development of a complementary facility for exploring alternative regimes for interacting with these generated iconic representations. This mechanism provides a flexible means for selecting and modifying entities and their attributes' values using a strict direct manipulation style of interaction. The paper considers generalised editors and virtual input devices as a means of implementing this input mechanism. %M C.BCSHCI.91.199 %T Wet and Sticky: Supporting Interaction with Wet Paint %S Graphical Interaction %A Tunde Cockshott %A David England %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 199-208 %K Paint modelling and systems, Novel interaction, Parallelism %* (c) Copyright 1991 British Informatics Society Ltd. %X All current paint systems are based on the same conceptual model. This model does not actually model real paint as an artist would understand it, rather it is more akin to a potato-cut printing technique. This paper describes an interactive model of real paint, "Wet and Sticky", and its successor, "Wet and Runny". Both models provide the artist with a realistic, simulation of real, wet paint applied to a canvas. %M C.BCSHCI.91.211 %T The Use of Focus Groups as an Evaluation Technique in HCI %S Evaluation %A Patrick J. O'Donnell %A Geoff Scobie %A Isobel Baxter %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 211-224 %K Focus groups, Evaluation, Validity %* (c) Copyright 1991 British Informatics Society Ltd. %X This study examines the focus group as an evaluation technique. Many of the methods used for user requirements capture and for evaluation of usability suffer from being individual based. This leads to serious concerns over the validity of techniques. It is noticeable that in the plethora of definitions of usability and in the variety of techniques (both 'objective' and subjective) pressed on the designer for employment during user requirements capture, prototype evaluation and field evaluation, the issues of reliability and validity are not often in focus. This paper addresses the question of construct validity as it affects specifically the focus group in HCI. A central heating control interface from Honeywell Control Systems was subjected to prototyped based evaluation using a range of different techniques including a focus group. 20 subjects operated a predesignated task scenario on an interface and had their performance videotaped. Indexes of performance were calculated, time for sub task completion and error rate. Subjective assessments by subjects of the performance were also taken as were a range of other measures. Subjects then took part in a moderated focus group. The discussion was content analysed and measures of satisfaction/dissatisfaction constructed. Measures derived from the task scenario were correlated with the focus group based measures. The scenario based measures predicted the focus group indexes especially the number of criticisms uttered. However some dimensions of subject evaluation were not predicted by the scenario measures. This implies that the construct validity of the focus group does not overlap completely with that of other evaluation techniques. %M C.BCSHCI.91.225 %T Training within an Interactive Multimedia Environment %S Evaluation %A Arja Vainio-Larsson %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 225-236 %K Multimedia, Hypermedia, Evaluation, Learning %* (c) Copyright 1991 British Informatics Society Ltd. %X In this paper, we report on a case study to evaluate the introduction, organization and planning of education utilizing new technology in order to obtain an understanding of the different needs for users and enterprises in multimedia learning environments. Two different interactive video training packages were tested in this study. Evaluation methods comprised a combination of seminars, questionnaires, video recordings and interviews. In total 125 users participated in the study. The results show that: a mouse-based interaction technique and a 'point-and-click' dialogue certainly simplify the users' interaction with a system, but they also make it easier for users to make mistakes. If implemented as a point-and-click dialogue, direct manipulation tends to become semantically overloaded confusing the users' interaction with the system. A major drawback of the system tested was its insufficient support for navigation and browsing. The mere possibility of obtaining feedback from a system and not from another person was highly appreciated by the users and positively influenced their willingness to try different parts of the system. Finally we discuss the design of a learner-driven system that provide both a teacher-directed and a learner-directed interaction. %M C.BCSHCI.91.237 %T Guessability, Learnability, and Experienced User Performance %S Evaluation %A Patrick W. Jordan %A Stephen W. Draper %A Kirsteen K. MacFarlane %A Shirley-Anne McNulty %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 237-245 %K Guessability, Learnability, Experienced user performance (EUP), Usability %* (c) Copyright 1991 British Informatics Society Ltd. %X An experimental study investigated three distinct components of usability, that account for how a user's performance with a system changes with learning: guessability, learnability, and experienced user performance (EUP). Two small experiments, involving the performance of simple editing tasks on a word processor, were used to illustrate these components. Further possible components of usability are discussed with a view to obtaining a comprehensive definition. %M C.BCSHCI.91.249 %T The Active Medium: A Conceptual and Practical Architecture for Direct Manipulation %S UIMS and Workstations %A Roger Took %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 249-264 %K Interactive graphics, Interactive architectures, UIMS, Window managers, Formal models %* (c) Copyright 1991 British Informatics Society Ltd. %X This paper presents a precise but general architecture (UMA) which attempts to resolve two critical but conflicting qualities of graphical user interfaces: directness and separation. This is achieved by placing central emphasis on the medium of interaction, and making this active through a dedicated user agent. The active medium allows surface interaction -- application-independent manipulation of medium objects by the user. A major strength of UMA is that it is both a conceptual and an implementation architecture, and therefore is both intuitive to the user and the application designer, and effective in rationalising the separate construction and execution of the user interface and the application. %M C.BCSHCI.91.265 %T The Development of a Visual Style for a BT X Window System Toolkit %S UIMS and Workstations %A Karen Mahony %A Andrew Gower %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 265-279 %K Graphical user-interface toolkits, Graphic design, Industrial design, Design methods, Visual style, Corporate identity %* (c) Copyright 1991 British Informatics Society Ltd. %X This paper describes the work done in developing the visual style for a BT X Windows system graphical user interface toolkit. The approach to this design was innovative because it involved a team which had training in both graphical information and industrial design, in addition to more conventional human factors/HCI experience. This had a considerable impact on working methods, several of which were drawn from traditional design practice. The two principle design aims were to improve usability and convey an appropriate product identity and corporate image. These were achieved by appropriate and consistent representation and rendering of interactors in a range of states. %M C.BCSHCI.91.281 %T A Predictive Reference Model for Use in a Speech Driven Word Processing System %S UIMS and Workstations %A Jill Hewitt %A James Monaghan %A Christine Cheepen %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 281-293 %K Speech recognition, Tasks, UIMS, Text structure, Wordprocessor %* (c) Copyright 1991 British Informatics Society Ltd. %X This paper explores the techniques necessary to build a domain specific predictive reference model which can be used to improve the performance of a speech recognition interface to a word processor. It draws on the expertise of Speech and Language Technology Group members in task analysis, linguistic analysis and data structure design. The results of initial evaluations and analysis are presented and the implications for the model design are discussed. %M C.BCSHCI.91.297 %T Describing Information Artifacts with Cognitive Dimensions and Structure Maps %S Cognitive Dimensions %A T. R. G. Green %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 297-315 %K Cognitive dimensions, Information displays, Design representations, Entity-relationship model, Notations, Structure maps %* (c) Copyright 1991 British Informatics Society Ltd. %X (Green, 1989) coined 'cognitive dimensions' to describe the cognitively important aspects of an information artifact for a given style of interaction, such as exploratory design, and to show how computer environments could provide tools tailored to complement notations. Cognitive dimensions provide a useful and much-needed vocabulary for discussing designs, but the problem is to define them clearly. This paper introduces 'structure maps' in which the information dependencies of many diverse notations and artifacts can be analysed in ER terms, and unexpected similarities can be brought to light. Structure maps go some way to defining certain of the cognitive dimensions: other dimensions still need to be defined by reference to psychological models. %M C.BCSHCI.91.317 %T Visibility: A Dimensional Analysis %S Cognitive Dimensions %A David J. Gilmore %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 317-329 %K Cognitive dimensions, Visibility, Information displays, Programming, Notations, Programming languages %* (c) Copyright 1991 British Informatics Society Ltd. %X This paper presents an analysis of visibility -- a common HCI guideline which is often only loosely described. Although it might appear that visibility should be thought of as a cognitive dimension of notations (Green, 1989), my analysis separates it into three dimensions, two of which are static properties of the notation, while the third is dynamic. The two static dimensions are accessibility and salience, both of which can be examined through the use of structure maps (Green, 1991), whilst the third dimension is congruence which changes according to the user, their task and their strategy. Accessibility refers to the ease with which information structures can be accessed (psychologically), and this is assessed directly from the structure map and the number of different routes to certain information. Salience refers to the relative accessibility of an information structure in a display -- relative to the accessibility of other information structures in the display. Congruence reflects the extent to which the salient structure is relevant to the use being made of the display at any moment. An information search task is used to provide experimental evidence for this analysis, revealing that the effects of accessibility and salience on search performance and search strategy are separable. Accessibility affects speed of performance, but not strategy, whereas salience has an effect on strategy choice, and not necessarily on speed. The results also suggest that it is important to consider a display congruence, which is the match between the information structure required by the users strategy and the salience of that structure. The paper concludes with a brief analysis of the visibility of various programming languages, revealing that the dimensions of visibility can be assessed. %M C.BCSHCI.91.331 %T Cognitive Dimensions of Design Rationale %S Cognitive Dimensions %A Simon Shum %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 331-344 %K Design rationale, Cognitive dimensions, Notations, Argumentation %* (c) Copyright 1991 British Informatics Society Ltd. %X A design rationale (DR) is a representation of the reasoning behind the design of a system. One of the primary goals in developing a usable DR environment is minimising the cognitive overhead of representing design deliberation in a structured form. This paper examines some of the cognitive attributes of various DR notations, focussing on how generic cognitive dimensions of notations can be operationalised to clarify the relationship between DR notations and the DR authoring process. It is shown how cognitive dimensions analysis makes explicit some of the requirements for DR authoring environments, highlighting the importance of supporting intermediate DR representations; these 'rough DRs' evolve as design reasoning unfolds, to reflect new perspectives on the design space. %M C.BCSHCI.91.347 %T Helping the Police with Their Enquiries %S Applications %A Andy Woods %A Dermot P. Browne %A John Friend %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 347-358 %K Empirical study, Graphical user interfaces, Style document, User-centred design, Smalltalk-80, Consistency %* (c) Copyright 1991 British Informatics Society Ltd. %X A software development project was undertaken to show how modern User Interfacing Techniques could significantly improve the usability of an existing Police System. The following reports the User-Centred approach taken to this work, including difficulties encountered. A formal evaluation was undertaken of the work. This is reported at some length as an example of the difficulties of performing usability evaluations within viable timescales. %M C.BCSHCI.91.359 %T A Study of Conversational Turn-Taking in a Communication Aid for the Disabled %S Applications %A R. Woodburn %A R. Procter %A J. L. Arnott %A A. F. Newell %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 359-371 %K Computer-mediated communications, Aids for the disabled, Conversational protocols %* (c) Copyright 1991 British Informatics Society Ltd. %X This paper examines the potential benefits of conversational computer-mediated communication aids for the speech and hearing impaired. The importance of turn-taking protocols for effective conversation management is discussed. Results are presented of a preliminary study of turn-taking behaviour in a text-based conversational aid, and the effectiveness of an explicit turn-taking signalling mechanism is assessed. %M C.BCSHCI.91.373 %T Navigating the Interface by Sound for Blind Users %S Applications %A Ian J. Pitt %A Alistair D. N. Edwards %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 373-383 %K Non-speech audio, Blind users, Graphical user interfaces, Navigation %* (c) Copyright 1991 British Informatics Society Ltd. %X The increasing reliance on visual forms of communication in modern computer interfaces poses severe problems for blind users. A possible solution is to make greater use of auditory communication. Speech has obvious applications, but is slow and hence not useful in situations where immediate feedback to the user is essential, such as when locating items using a mouse. Experiments have been carried out in order to ascertain the best way in which to use non-speech sounds to guide the user in locating such targets. The guiding principle has been to modulate the sounds in a manner which is as natural as possible, so that people can exploit their every-day listening skills. Some success has been achieved, particularly through the use of stereo sounds to give two-dimensional spatial sound guidance. %M C.BCSHCI.91.387 %T User Modelling: The Task Oriented Modelling (TOM) Approach to the Designer's Model %S Task Analysis %A Dan Diaper %A Mark Addison %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 387-402 %K User models, Designer's user models, Task oriented models, Task analysis, Air traffic control %* (c) Copyright 1991 British Informatics Society Ltd. %X User models as psychological models useful to HCI practitioners and system designers are discussed and a form of designer's user model based on logical, as opposed to psychological, behaviourism is proposed. A small survey of recently published work on user models suggests that many models have a weak empirical basis. %M C.BCSHCI.91.403 %T Assessing the Programming Language PML as a Task Analysis Method and Product %S Task Analysis %A Andy Whitefield %A Julie Wight %A Andrew Life %A Martin Colbert %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 403-417 %K Task analysis, Process modelling, Multi-user systems %* (c) Copyright 1991 British Informatics Society Ltd. %X This paper reports a feasibility study to investigate the possible use of the programming language PML (Process Modelling Language) for task analysis. In so doing, it proposes a number of criteria for assessing task analyses. The study used PML to analyse and describe the task of producing a multi-author research proposal. To assess the suitability of PML for this purpose, a number of criteria were identified, concerning the effectiveness of: the task analysis product; the task analysis method notational support; and the task analysis method procedural support. The assessment of PML suggests that it may well be suitable for task analysis, generating a task analysis product particularly appropriate for software engineers developing multi-role systems, and offering a clear notation for a task analysis method. Its principal weakness is the lack of procedural support it provides as a task analysis method. %M C.BCSHCI.91.421 %T Cognitive Representations of Space in the Design and Use of Geographical Information Systems %S Space and Location %A D. J. Medyckyj-Scott %A M. Blades %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 421-433 %K Spatial representations, Graphical information systems (GIS), Cognition, Models, User interfaces %* (c) Copyright 1991 British Informatics Society Ltd. %X Geographical Information Systems (GIS) are multi-user, multi-functional systems concerned with handling and analysing spatially-referenced data. While technically sophisticated they are still poor with regard to their degree of usability. Although ergonomic principles can be applied to improve the usability of such systems, a more effective approach is to reduce the amount of cognitive and behavioural modification required by the user by incorporating ideas of how they represent and think about space into the design of GIS. The purpose of this paper is to summarize some of the research currently being conducted into GIS design using this cognitive-behaviourist approach (i.e. user interfaces, spatial query languages, visual representations, conceptual design). The paper begins by describing our current knowledge about how people mentally represent and transform space and then describes how this knowledge is being and might be applied to the design of more usable GIS. %M C.BCSHCI.91.435 %T The Principle of Locality Used for Hypertext Presentation: Navigation and Browsing in CONCORDE %S Space and Location %A M. Hofmann %A H. Langendorfer %A K. Laue %A E. Lubben %B Proceedings of the HCI'91 Conference on People and Computers VI %D 1991 %P 435-452 %K Graph-layout algorithms, Hypermedia, Locality, Navigation, Smalltalk-80, User interface design %* (c) Copyright 1991 British Informatics Society Ltd. %X This paper presents a comparison of various graph-layout algorithms used for an hypertext overview. The solution finally implemented in a prototype system called CONCORDE is discussed. %M C.BCSHCI.92.3 %T The Ecology of Work and Interface Design %S Invited Papers %A Jens Rasmussen %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 3-20 %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 The Problem of Analysis of Work 3 Purposive Action 4 Support of Work 5 Ecology of Work 6 Kinds of Work Domains 7 Tightly Coupled Systems 8 Loosely Coupled Systems 9 User Driven Work Systems: Library System 10 Systems for the Autonomous, Casual User 11 The Organization of Cooperative Work 12 System Design Guides 13 Conclusion %X The paper is intended to demonstrate the importance of a careful study of the ecology of work for an effective design of modern human-work interfaces and the need for cross-disciplinary analysis of the deep structure of particular work systems. The basis of purposeful activities and the problems met in analysis of adaptive systems are discussed. The importance of the intentional structures of work domains is discussed with reference to different kinds of work domains. Finally, the problem of human factors guidelines for design is reviewed and an alternative approach is suggested. %M C.BCSHCI.92.21 %T Molecular Graphics: From Pen Plotter to Virtual Reality %S Invited Papers %A R. E. Hubbard %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 21-27 %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 The Scientific Problem 1.1 Restraint Satisfaction 1.2 Analysis of Structure 2 The Evolution of Current Molecular Modelling Systems 3 The Possibilities for the Techniques of Virtual Reality 3.1 The York Project 3.2 Visualisation 3.3 Interaction 4 Concluding Remarks %X The past ten years has seen intense developments in the application of graphics and computing techniques and technologies in the study of molecular structure and function. This is a very demanding application. The complexity of molecular structure is such as to be always pushing against the limitations of computing power or the speed of the graphics engines available. All of which is complicated by our, at present, naive understanding of the physical and chemical principles that govern molecular structure. Because of these limitations, molecular graphics has been crucial in the representation and dissection of structure, as many of the scientific insights have come only by exploiting properly the structural intuition of the scientist manipulating molecules through a computer screen. In this paper, I will try to give an outline of molecular graphics and modelling, concentrating on the features which are particularly demanding in terms of interaction and 3D representation. Many of the principles are drawn from the work of the Protein Structural Research Group at York, although similar challenges exist in materials, polymers and small molecule modelling. I will then give a brief discussion of how current technologies have evolved to meet these demands. This laboratory has just (April 1992) started a collaboration with Glaxo Group Research, IBM UK and Division to investigate the potential of virtual reality techniques in molecular graphics and modelling. I will give a brief overview of this project. Hopefully by the time of the September meeting, we will have some results to discuss. %M C.BCSHCI.92.29 %T User Interface Architectures for an Information Age %S Invited Papers %A Dan R. Olsen, Jr. %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 29-41 %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 Information-based User Interfaces 2.1 Imperative Models 2.2 Editing Models 2.3 What is the Nature of this Information? 2.4 What will People Do with Information? 2.5 Impact on UI Architecture 2.5.1 Shared Information Model 2.5.2 Viewing 2.5.3 Search and Filter 2.5.4 Organize and Annotate 2.5.5 Editing 3 Malleable Interfaces 3.1 An Example of Malleability 3.2 Impact on UI Architecture 4 Multi-user Interfaces 4.1 Synchronous Usage 4.2 Asynchronous Usage 5 Summary %X The needs of users for information based user interface architectures are discussed. An architecture is proposed. It is shown how this architecture would serve the needs of such user. It is also shown how a malleable interface environment is enable and how multi-user interfaces can be serviced. %M C.BCSHCI.92.45 %T The Use of Unfamiliar Programming Languages by Experienced Programmers %S Cognitive Models of Programming and Computer Use %A Jean Scholtz %A Susan Wiedenbeck %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 45-56 %K Cognition of programming, User models, Transfer of programming skills %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 Model of Programming Using an Unfamiliar Programming Language 3 Related Work 4 Methodology 4.1 Overview 4.2 Subjects 4.3 Materials 4.4 Procedure 5 Analyses and Results 5.1 Performance of Programmers Using an Unfamiliar Language 5.2 Solution Process of Programmers Using an Unfamiliar Language 5.2.1 Plan Expression 5.2.2 Plan Changes 6 Summary and Conclusion %X This paper begins by describing a model of the influences operating when an experienced programmer learns to program in an unfamiliar language. It then reports on an empirical study which investigated how a change of programming language affects experienced programmers. Programmers solved a familiar problem using an unfamiliar language. It was found that programmers used knowledge from past experience in solving the problem but often had to adapt the knowledge to take good advantages of the new language. They were only partly successful in doing this, and overall performance was poor. Their solution process was disrupted, as shown by more plan changes and backward planning. %M C.BCSHCI.92.57 %T Modelling the Relationship Between Planning, Control, Perception and Execution Behaviours in Interactive Worksystems %S Cognitive Models of Programming and Computer Use %A Walter Smith %A Becky Hill %A John Long %A Andy Whitefield %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 57-72 %K User modelling, Planning, Control, Office administration %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 Planning and Control 2.1 Planning and its Relationship with Other Cognitive Behaviours 2.2 Approaches to Planning Based on Problem-solving 2.3 Worksystem Planning Behaviour 2.4 Worksystem Control Behaviour 3 An Empirical Study of Secretarial Office Administration 3.1 A Framework for Secretarial Office Administration 3.2 The Method of Observation 3.3 The Analysis of Video-recordings 4 A Model of the Relationship Between Planning, Control, Perception and Execution Behaviours in Interactive Worksystems 4.1 The Generic Form of the Model 4.2 The Specific Form of the Model 4.3 Issues Raised by the Model 5 Concluding Comments %X This paper presents a model of planning carried out by interactive worksystems which attempts: 1. To describe the relationship between planning, control, perception and execution behaviours; and 2. To make explicit how these may be distributed across the user and physically separate devices. Such a model, it is argued, is more suitable to support HCI design practice than theories of planning in cognitive science which focus on problem-solving methods and representations. To demonstrate the application of the model to work situations, it is illustrated by examples drawn from an observational study of secretarial office administration. %M C.BCSHCI.92.73 %T The Effects of Skill Development and Feedback on Action Slips %S Cognitive Models of Programming and Computer Use %A Wai On Lee %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 73-86 %K Skill development, Action slips, Unselected window error, Static feedback, Dynamic feedback %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 Experiment Overview 3 Method 3.1 Subjects 3.2 System 3.3 Tasks 3.4 Design and Procedure 4 Results 4.1 Main Task Completion Times 4.2 Interruption Service Times 4.3 Unselected Window Errors 4.3.1 Errors Over Time 4.3.2 Interruptions 4.3.3 Feedback 4.3.4 Errors Immediately After Servicing an Interruption 5 Discussion 6 Conclusions %X We examined the effects of skill development and feedback on the level of action slips within an experiment involving three one hour sessions. Two types of visual feedback: static and dynamic were used to suppress a type of action slips called the `unselected window error'. The results showed dynamic feedback to be more effective than static feedback. Although the result did not support theories which predict that increase in expertise will be paralleled by increase in action slips, there were indications that under certain conditions, the level of unselected window errors were more likely to rise as users became increasingly experienced. %M C.BCSHCI.92.89 %T What is Gained and Lost when Using Evaluation Methods Other than Empirical Testing %S Practical Evaluation Methods for Improving a Prototype %A Heather W. Desurvire %A Jim M. Kondziela %A Michael E. Atwood %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 89-102 %K Cognitive walkthrough, Cost-effectiveness, Empirical testing, Heuristic evaluation, Telephone-based interface, Usability expertise, Usability testing %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 Method 2.1 Design 2.2 Laboratory 2.2.1 Problem Severity Code (PSC) 2.2.2 Problem Attitude Scale (PAS) 2.3 Evaluators 2.4 Materials 2.5 Alternative Usability Methods 2.5.1 Cognitive Walkthrough 2.5.2 Heuristic Evaluation 3 Results 3.1 Evaluation Methods versus Laboratory 3.1.1 Named Problems 3.1.2 Severity Predictions 3.2 `Best Guess' Predictions 3.3 User-interface Related Categories 3.3.1 Predictions of Laboratory by Categories 3.3.2 Categories of Problems, by Evaluator Group 3.4 Occurrence of the Heuristics 3.5 Effects of the Group Interaction on the Productivity and Accuracy of Problems Named by the Evaluators 4 Discussion %X There is increasing interest in finding usability testing methods that are easier and cheaper to implement than traditional laboratory usability testing. Recent research has looked at a few of these methods. The current study uses three groups of evaluators with different types of expertise, to evaluate a telephone-based interface using two different evaluation methods, the Cognitive Walkthrough and Heuristic Evaluation. This data is compared to laboratory results. Specific problems named in the laboratory and by the evaluator groups are analyzed for what contributions are made by each evaluator group under each method, and what is lost when traditional usability testing cannot be implemented. Future research directions are also discussed. %M C.BCSHCI.92.103 %T EVADIS II: A New Method to Evaluate User Interfaces %S Practical Evaluation Methods for Improving a Prototype %A Harald Reiterer %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 103-115 %K Dialogue principles, EVADIS, Evaluation, Evaluation methods, Human factors, User interface %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 Factors Influencing an Evaluation 3 Evaluation Methods 4 A New Evaluation Approach: EVADIS II 4.1 The Evaluation Procedure of EVADIS II 4.2 The Components of EVADIS II 4.3 Interpretation and Presentation of the Evaluation Results 4.4 Evaluation Software 4.5 Typical Users of EVADIS II 5 Summary and Outlook %X Depending on the directive concerning the minimum safety and health requirements for VDT workers of the European Community there is an increasing need for practical evaluation methods for user interfaces, which will allow to test the conformance with the directive. The presented evaluation method EVADIS II could be a step in this direction and also a starting-point for developing an evaluation method which allows a conformance test in the sense of ISO 9241 Parts 10 and 11. EVADIS II overcomes some typical deficits of known evaluation methods. Especially it considers the tasks, the user, and the organizational context and provides computer support for the use of the evaluation procedure. All essential steps and components of the EVADIS II procedure are described in the paper in some detail. %M C.BCSHCI.92.117 %T From User's Problems to Design Errors: Linking Evaluation to Improving Design Practice %S Practical Evaluation Methods for Improving a Prototype %A A. G. Sutcliffe %A M. V. Springett %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 117-134 %K Usability evaluation, Errors, Direct manipulation %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 Methods 3 Results 3.1 Analysis of Users' Problems 3.2 Errors, Repair and User Behaviour 3.3 Model-based Analysis of Error Causality 3.3.1 Arrows on Lines 3.3.2 Arrows on Curved Lines 3.3.3 Autopositioning Shapes: The Grid Feature 3.3.4 Moving Overlapping Shapes 3.4 Conclusions from Mismatch Analysis 3.5 Studies of MacDraw II 4 Discussion %X An evaluation study of Claris MacDraw is reported. The method used combines error classification with analysis of users' problems by comparison of user and system models. Usability problems were attributed to poor feedback, cueing or inappropriate functionality. However, more detailed model-based analysis demonstrated many errors had several causes and the design features responsible are investigated. The results are discussed in light of design problems inherent in direct manipulation interfaces and the need for economic evaluation methods to discover and understand design problems. %M C.BCSHCI.92.137 %T Inferring Graphical Constraints with Rockit %S Graphics -- Design and Techniques %A Solange Karsenty %A James A. Landay %A Chris Weikart %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 137-153 %K Geometric constraints, Graphical editors, Inferencing, Interaction techniques, Direct manipulation, User interfaces, Sonic feedback, Audio %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 User Interface and Examples 3 Constraints and Feedback 3.1 Supported Constraints 3.2 Combining Sonic and Graphical Feedback 4 Inferring and Solving Constraints 4.1 Gravity Fields 4.2 Rule System 4.3 Constraint Solver 5 Related Work 6 Status and Future Research 7 Conclusion %X Rockit is a system that identifies the possible graphical constraints between objects in a two-dimensional scene and allows the user to choose and apply the desired constraints quickly and easily. Rockit looks for intersections between the position of a designated object and the gravity fields of other objects to determine the possible constraints. These candidate constraints are passed to a rule system that encodes some simple knowledge about how graphical objects normally interact and can thus be constrained to one another. The rules are used to determine the most likely constraints to be applied between the designated object and the other objects in the scene. As the user manipulates the object, the object will gravitate towards the most likely constraint scenario. The inferred constraints are indicated by the creation of graphical and sonic feedback objects. Rockit makes it easy to try other likely scenarios by simply pressing a key, causing the system to cycle through the other possibilities. %M C.BCSHCI.92.155 %T On the Use of LOTOS to Describe Graphical Interaction %S Graphics -- Design and Techniques %A F. Paterno' %A G. Faconti %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 155-173 %K User interface system, Formal methods, Interactive systems, Graphic input models %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 The LOTOS Formal Notation. 3 An Interactor 4 The Role of Formal Specification in the Development of User Interfaces 5 A LOTOS Specification of an Interactor 6 Examples of Graphical Interaction Specifications 6.1 The Menu Example 6.2 The Scrollbar Example 6.3 The Move Icon Example 7 Conclusions %X This paper discusses a formal specification of a model of a graphical interaction object by using the LOTOS notation and the possible results that we can obtain from this approach. With this model the relationship between input and output functionality can be addressed. A User Interface System, which manages dialogues between the user and the application, may be described as a composition of instances of graphical interacting objects. Examples of common graphical interactions are described following the proposed abstract model for graphical interaction objects and by using the LOTOS notation. Application of automatic tools to the performed specifications is discussed. %M C.BCSHCI.92.175 %T Effective Graphics: Accessing Spatial Relations %S Graphics -- Design and Techniques %A Jon Slack %A Cristina Conati %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 175-189 %K Graphical presentations, Effective graphics, Information access %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 Representation Framework 3 Extracting Information from Graphics 3.1 Interpretative Routines 3.2 Accessing the Cognitive Representations of Graphical Objects 3.3 Effective Graphics 3.4 Theory of Indexing 4 Application Domain 5 Generation of a Graphical Presentation: A Worked Example 5.1 SOAR Implementation 5.2 Data Driven Selection 5.3 Goal-driven Selection 5.4 The READ Goal 5.5 The COMPARE Goal 5.6 The TREND Goal 5.7 Chunking 6 Conclusions %X Graphical interfaces derive part of their effectiveness from encoding to-be-communicated information as spatial relations. Encoding the information in this way facilitates the User's access to it by exploiting the rapid perceptual operations that identify and encode the spatial relations implicit in the visual array. The paper outlines a representation framework for the cognitive/perceptual encoding of graphically presented information. The processes that access the information by extracting and decoding spatial relations can be specified within this framework. These specifications provide a basis for costing the information extraction routines thereby enabling the notion of `effective graphics' to be quantified. An example is worked through in detail, showing how these ideas can be applied to the generation of the optimal graphical format for quantitative relational data. %M C.BCSHCI.92.193 %T Pace and Interaction %S Applying Models of User and System %A Alan Dix %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 193-207 %K Communication, CSCW, Group work, Formal analysis, Channels, Information theory %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Background 2 Channels 2.1 Channels Physical and Virtual 2.2 Bandwidth and Pace 2.3 Pace of Reception 2.4 Other Properties 3 Interaction and Task 3.1 Pace of Interaction 3.2 Pace and Task -- The Control Loop 3.3 Communication through the Artifact 3.4 Interactivity 4 Coping Strategies 4.1 Reducing the Pace of the Task: Delegation and Roles 4.2 Laziness and Eagerness 4.3 Multiplexing 4.4 Text-based Communication 4.5 Confounding Social Factors 4.6 Predictions 5 Summary %X Channels of communication are presented as an emergent property of cooperative work. During actual interaction channels of communication are typically used in an intermittent fashion. Thus bandwidth is not an appropriate measure. Instead pace, the measure of the rate at which individual communications occur through a channel, is proposed as a primary property. We can relate this to the pace of interaction between participants, and to the pace of the common task. Any mismatch of pace will result either in the participants being forced to adopt coping strategies or in the worst case a complete breakdown in the cooperative work. %M C.BCSHCI.92.209 %T Systematic Menu Design %S Applying Models of User and System %A William Edmondson %A Robert Spence %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 209-226 %K Design, Formalism, Framework, Interfaces, Menus %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Frameworks 2 The Framework 3 The Interface Components 3.1 The Menu 3.2 Lean Cuisine Notation 3.3 Event Response System 3.4 User Actions 4 Functional Structure 5 Decision Track 6 Systematic Menu Design -- An Example 7 Conclusions %X This paper presents an account of framework-based Systematic Menu Design. The formalisms incorporated in the framework are: Lean Cuisine, User Action Notation and Event Response System -- for the interface -- and two less familiar formalisms for the underlying functional and behavioural structures. Systematic Menu Design requires the designer to use the formalisms of the framework to minimize unconstrained arbitrariness in menu systems. The designer works from the user's requirements towards both the application functionality and the interface, using formal notations as far as possible. The flow of influence is from the user to the interface. The use of SMD to produce a menu is illustrated. %M C.BCSHCI.92.227 %T User Modelling and User Interface Design %S Applying Models of User and System %A Chris Kelly %A Lynne Colgan %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 227-239 %K User model, Task model, User interface design, Design environment, ADEPT %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 1.1 Aims of Paper 1.2 The ADEPT Project 2 User Models versus Task Models 2.1 Definitions (Again) 2.2 Relationship Between User and Task Models 3 Models and Interface Design 3.1 Task Models and Interface Design 3.2 User Models and Interface Design 3.3 ADEPT and Interface Design 4 The ADEPT User Model 4.1 User Model Role 4.2 User Model Structure 4.3 User Model Content 4.4 Elicitation of Knowledge for the User Model 4.5 User Model Influence on User Interface Design 4.6 Implementation Details 5 Conclusions and Further Work %X This paper presents an analysis of user and task models which takes into consideration the different types of each model, the differences between the models, and their relationship to user interface design. A UK collaborative project known as ADEPT (Advanced Design Environment for Prototyping and Task Modelling) is outlined, and in particular the development of the ADEPT User Model is described. It constitutes a computational model of a `typical' user, and is structured from a high level picture of a generic user based on a cognitive architecture, down to characteristics applicable to a group of users. %M C.BCSHCI.92.243 %T Hypertext Document Retrieval and Assembly in Legal Domains %S Hypertext and Multimedia %A Peter Thomas %A Vijay Mital %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 243-256 %K Hypertext, Document, Management, User-centred design, User-guided information retrieval %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 Computer Support for Legal Document Creation 2.1 Adjunct Systems 2.2 Knowledge-based Template Systems 2.3 Limitations of the Knowledge-based Approach 2.3.1 Domain Variability 2.3.2 Limited Predictive Capacity 2.3.3 Distinguishing Text Units Sharing a Common Vocabulary 2.3.4 High Reliance on Function Words 2.4 HyperNotary and Expert and Knowledge-based Systems 3 The HyperNotary System 3.1 Precedents as Stack Objects 3.2 Semantically Differentiated Links 3.3 Links and Actions 3.3.1 Alternative 3.3.2 Usually Follows 3.3.3 Necessary Part 3.3.4 Inconsistent 3.3.5 Refers 3.4 HyperNotary and Hypertext 3.4.1 Orienting the User During Navigation 3.4.2 Incrementing the Information Base by Reuse 4 Discussion 4.1 Multiple Document Hypertext 4.2 Minimising Disorientation within Hyperspace 4.3 Customisation in a Multi-user Environment 4.4 Active Links %X This paper describes an approach to information retrieval for legal document assembly which differs significantly from previous approaches. The approach exploits the features of hypertext in combination with active links between text units to help guide the user through often complex and interrelated fragments of information. The approach exploits the idea of semantically differentiated links within a hypertext environment without reliance on problematic knowledge-based techniques. This paper describes the way in which semantically-differentiated links are employed and outlines the architecture and operation of a system which is based on these ideas. %M C.BCSHCI.92.257 %T Does a Video Diary Help Recall? %S Hypertext and Multimedia %A Margery Eldridge %A Michael Lamming %A Mike Flynn %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 257-269 %K Memory, Multi-media, Video %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 1.1 The Human Memory Prosthesis 1.2 Early Experiments 2 The EuroPARC Video Diary System 2.1 The Video Network 2.2 The Tracker Program 2.3 Recorder Program 3 Evaluation 3.1 Method and Experimental Design 3.2 The Number of Activities Recalled 3.3 Cues Used in Recall 3.4 Location of Recalled Activities 4 Conclusion %X The purpose of this paper is to determine the value of video recording in aiding the recall of work activities. A Video Diary System is described and the results of a preliminary evaluation of the system are presented. The memory experiment provided subjects with several different memory aids. The use of a Video Diary increased the number of activities which were recalled compared to using only a written diary. People and objects were particularly valuable cues in aiding the recall of work activities. Although the Video Diary was very useful, it clearly does not completely capture the events of the working day. %M C.BCSHCI.92.271 %T An Ethnographic Approach to Analysing Navigation and Task Structure in Interactive Multimedia: Some Design Issues for Group Use %S Hypertext and Multimedia %A Lydia Plowman %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 271-287 %K Educational interactive multimedia, Groupwork, Navigation, Task structure, Design guidelines %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 1.1 Learner Control and Navigation 2 Description of the Study 2.1 Media Interaction Charts 3 The Programmes 3.1 School Disco 3.2 North Polar Expedition 3.3 Summaries of Features 4 Task Structure, Navigation and Learner Control 4.1 School Disco: Length of Task 4.2 School Disco: Orientation and Sequencing of Tasks 4.3 School Disco: The Need for `Help' 4.4 School Disco: Summary of Findings 4.5 North Polar Expedition: Interrelationship of Tasks 4.6 North Polar Expedition: Complex Tasks and `Help' 4.7 North Polar Expedition: Scoring and Roles 4.8 North Polar Expedition: Summary of Findings 5 Conclusions 5.1 Design Guidelines: Tasks, Navigation and Structure 5.2 Design Guidelines: Learner Control and Machine Interaction 5.3 Group Interaction %X The classroom research on which this study is based suggests that groups of children using interactive multimedia programmes require clear structure at both global and local levels, and exploratory learning is not necessarily appropriate. Video recordings and spoken and written protocols are used, in conjunction with media interaction charts, to relate task structure to navigation, learner control and machine interaction. Two programmes are used as the basis of the study and some design guidelines with specific reference to group use of interactive multimedia programmes are provided. %M C.BCSHCI.92.291 %T A Structured Design of Word Processing Functionality %S The Design Process %A Carla Huls %A Alice Dijkstra %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 291-306 %K Design, Word processing %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 A Framework for Word Processing Functionality 2.1 The Framework 2.2 The Text Fragment Dimension 2.2.1 The Content-based Fragments 2.2.2 The Media-based Fragments 2.2.3 The User-based Fragments 2.3 The Functional Dimension 2.3.1 The Text Functions 2.3.2 The Layout Functions 3 Implications for Human-ESE Interaction 3.1 A Model of Human-Computer Interaction 3.2 Implications for ESE Functionality 3.2.1 Effort 3.2.2 Errors 3.2.3 Learnability 3.3 Implications for ESE User Interface 4 Discussion %X We developed a structured approach to designing word processing functionality in an editorial support environment (ESE). Four types of functions are distinguished: text editing, text checking, layout editing and layout checking. These functions can be applied to three types of arguments: Content-based; Media-based; and User-based arbitrary text fragments. We describe how the framework can serve as a basis for research into useful editorial support functionality, for research into user interface design and for research into learning how to use a word processor. %M C.BCSHCI.92.307 %T Design Principles for Improving Service Integration for End-Users in Broadband Communication Systems %S The Design Process %A Ian Denley %A Andy Whitefield %A Paul Byerley %A Ulla-Britt Voigt %A Sibylle Hermann %A Jon May %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 307-322 %K Design principles, Service integration, Integrated broadband communication (IBC) systems %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction and Context 1.1 IBC and End-User Service Integration 1.2 Techniques for Improving Service Integration 1.3 Basic Concepts 2 The Service Integration Principles 2.1 The Content and Expression of Integration Principles 2.2 The Application of Service Integration Principles by IBC Designers 2.3 Examples of Service Integration Principles 3 The Use of Service Integration Principles in the Design of a Prototype System 4 Discussion %X End-users of broadband communication systems will face ease of use problems in integrating the various services that will be provided. This paper discusses the development of principles for designers which it is claimed might contribute to solutions to these problems. The paper describes the advantages of these principles over similar extant Human Factors advice both with respect to their scope and their application by designers. A case study illustrates the use of the principles in the design of a prototype multimedia multiuser system. %M C.BCSHCI.92.323 %T CICS/ESA Usability: A Measure of Success %S The Design Process %A S. R. Hakiel %A G. E. Mann %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 323-338 %K Usability, Human factors, Evaluation, Case study %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 The Plan/Study Phase 2.1 Deciding What To Study 2.2 The Customer Visits 2.2.1 Customer Profile 2.2.2 User Profiles 2.2.3 Task Profiles 2.2.4 Environment Profile 2.3 Study Analysis 2.3.1 Business Profile 2.3.2 User Profiles 2.3.3 Task Profiles 2.3.4 Environment Profile 2.3.5 Product Requirements 2.4 The Usage Profile 2.5 Methodology 3 The Specification/Development Phase 3.1 Test Tasks 3.2 Participating Users 3.3 Test System Configuration 3.4 Methodology 4 Trials/Reporting Phase 4.1 Task Validation 4.2 Usability Data Analysis 4.3 Usability Measurement For Corporate Reporting 4.4 Usability Diagnosis For Product Enhancement 4.5 Task Validation 4.6 Usability Improvements 4.7 Specification of New Objectives 4.8 Process Improvements 4.9 Methodology 5 Concluding Remarks %X The IBM Corporation recognises that market driven principles, including usability, are key to the acceptance, or otherwise, of any IBM product. To help guarantee acceptable products a number of Corporate and product initiatives demand that product usability be specified and measured as an integral part of the development process, in a repeatable and consistent fashion. This paper describes how such principles were applied during the development of Customer Information Control System/Enterprise Systems Architecture Version 3 (CICS/ESA V3) to evaluate the usability of its resource management features. The main significance of this work was an emphasis on the user's view of the world, starting with data based upon an understanding of the users, their tasks, and their environments. From this data explicit usability requirements and objectives were established, a rigorous usability specification prepared, and test scenarios and systems created. Finally, representative customer users were involved once again to derive usability measurements and diagnostic data, and to validate the tasks they undertook. It has been possible to show that, with customer assistance, usability can be defined and measured in accordance with both user-oriented requirements and IBM's Corporate directives. It is shown that market-driven principles can be applied throughout the product development process ultimately leading to improved product quality and improved customer satisfaction. %M C.BCSHCI.92.341 %T Sociologists Can be Surprisingly Useful in Interactive Systems Design %S Cooperative Systems %A Ian Sommerville %A Tom Rodden %A Pete Sawyer %A Richard Bentley %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 341-353 %K Systems design, Ethnography, Inter-disciplinary working %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 Developing Systems with Sociologists 2.1 System Development 2.2 System Assessment 2.3 System Installation 3 Collaborating Effectively 4 Problems 4.1 Communication 4.2 Methodology 4.3 Comprehension 5 Conclusions %X This paper makes a case, to system developers, for inter-disciplinary working and the involvement of sociologists in the systems design process. Our argument is based on the fact that effective systems must take account of the social context in which these systems are situated. The paper is based on our experiences of working with sociologists in a study of air traffic control automation. We describe the model of working which we use and which we believe allows effective utilisation of the skills of both disciplines. We then set out pre-cursors for effective inter-disciplinary collaboration and how people from radically different backgrounds can work in harmony. Finally, we discuss some of the problems of collaboration which are likely to arise. %M C.BCSHCI.92.355 %T CoOpLab: Practical Experiences with Evaluating a Multi-User System %S Cooperative Systems %A Michele E. Morris %A Tony A. Plant %A Philip T. Hughes %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 355-368 %K CSCW, Evaluation, Informal meetings, Shared workspace %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 Objectives 3 User-centred Design 4 CoOpLab 5 Evaluation Methods 6 Adapting Observational Evaluation for Multi-user Assessment 6.1 Software Logging 6.2 Video Recording 6.3 Audio Recording 7 Results 7.1 Turn Taking 7.2 Task And Role Allocation 7.3 Telecommunications 8 Conclusion %X This paper describes the pragmatic approach taken to designing and evaluating a shared window conferencing system (CoOpLab). The design and evaluation of CSCW systems poses unique challenges to the HCI community. The evaluation techniques and design principles developed for handling single-user systems require substantial modification for use with multi-user systems, especially where the subjects are geographically distributed. We have shown that many of the current evaluation techniques and principles can be adapted for use in this situation. We also found that taking a user-centred approach to system design yields significant benefits when compared to more technology led approaches. %M C.BCSHCI.92.369 %T ShareME -- Shared Multimedia Environments: Some Issues on Interaction in Distributed Multimedia Information Environments %S Cooperative Systems %A Kaisa Vaananen %A Wolfgang Hubner %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 369-388 %K Shared multimedia, Information acquisition, Wide-channel communication, Collaboration, User interface metaphors, Multimedia authoring %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 1.1 The Research Field 1.2 Shared and Distributed Multimedia Environments 2 ShareME 2.1 Background 2.2 Architecture 2.3 Test Environment 3 Interaction in Shared Multimedia Environments 3.1 Types of Interaction in ShareME 3.2 The Process of Learning Alone in a Multimedia Environment 3.3 The Process of Learning with a Teacher in a Multimedia Environment 4 Interface Metaphors 4.1 General Aspects of Metaphors 4.2 Metaphors in ShareME 5 The Author's Tool 6 Applications 7 Conclusions and Discussions %X This paper describes the conceptualization and realization of a system called ShareME for information acquisition and distributed student-expert collaboration. ShareME is a tool for building distributed multimedia information environments based on a network of NeXT workstations. The central concepts are structuring mechanisms for multimedia information space, user-oriented interaction and collaboration methods for heterogeneous media (audio, video, telecommunication, shared screens), and explicit user interface metaphors for multimedia environments. ShareME tool and the first test environment for information acquisition on the new German states are described. Using the ShareME tool and following the concepts presented allows the environment author to easily construct shared multimedia environments. In these environments the users can interact, communicate, collaborate, and acquire information in an intuitive and rewarding manner. %M C.BCSHCI.92.391 %T A Taxonomy of Adaptive User Interfaces %S Building Adaptive Systems %A Uwe Malinowski %A Thomas Kuhme %A Hartmut Dieterich %A Matthias Schneider-Hufschmidt %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 391-414 %K Adaptability, Adaptation, Adaptive user interfaces, Intelligent interfaces, Plan recognition, Structural models, User interface management systems (UIMS), User modelling, Task modelling, Taxonomy %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 Aspects of Adaptivity in User Interfaces 2.1 Stages and Agents in the Adaptation Process 2.2 Types of Adaptation 2.3 Level of Adaptation 2.4 Scope of Adaptation 2.5 Goal of Adaptation 2.6 Methods of Adaptation 2.7 Strategies of Adaptation 3 Structural Models 3.1 Structural Elements and Components of Adaptive User Interfaces 3.2 Architectural Abstractions 4 Formalisms and Techniques 4.1 User Modelling 4.2 Task Modelling 4.3 Dialog Modelling 4.4 Plan Recognition 5 Future Research %X This paper presents a taxonomy of Adaptive User Interfaces (AUIs). The taxonomy contributes to the clarification of terms and is used to classify the results of related work and projects. Moreover, it will serve to identify the most promising research areas in this field. The taxonomy covers a broad range of classification parameters, including tasks and agents, types, levels, scope, goals, methods, strategies, models and architectures of adaptation, and adaptation techniques. The taxonomy is presented as a classification tree. Each issue is discussed with regard to its significance and potential advantages/disadvantages. %M C.BCSHCI.92.415 %T The Re-Use and Integration of Existing Software: A Central Role for the Intelligent User Interface %S Building Adaptive Systems %A E. A. Edmonds %A B. S. Murray %A J. Ghazikhanian %A S. P. Heggie %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 415-427 %K Integration, Intelligent interfaces, Existing software applications, User support, Messaging, Multiple processes, Networks %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 The Architecture 3 An Implementation Toolkit 3.1 Harness 3.2 Knowledge Based Support Modules 3.3 Back End Manager 3.4 Integration 3.5 Example KBFE (SEPSOL) 4 User Interface 4.1 Messages 4.2 AIOs 4.3 Consistency 4.4 Presentation Model 5 Implementation 6 Evaluation 7 Conclusion %X The paper is concerned with the delivery to users of systems that solve their specific problems whilst taking advantage of generally available existing systems and services. The user interface software is seen as an integration component. An architecture that enables this integration and allows for the incorporation of intelligent/knowledge-based user support is presented. The FOCUS Toolkit, that has been developed to implement these Knowledge-Based Front Ends (KBFE), is also briefly described. %M C.BCSHCI.92.429 %T Analysis of User Behaviour as Time Series %S Building Adaptive Systems %A Alan Dix %A Janet Finlay %A Russell Beale %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 429-444 %K Trace analysis, User modelling, Machine learning, Time series, State transition, GOMS %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 1.1 The Trace as Data Source 1.2 Modelling Users by Example: Advantages and Applications 1.3 Traces as Time Series 2 Analysis using Fixed Windows 2.1 The Example System -- REF 2.2 The Experiment and Example Set 2.3 Analysis using Machine Learning 2.4 Problems 3 Analysis Techniques for Time Series 3.1 Statistical Techniques 3.2 Machine Learning Techniques 4 Internal State Models 4.1 Models of the User and the System 4.2 Using State Models to Analyse Traces 4.3 Inferring States from Traces 4.4 Remaining Problems 5 Data Sets 5.1 REF 5.2 Electronic Conferencing 5.3 Glide 6 Conclusions and Future Work 7 Acknowledgements 8 References %X The trace of user interactions with a system is the primary source of data for on-line user modelling and for many design and research experiments. This trace should really be analysed as a time series, but standard time series techniques do not deal well with discrete data and fuzzy matching. Techniques from machine learning (neural nets and inductive learning) have been applied to this analysis but these are limited to fixed size patterns and fail to deal properly with the trace as a time series. Many of the notations used to describe the system dialogue (e.g. CSP, production systems) and the user's behaviour (e.g. GOMS, grammars) can be regarded as describing non-deterministic finite state machines. Such a representation forms a key to using machine learning techniques, focussed on the state transitions. %M C.BCSHCI.92.447 %T An Assessment of Font Preferences for Screen-Based Text Display %S Graphical User Interfaces %A Patrick A. Holleran %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 447-461 %K Font, Typeface, Reading, VDT, Preferences %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 Study 1: Font Survey 2.1 Method 2.2 Results 3 Study 2: Laboratory Preference Assessment 3.1 Method 3.2 Results 4 Discussion %X This study presents an examination of the use of and preferences for various typefaces for reading text on computer screens. Computer users were surveyed by phone for information about their favorite fonts and the fonts they used on their machines. An additional set of subjects was brought into the laboratory and asked to rate 53 difference typefaces displaying text on screen. Results provided information about font preferences and revealed moderate levels of agreement among subjects. Additionally, it proved possible to establish a relationship between measurements of font characteristics and subjects' ratings. %M C.BCSHCI.92.463 %T Using Animated Demonstrations to Teach Graphics Skills %S Graphical User Interfaces %A Patrick Waterson %A Claire O'Malley %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 463-474 %K Animated demonstrations, Display-Based problem solving, Graphical help, Exploratory learning %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 Method 2.1 Participants 2.2 Experimental Task 2.3 Experimental Materials 2.4 Procedure 3 Results 3.1 Performance Times 3.2 Questionnaire Results 4 Discussion 4.1 Single Tasks 4.2 Multiple Tasks 4.3 Different Tasks 5 Conclusions %X Recent research has shown that animated demonstrations are better than textual instructions in teaching novices how to use an interface, as measured by immediate retention, but that this advantage is not maintained longer retention intervals. It is argued here that such effects may depend upon the type of interface being learned. In this study users were taught to use a graphics application, either via animated demonstrations or textual instructions. Results show that, at least for graphics applications, animated demonstrations are more effective than textual instructions, even after an interval of one week. We conclude that animations may be superior to textual instructions for some types of application because they encourage active exploration of the interface. %M C.BCSHCI.92.477 %T HCI, Where's the Practice? %S Panel Sessions %A Jonathan Earthy %A David Pullinger %A Chris Fowler %A Stephen Page %A Alistair Sutcliffe %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 477-479 %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 The Panel Members 3 Position Statements %X N/A %M C.BCSHCI.92.481 %T CSCW: Power, Control, Conflict %S Panel Sessions %A Colston Sanger %A Nigel Gilbert %A David Wastell %A Wendy Mackay %A Steve Easterbrook %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 481-483 %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 The Panel Members 3 Position Statements %M C.BCSHCI.92.485 %T Interface Construction for the Millennium: Beyond Objects and Widget Pushers %S Panel Sessions %A David England %A Peter Johnson %A Roger Took %A Stephen W. Draper %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 485-487 %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 The Panel Members 3 Position Statements %M C.BCSHCI.92.489 %T Human Factors and Flight Deck Automation %S Panel Sessions %A Andrew McClumpha %A Peter Bugge %A Vic Lebacqz %A Kathy Abbott %A Marianne Rudisill %A Paul Wilson %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 489-491 %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 The Panel Members 3 Position Statements %M C.BCSHCI.92.493 %T HCI: The Search for Solutions %S Panel Sessions %A Dan Diaper %A Mark Addison %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 493-495 %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 Report on HCI'91 Workshop ``HCI: Identifying the Problems'' 2.1 Of the Basic Nature of HCI 2.2 Of the Application of HCI to System Development 2.3 Of HCI Education and the Marketing of HCI 3 The HCI'91 Panel Members %M C.BCSHCI.92.499 %T The Human-Computer Interaction Group at the University of York %S Laboratory Overviews %A M. D. Harrison %A A. F. Monk %A P. C. Wright %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 499-501 %K Evaluation, System and user modelling, Computer-mediated communication, Error tolerant systems %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 People 3 AMODEUS 4 Deriving and Representing Application Models 5 Computer-Mediated Communication 6 Dependable Computing Systems Centre %M C.BCSHCI.92.503 %T Some Research at Glasgow Interactive Systems cenTre %S Laboratory Overviews %A Stephen W. Draper %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 503-506 %K Focus groups, Think-aloud protocols, Checklists, Usability framework, Consistency, Style, Data model %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Focus Groups 2 Think-aloud Protocols 3 Checklists 4 Framework and How to Choose a Method 5 Cognitive Therapy 6 Configurable Data Models 7 Styles in User Interfaces 8 Consistency %M C.BCSHCI.92.507 %T The State-of-the-Art at the Research Institute for Theoretical Informatics %S Laboratory Overviews %A Florin Rotaru %A Eduard Antoniu %A Felix Paulet %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 507-509 %K Artificial intelligence, Fuzzy systems, Image processing, Neural networks %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Evolution and Current Structure 2 Research Results and Interests 2.1 Early Achievements (March 1984 to June 1990) 2.2 Current Research (since June 1990) 3 Publications and Scientific Events %M C.BCSHCI.92.511 %T Human-Computer Interaction Engineering: A Laboratory Overview of the Ergonomics Unit, University College London %S Laboratory Overviews %A John Long %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 511-514 %K HCI engineering, Human factors, Design %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Background 2 Mission 3 Themes 4 Sample of Work 5 Ambience %M C.BCSHCI.92.515 %T Rank Xerox Cambridge EuroPARC %S Laboratory Overviews %A Allan MacLean %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 515-518 %K Multimedia %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Introduction 2 Research Perspectives 2.1 Multimedia Communication 2.2 Technology-mediated Interaction 2.3 Environmental Interfaces 2.4 Activity-Based Information Retrieval (AIR) 2.5 The Design Process 2.6 Ecological Approach to Design 2.7 Design Rationale %M C.BCSHCI.92.519 %T Human Interface Design: Laboratory Overview %S Laboratory Overviews %A Simon Hakiel %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 519-521 %K Usability, Design, Evaluation, Human factors %* (c) Copyright 1992 IBM %Y 1 Introduction 2 Background 3 Human Interface Design 4 Human Factors Laboratory %M C.BCSHCI.92.523 %T Logica Cambridge Ltd -- Laboratory Overview %S Laboratory Overviews %A Rosalind Barden %A Angela Lucas %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 523-525 %K User-centred design, Prototyping, Co-operative working, User interface style %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 About Logica 2 The HCI Division 3 User Centred Design 4 Example Projects 4.1 Prototyping 4.2 Co-operative Working 4.3 HCI Strategy Studies and Style Manuals 5 Object Orientation 6 Good HCI throughout Logica 6.1 The User Interface Development Manual 6.2 Other Activities 7 Contacts %M C.BCSHCI.92.527 %T The LUTCHI Research Centre %S Laboratory Overviews %A Ernest Edmonds %A James L. Alty %A Anthony Clarke %A Stephen Scrivener %B Proceedings of the HCI'92 Conference on People and Computers VII %D 1992 %P 527-529 %K Knowledge-based, Multimedia intelligent interfaces, Visual perception %* (c) Copyright 1992 British Informatics Society Ltd. %Y 1 Mission 2 Areas of Research 2.1 Knowledge-based Support 2.2 Knowledge-based Systems in Process Control 2.3 Electronic Media: Employing Knowledge of Human Perception and Cognition 3 People %M C.BCSHCI.93.3 %T The Design of Reliable HCI: The Hunt for Hidden Assumptions %S Invited Papers %A Erik Hollnagel %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 3-15 %K Design method, Reliability, Linked HCI, Human error %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 The Design Problem 2 Man-Machine Interaction and Human-Computer Interaction 2.1 Detached and Linked HCI 2.2 HCI Design and the Occurrence of Unwanted Consequences 2.3 HCI and Error Modes 3 Hidden Design Assumptions 3.1 Assumptions about Human Reliability 3.2 The Forced Automaton Analogy 3.3 User Friendliness as a Strait-jacket 4 Designing for Reliable HCI 4.1 The Need of a Comprehensive HCI Design Method 4.2 The Perfect User 5 Summary and Conclusions %X The design of HCI is based on a number of assumptions. Some of these are explicitly stated in design guidelines. Others are hidden in the design and possibly even concealed for the designer. A particular instance is the assumptions about the reliability of human performance -- and cognition -- and about which things can go wrong. It is important for designers of HCI to know more about human reliability, regardless of whether the HCI is for industrial or academic applications. Lack of knowledge may deceive designers to rely on their personal experience. That is, however, unlikely to constitute a valid basis for the design and the resulting system is therefore likely to be inadequate. This caution is pertinent for human reliability as well as for the, unfortunately, many other aspects of man-machine interaction that do not receive the attention they rightly deserve. %M C.BCSHCI.93.17 %T Beyond Human Computer Interaction: Designing Useful and Usable Computational Environments %S Invited Papers %A Gerhard Fischer %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 17-31 %K Human-computer interface design, Cooperative work, Domain oriented design %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 Human-Computer Interaction Is More than User Interfaces 3 Make Systems Useful and Usable 4 A Broader View of Communication and Coordination Processes 5 Support Human Problem-Domain Interaction 6 Redefine the Role of High-Tech Computer Scribes 6.1 Computational Environments for Children 6.2 End-User Programming 6.3 Programmable Applications 6.4 Communities of System Users 7 Domain-Oriented Design Environments 8 Moving Beyond Human-Computer Interaction with Domain-Oriented Design Environments 8.1 Saying the 'Right' Thing at the 'Right' Time in the 'Right' Way 8.2 End-User Modifiability 8.3 New Role Distributions: Between High-Tech Scribes and Domain Workers in Domain-Oriented Design Environments 9 Design: Tradition and Transcendence 9.1 Success Models 10 Beyond Technological Aspects %X Human-computer interaction has refocussed many research efforts within computer science from a technology-centered view to a human-centered view. But current research efforts and systems (both prototypes and those commercially available) are just the beginning rather than the end. Conceptual frameworks and computational environments are needed that will give domain workers more independence from computer specialists. Just as the pen was taken out of the hands of the scribes in the middle ages, the power of high-tech computer scribes should be re-defined. To turn computers into convivial tools requires that end users themselves can use, change and enhance their tools and build new ones without having to become professional-level programmers. This article explores a number of future themes transcending current views of human-computer interaction. It describes domain-oriented design environments as new prototypes of computational environments which are simultaneously useful and usable by focusing on humans and their tasks. %M C.BCSHCI.93.35 %T Precipitating Change in System Usage by Function Revelation and Problem Reformulation %S User Interface Design %A Wai On Lee %A Philip J. Barnard %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 35-47 %K Change, Long-term learning, Intelligent help systems, Function revelation, Problem reformulation %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 Precipitating Change By Function Revelation 3 Precipitating Change By Problem Reformulation 4 The Study 4.1 Overview 4.2 Tasks 4.3 Method 4.3.1 Subjects 4.3.2 Apparatus and Systems 4.3.3 Procedure and Design 4.4 Results 4.4.1 Initial Training Completion Times 4.4.2 Tasks Completion Times: Experimental Phase 4.4.3 Function Usage 5 Discussion 5.1 Effects of FR and PR Advice on Experience 5.2 Effects of FR and PR Advice Overall 6 Conclusions %X Long term learning has been neglected in much of HCI research. Although many workers have observed that users typically asymptote at mediocre levels of expertise and make sub-optimal usage of system functionality, little detailed research has been applied to examine such a phenomenon. Attempts to tackle the problem in the past have focused on finding effective ways to reveal system functionality to the users. In this paper, we examined the adequacy of such an approach to effect change in users' function repertoire. The results showed that to precipitate a permanent change, users have to be supported in reformulating problems on the basis of their relevant features. The implications of the results are discussed. %M C.BCSHCI.93.49 %T Icon Design and its Effect on Guessability, Learnability, and Experienced User Performance %S User Interface Design %A Jackie Moyes %A Patrick W. Jordan %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 49-59 %K Usability, Set compatibility, Rule compatibility, Icon design, Guessability, Learnability, EUP %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 Icons and Representational Type 3 Icons in Relation to the Components of Usability 4 Icon Design and Consistency 5 Methodology 5.1 Experimental Overview 5.2 Experimental Design 5.3 Subjects 5.4 Procedure 6 Results and Discussion 6.1 Guessability 6.2 Learnability 6.3 Experienced User Performance 7 Conclusion %X A great deal of research has been conducted in order to find properties which determine the success of an icon. The overwhelming majority of work has indicated representational type as the most important property. This paper contains a review of some of this work, and reports a study investigating the effects of representational type on three components of usability; guessability, learnability, and EUP. These effects were compared with those for set compatibility. Results indicate that, whilst representational type might strongly influence performance during the early stages of interaction, it may be of less significance as the user reaches EUP. This is in contrast to set compatibility which is of greatest influence during the learnability stage. %M C.BCSHCI.93.61 %T Adapting to Interface Resources and Circumventing Interface Problems: Knowledge Development in a Menu Search Task %S User Interface Design %A Wai On Lee %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 61-77 %K Information flow, Development of expertise, Locational knowledge, Specific item knowledge %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 Menu Design and the Development of Locational Knowledge 3 The Study 3.1 Overview 3.2 Method 3.2.1 Subjects 3.2.2 Apparatus and Systems 3.2.3 Procedure and Design 4 Results 4.1 Main Phase 4.1.1 Performance times 4.1.2 Correct Selections and Selection Errors for Top Level Menu Items 4.2 Tests on Locational Knowledge Phase 4.2.1 All Correct Selections 4.2.2 Correct Top Level Selections 4.2.3 Correct Bottom Level Selections 4.3 Tests on Specific Item Knowledge Phase 4.3.1 Correct Items 5 Discussion 5.1 A Framework for the Analysis of Change in Skill Development 5.2 An Analysis of Display-Based Expertise Development 6 Conclusions %X This paper examines knowledge development in an information search task using two menu systems. We found that in a system where locational cues were distinctive, subjects adapted to them by developing locational knowledge of menu items. However, in a system where such cues were poor, users circumvented the difficulty of menu selection by committing to memory part of the menu items names. The results confirmed our hypothesis that users will adapt to interface resources and circumvent interface problems in order to satisfy the demands of the task. We conclude by examining the implications of the findings for 'display-based' expertise using a framework for the analysis of change in skill development. %M C.BCSHCI.93.81 %T A Survey of Usability Engineering Within the European IT Industry -- Current Practice and Needs %S User Modelling %A Andrew Dillon %A Marian Sweeney %A Martin Maguire %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 81-94 %K Usability engineering, Usability evaluation tools, Industrial survey, Industrial practice, Usability laboratories, HCI guidelines, Standards %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 Industrial Needs Survey: Development, Pilot Test and Completion 3 Survey Data 4 Background of the Respondents 5 Interpretation and Appreciation of Usability 5.1 What is Usability? 5.2 How Important is Usability Testing and Understanding the Intended Context of Use? 6 Current Practices 6.1 Dedicated Usability Resources 6.2 Form and Occurrence of Usability Testing 6.3 How Contextual Information is Gathered 6.4 Organisational Type and Usability Practices 7 Problems and Requirements For Support in Usability Evaluation 8 General Discussion %X The present paper reports on a survey of current practices in usability engineering and requirements for support within European IT organisations. Responses were obtained from 84 individuals working in nine European countries. The data were analysed in terms of four themes; respondents' background, their interpretation and appreciation of the concept of usability, current practice with regard to usability evaluation, problems and requirements for support in conducting usability evaluation. Results suggest widespread awareness but only superficial application of Human Factors methods in Industry. %M C.BCSHCI.93.95 %T Modelling User Performance in Visually Based Interactions %S User Modelling %A Jon May %A Lisa A. Tweedie %A Philip J. Barnard %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 95-110 %K Icons, Visual interaction, Visual search, Cognitive modelling, Display design %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 A Model of Icon Search 3 The Experimental Icons 4 The Procedure 5 Results 6 Discussion %X This paper outlines a general technique for analysing user performance in visually based interactions. Such interactions are modelled as an evaluation process in which the user compares the visual structure of an object with an internally-generated propositional representation of the target. The content and structure of this propositional representation is dependent upon the context within which the target has been learnt and searched for previously. The technique is used to frame a specific model of icon search, and an experiment is described which tests the model against icon sets with different visual structures, and by keeping one set of icons constant but changing the context within which they are presented. The results provide general support for the technique, with icon search times being affected both by the number of icons which contain the 'psychological subject' of the target icon, and by the depth to which the propositional representations must be evaluated before icons can be rejected or accepted as the target. %M C.BCSHCI.93.111 %T Developing Runnable User Models: Separating the Problem Solving Techniques from the Domain Knowledge %S User Modelling %A Ann Blandford %A Richard M. Young %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 111-121 %K Predictive modelling, User models, Interface design, Cognitive architecture %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 STILE Design and Implementation 3 The Domain Description Language 4 STILE in Relation to Soar 5 STILE in Relation to User Modelling in HCI 6 Conclusions %X Runnable models of computer users can serve as the basis for predictions about the usability of interfaces. Both the construction and the running of a user model can provide useful information to interface designers. To define such a model, the designer must specify what users know about the interface (relevant to the tasks they are to perform with it), how they will use that knowledge in their operation of the device, and what background knowledge they can be assumed to have. In this paper we report on work which allows these different components of the user model to be specified independently, and automatically integrated to generate a set of Soar productions which constitute a runnable model. %M C.BCSHCI.93.125 %T PowerTools: New Generation Data Presentation Tools %S Tools and Techniques %A Eugenio Zabala %A Richard W. Taylor %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 125-142 %K Data presentation, Visualisation, Sonification, Applied psychology %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 PowerTools 3 Maritxu 4 The Cave 5 SRT: Sonic Representation Tool 5.1 Sonification Model 5.2 Sound Parameters 5.3 Sound Families 5.4 Evolution Through Time 5.5 Stereo Channels 5.6 Portability 6 CTC: Common Tool Control 7 Conclusions %X This paper introduces the PowerTools data presentation toolset and its application. PowerTools is the name given to a set of diverse data presentation systems, integrated under the Common Tool Control (CTC) program. At present, the system is made up of two visualisation tools (Maritxu and The Cave) and a sonification tool (SRT, Sonic Representation Tool). The system was originally developed to aid the understanding and optimisation of parallel computer systems. It is now being applied to problems in which quantity, variation and complexity of data is problematic (e.g. Control and Stock Markets). The visualisation tools have been designed to deal with large quantities of complex multivariate dynamic data. They exploit pre-attentive vision's ability to discriminate the data sub-sets that require attentive analysis. Maritxu is highly scalable and has been designed for data set comparison; The Cave portrays data evolution through time. SRT generates a sound track driven by the input data set and has been designed to represent multiple dynamic data items simultaneously. %M C.BCSHCI.93.143 %T A Generic User Interface Constructor for Planning and Scheduling Applications %S Tools and Techniques %A Jan van Putten %A Nardie Scharenborg %A Auke Woerlee %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 143-156 %K Model based UIMS, Object orientation, Automated plan board, Planning and scheduling %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 User interfaces in planning and scheduling 3 A Generic User Interface Constructor 3.1 Architecture 3.1.1 GUIC object model 3.1.2 Attaching semantics 3.1.3 GUIC architecture 3.2 Control and communication 3.3 View realization and representation 4 The Application Constructor 5 Example: Aircraft Rotation Scheduling 6 Conclusions and Further Development %X This paper describes a generic user interface construction tool for planning and scheduling applications. By means of predefined graphical representations, a user interface can easily be defined for any data model associated to a planning or scheduling problem. The set of predefined representations currently contains: a tabular view, a map, a Gantt chart and a bar chart. A planning or scheduling application is constructed by choosing the underlying data model and subsequently defining one or more graphical representations where particular elements of the data model are attached to the axes in those representations. The Model View Control paradigm is applied in order to guarantee that the representations show the actual contents of the data model, that is, to preserve consistency. %M C.BCSHCI.93.157 %T Objects, Invariants and Treacle: Animation in the Views System %S Tools and Techniques %A Lon Barfield %A Eddy Boeve %A Steven Pemberton %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 157-171 %K Computer graphics, Graphics methodology, Ergonomics of computer software, User interfaces %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Animation and Continuity 1.1 Future Feedback 1.2 Present Feedback 1.3 Past Feedback 2 Supplying Continuity 3 The Views System 3.1 An Example 3.2 Views Objects 3.3 The General Editor 3.4 Invariants between Objects 4 Graphics in the Views System 4.1 A Simple Face 4.2 A Clock 5 Animation in Views 5.1 Implementing 'treacly numbers' 5.2 The Nature of the Transition 6 Conclusions %X With interactive computer systems there are times when the user or the system can make some discreet change that takes the system from one distinct graphic state to another. Usually the feedback provided is purely 'before and after' in nature. 'Fill-in' animation gives continuity by providing the intermediate states between the two different graphic states. Such animation is already in use, but each program that uses it must implement its own special case of it. The Views system is a computing environment that unifies many aspects of computer use and application development. Within its framework 'fill-in' animation can be implemented in a general, system-wide way available to all applications. %M C.BCSHCI.93.173 %T A Method for Multimedia Interface Design %S Tools and Techniques %A Peter Faraday %A Alistair Sutcliffe %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 173-190 %K Multimedia, Task analysis, Presentation, Design, Methodology %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 Systematic MM interface design: Method requirements 2.1 Method Overview 3 Resource and Task Modelling 3.1 Resource Model 3.1.1 Media Resource: Language (Text and Speech) 3.1.2 Media resource: Still Image 3.1.3 Media resource: Animation 3.1.4 Resources within the Emergency Case Study 3.1.5 Analysis Procedure for Resource Modelling 3.2 Task Model 4 Planning the Presentation 4.1 Mapping from Task to Dialogue Act 4.2 Case Study Example 5 Media Selection 5.1 Base Media Type Selection Rules 5.2 Case Study Example: 5.3 Subject Based Act Effects 5.3.1 Subject-organising Acts 5.3.2 Subject-informative Acts 5.4 Presentation Based Act Effects 5.4.1 Techniques for Language Resources 5.4.2 Techniques for Still Images 5.4.3 Techniques for Animation Resources 5.4.4 Case Study Example 6 Presentation Validation Rules 6.1 Validating Guidelines 6.2 Continuity based rules -- after Kraft, Cantor & Gottdiener (1991) 7 Conclusion %X Multimedia (MM) interfaces are currently created by intuition. Development of a method for analysis and design of MM presentation interfaces is described. The study investigates task based information analysis, persistence of information, attention and concurrency in presentation. The method gives an agenda of issues and techniques for specification, and guidelines for media selection and presentation scripting. Use of the method is illustrated with a case study of shipboard emergency management. %M C.BCSHCI.93.191 %T A Novel Device for Using the Hand as a Human-Computer Interface %S Tools and Techniques %A Christoph Maggioni %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 191-202 %K Input device, Image processing, Gesture recognition %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 System View 3 Image Processing 4 Gesture Recognition and User Interface 5 Using the System in Graphical Applications 6 Discussion %X Making today's complex computer applications easier and more intuitive to use and to learn is one of the main issues in research on human-computer interaction. Investigating the diverse mechanisms of natural human communication and mapping these to multimodal human-machine interfaces should lead to qualitative improvement in human-machine communication and thus significantly increase the usability of computers. Two central observations regarding human communication and behavior can be made: people have a natural ability to move and act in their three-dimensional environment, and they naturally use gestures as a means of communication. Three-dimensional representations of real environments form a new means of communication between man and machine, making explicit use of mechanisms which humans have learned and experienced during their whole lives in moving themselves and manipulating objects. We present a novel three-dimensional input device that allows applications to be controlled by gestures of the human hand. Hand position and orientation are obtained using a video camera and image processing techniques. The system works in real-time and is integrated into a three-dimensional environment. Our input device has proven to be very reliable and is more natural to use than other conventional computer input devices systems. %M C.BCSHCI.93.203 %T Reusing User Interface Designs: Experiences with a Prototype Tool and High-Level Representations %S Tools and Techniques %A T. T. Carey %A M. S. Ellis %A M. Rusli %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 203-216 %K Software reuse, Design rationale, User interface design, Toolkits %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction: Using a Reusable Interface Design Library 2 RIDL: A Prototype Interface Design Library 3 Usage-oriented Design Representations 4 Representing Usage Patterns for Interface Features 5 Conclusions and Future Work %X A library of user interface design exemplars is being constructed to aid designers in learning from and reusing existing artifacts. Reuse concepts from software engineering have been applied to the design of the library. Experiments are underway to test usage-oriented design representations for incorporation in the library. Several scenarios of potential use are suggested. %M C.BCSHCI.93.217 %T Beyond Hacking: A Model Based Approach to User Interface Design %S Tools and Techniques %A S. Wilson %A P. Johnson %A C. Kelly %A J. Cunningham %A P. Markopoulos %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 217-231 %K User interface design, Task modelling, User modelling, UIDE %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 User Interface Design 2.1 Tools and Models in User Interface Design 2.2 Task Based Design 3 The Adept Design Environment 3.1 An Integrated Design Process 4 The Adept Demonstrator 4.1 The Task Model 4.2 Designing a Task Model 4.3 The User Model 4.4 The Abstract Interface Model 4.5 Designing an Abstract Interface Model 4.6 The Concrete Interface Model 4.7 Generating a Concrete Interface Model 5 Discussion %X This paper discusses the role of models in the design of user interfaces, with particular emphasis on integration across different modelling stages. We are concerned with bridging the gap between psychologically motivated modelling approaches to HCI and implementation oriented interaction models, to produce a task-informed user interface design process. An early version of a UIDE which provides support for the role played by models in the design process is described and exemplified through models taken from a case study. We conclude with an assessment of our experiences and a discussion of how the work will proceed. %M C.BCSHCI.93.233 %T Specifying and Prototyping Dynamic Human-Computer Interfaces for Stochastic Applications %S Tools and Techniques %A C. W. Johnson %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 233-246 %K Formal methods, Prototyping, Monte Carlo simulation %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 1.1 Time 1.2 Probability 1.3 Overview 2 Markov Models 3 Fault-Tree Analysis 4 CTL and Time 5 PCTL and Probability 6 Prototyping 6.1 Risklog and Time 6.2 Risklog and Probability 6.3 Risklog and Interaction 7 Conclusion and Further Work %X Formal methods are increasingly being used to support the software engineering of complex systems. A number of limitations restrict the utility of these techniques for the design of human-computer interfaces. Firstly, formal notations often abstract away from the temporal properties that affect usability. Secondly, specifications fail to consider the stochastic, or probabilistic, behaviours that characterise human-computer interaction with distributed and concurrent applications. This paper proposes techniques to overcome these limitations. It is argued that temporal logic provides a means of representing sequential and concurrent properties of interaction. It is also demonstrated that logic can be used to explicitly represent assumptions about operator responses to high and low risk events. In order to support the validation of these assumptions we have implemented a tool which exploits Monte Carlo techniques to directly derive prototype simulations from temporal logic specifications of interactive systems. %M C.BCSHCI.93.249 %T Interface Semantics and Users' Device Models: Identifying Evaluation Issues for Direct Manipulation Design %S Evaluation Issues %A M. V. Springett %A A. S. Grant %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 249-265 %K Direct manipulation, Evaluation, Task model, User's device model %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 An Analysis of Current Approaches 2.1 Heuristic Evaluation 2.2 Empirical Testing and Iteration 2.3 Claims Extraction 2.4 Cognitive Walkthroughs 2.5 Lessons From Studying Evaluation Approaches 3 Analysing Performance on DM Interfaces 3.1 Matching Task and Device Representations 3.2 Content and Structure Presentation 3.3 Analysis of Semantic Binding 3.4 Qualitative Analysis of Interface Semantics 4 Constructing A User's Device Model 5 Utility for Evaluation 6 Conclusions %X This paper proposes that evaluation of direct manipulation (DM) interfaces requires a richer analysis than is provided by current methods. We begin by considering the strengths and weaknesses of contemporary evaluation approaches when applied to examples of DM dialogue breakdowns. In the light of this analysis we go on to discuss the necessary focus of future DM evaluation methods. In particular, we focus on the importance of presentational factors in DM interface design. We consider the role of metaphor and feature presentation in synthesis with users' representations of tasks. An analysis of the interface's role in the formation of users' device models is then proposed, and its potential use in evaluation discussed. %M C.BCSHCI.93.267 %T User-Centred Evaluation of Explanation Facilities in Information Systems %S Evaluation Issues %A H. Johnson %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 267-276 %K Evaluation, Evaluation criteria, Explanation, Information systems %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 Why is Evaluation Necessary? 3 What Needs Evaluating in User-centred Provision? 4 When to Evaluate? 5 How Do We Evaluate? 6 Summary %X This paper argues that explanation facilities will become common place in future interactive systems. As a result, a major concern for HCI researchers is to establish the utility and quality of explanation provision currently provided by a range of information systems, such as intelligent tutoring, expert or knowledge-based systems, etc. Although there has been much research in the area recently, there are still three problems which need to be addressed. First, there is a lack of unifying theory; secondly, there are no criteria by which to judge the resulting explanations; and finally, there are very few empirical studies which demonstrate the claimed improvements. In this paper we are particularly concerned with developing criteria for evaluation and also considering why evaluation is important and how evaluation of explanation provision in information systems might occur. %M C.BCSHCI.93.279 %T Critical Incidents and Critical Themes in Empirical Usability Evaluation %S User Evaluation %A John M. Carroll %A Jurgen Koenemann-Belliveau %A Mary Beth Rosson %A Mark Kevin Singley %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 279-292 %K Evaluation methodology, Formative evaluation, Usability evaluation, Design rationale, Psychological design rationale, Claims analysis %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 The Class Method Incident 3 Remote and Distributed Causes: The Class Method Thread 4 Claims Analysis of Critical Threads 5 Design Reasoning with Critical Threads %X Empirical usability evaluations (particularly 'formative' evaluations) hinge on observing and interpreting critical incidents of use: the causes of such critical incidents can often be found in the immediate contexts of their occurrence and can guide specific design changes. However, it can also happen that the causes of a critical incident are temporally remote from its context of occurrence or distributed throughout the user's prior experiences. We propose augmenting critical incident methods by analysis of what we call 'critical threads': sets of causally related user episodes that, taken together, define major usability themes. %M C.BCSHCI.93.293 %T The Development of DRUM: A Software Tool for Video-Assisted Usability Evaluation %S User Evaluation %A Miles Macleod %A Ralph Rengger %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 293-309 %K Usability, Observational evaluation, Tools, Video, Protocol analysis, Usability engineering, Usability metrics %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 Theoretical Background 2.1 Methods for Evaluating Usability 2.2 Recording and Analysing Data 3 Development Process 3.1 User Requirements Capture 3.2 Development Method and Environment 3.3 From Requirements to Implementation 3.4 Video Control and Event Logging 4 DRUM's Modules and Functionality 4.1 Overview 4.2 DRUM Modules 4.2.1 DRUM Evaluation Manager 4.2.2 The DRUM Scheme Manager 4.2.3 The DRUM Recording Logger 4.2.4 The DRUM Log Processor 5 Help System and User Manual 6 Applying DRUM 7 The Usability of DRUM 8 Further Development of DRUM %X The development is reported of a practical software tool which supports video-assisted observational evaluation of usability. The Diagnostic Recorder for Usability Measurement (DRUM) helps evaluators to organise and analyse user-based evaluations, and to deliver measures and diagnostic data. This paper reports DRUM's rationale, theoretical background, requirements capture and collaborative iterative development. It outlines DRUM's functionality and manner of use. DRUM runs on Apple Macintosh, drives a range of video machines, and supports management of evaluation data, task analysis, video mark-up and logging (with find and replay of logged events), analysis of logged data and calculation of metrics. %M C.BCSHCI.93.311 %T The Three-Dimensional Graphical User Interface: Evaluation for Design Evolution %S User Evaluation %A A. G. Sutcliffe %A U. K. Patel %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 311-331 %K Three-dimensional graphics, Visualisation, Usability, Evaluation, Morphology, Manipulation %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 Prototype 3D Visual Interface to a KBS 2.1 Background 2.2 The User Population 2.3 Prototyping Environment 2.4 IM1 Visualisation Design 3 Evaluation of the Prototype 3.1 Objectives 3.2 The Subjects 3.3 Evaluation Task 3.4 Method 4 Results 4.1 Analysis of the Users' Problems 4.1.1 Use of Manipulations 4.1.2 Memory Transfer 4.2 Activity Pattern Analysis 4.3 Usability Problems 4.4 Effectiveness of the Manipulations 4.5 User Ratings and Opinions 5 Discussion 5.1 Information Structure of the Search Task 5.2 Instantiation of One Evaluation Task %X The design of a three-dimensional interactive graphical user interface for a medical knowledge based system is described. A prototype of the design has been developed and evaluated. The evaluation study investigated usability, and individual differences in patterns of interaction. We found that there are individual differences in the way users explore three dimensional visualisations, and that usability is dependent on both the morphology (visualisation) and manipulations (interface functionality). While three-dimensional graphics can help reduce representational complexity, other forms complexity are intrinsic to the medium and require design solutions. Implications of these findings for design evolution are discussed. %M C.BCSHCI.93.335 %T A Formal Approach to the Presentation of CSCW Systems %S Computer-Supported Cooperative Work %A C. W. Johnson %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 335-352 %K CSCW, Formal methods, Prelog, Graphics programming %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 An Example Application 3 Distributed Graphics 3.1 Procedural Graphics 3.2 Unstructured Graphics 3.3 Logic Abstractions 3.4 Introducing Input Information 4 Prelog Prototypes 4.1 Presenting Graphical Structures 4.2 Handling Device Input 4.3 Handling Distribution And Concurrency 5 Implementation 6 Conclusion And Further Work %X It is a non-trivial task to develop appropriate presentation strategies for Computer Supported Cooperative Work (CSCW) systems. Some applications, such as communications environments, must be presented to all the members of a group. Other information is only relevant for those users who are engaged in particular activities. Representing a design in terms of bitmaps and device primitives can obscure such requirements. This paper argues that formal, mathematically based, specification techniques can represent images that are distributed amongst multiple, concurrent operators. A limitation of this approach is that formal specifications provide little impression of what it would be like to interact with a CSCW system. The Prelog prototyping tool has been developed to overcome this limitation. Prelog can be used to derive prototypes from logic specifications of multi-user applications. Prelog is intended to support the early stages of development when it may not be possible to analyse systems within their eventual working context. It also supports the later stages of development because Prelog displays can be incorporated into final implementations using either the C or Ada programming languages. %M C.BCSHCI.93.353 %T Theory-Based Negotiation Frameworks for Supporting Group Work %S Computer-Supported Cooperative Work %A Beth Adelson %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 353-365 %K Group work, CSCW, Interaction architectures, Organisational and societal issues %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Impasses in Group Work: The Need for Negotiation 2 A Taxonomy and Examples 3 A Framework for Collaborative Negotiation 4 Using Negotiation Lens to Illustrate the Framework: Walking through a Simple Negotiation 5 A Second Case Study: The Sufficiency of the Taxonomy and Future Work 5.1 Case Study: The New Faculty Member 5.2 Concluding Analysis and Future Work %X In this paper we begin by presenting a taxonomy of impasses in group work situations. The taxonomy includes factors such as goal conflicts and resource limitations. We then present a prescriptive theoretical framework designed to support negotiation during these impasses. We also describe Negotiation Lens, a system which embodies the framework by supporting the actions prescribed by the theory. We then analyze the adequacy of the framework which stresses a collaborative form of negotiation. From this analysis we suggest a line of research which would lead to an expanded taxonomy. We hypothesize the expanded taxonomy would include interpersonal factors such as inequalities in the power of negotiating parties. We then discuss the framework and tools which would be useful given this expanded view of causes of group work impasses. Lastly we suggest the relevance of these factors to other classes of groupware. %M C.BCSHCI.93.367 %T Autonomous Support for Group Working: The Aide de Camp Project %S Computer-Supported Cooperative Work %A F. P. Coenen %A I. Finch %A T. J. M. Bench-Capon %A M. J. R. Shave %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 367-382 %K Group work, Autonomous agents, Work-flow, Task scripting language, Cooperative (mail) filtering language %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 Groupware, Work-flow and Related Systems 3 The Aide de Camp System 4 Mail Filtering 5 The Aide de Camp Cooperative (Mail) Filtering Language (CFL) 5.1 Operation of CFL 5.1.1 Initiating the Process 5.1.2 Responding to a Status Request 5.1.3 Collecting Co-setter Responses 5.1.4 Sending Collated Responses to the Coordinator 6 The Aide de Camp Task Scripting Language (TSL) 6.1 TSL Profiles in More Detail 6.2 Message Templating and TSL 6.3 Use of TSL Autonomous Agents 7 Conclusions %X Computer networking and the genre of software, collectively referred to as groupware, enabled by such networks have been with us for some time. The potential advantages to be gained cannot be overstated. There are also disadvantages associated with the technology. In particular the introduction of computer networking and groupware has significantly increased the work load of individual network users, especially those charged with the administration of the cooperative tasks that the software supports. In this paper we describe the Aide de Camp system. This is a decentralised communications management system that actively addresses the administration of cooperative tasks. This is achieved through the development of two key concepts, collaborative mail filtering and the use of autonomous agents to administer cooperative tasks. Both are described and the advantages gained illustrated through the use of a number of examples taken from applications currently under investigation. %M C.BCSHCI.93.383 %T A Study of Turn-Taking in a Computer-Supported Group Task %S Computer-Supported Cooperative Work %A Andy McKinlay %A Rob Procter %A Oliver Masting %A Robin Woodburn %A John Arnott %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 383-394 %K Computer-supported cooperative work, Conversation analysis, Computer-mediated communications, Turn management %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 Conversation Analysis 3 Experimental Study of Turn-Taking 3.1 Design 3.2 The Computer-Mediated Communication Conditions 3.3 Procedure 4 Results 5 Discussion 6 Conclusions %X Synchronous computer-supported cooperative work (CSCW) tools are intended to provide opportunities for remotely located groups to work together in a manner akin to groups meeting face-to-face. Little is understood, however, of what may influence the effectiveness of group work performed under these circumstances. One likely factor is the way in which 'floor control', or turn management is supported, and its impact on group coordination. This paper describes an experiment designed to examine the impact of different turn management protocols on the performance of groups using a CSCW tool. The results are compared with the performance of a group working face-to-face. Finally, the implications for coordination in synchronous CSCW are discussed. %M C.BCSHCI.93.397 %T A Longitudinal Study of Transfer between Programming Languages by Experienced Programmers %S Programming %A Jean Scholtz %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 397-410 %K Transfer between programming languages, Plan selection, Programming meta-knowledge %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 Experiment 2.1 Subjects 2.2 The Programming Problems 2.3 An Example 3 Analysis 3.1 Results 3.2 Plan Development 3.3 Plan Implementation and Change 3.4 Strategies Used by the Subjects 3.5 Changes in Code 4 Conclusions %X This study reports on a longitudinal study of experienced programmers transferring to a new language. Our previous research studied the initial efforts of experienced programmers transferring to a new language. This work showed that transfer, even within the same language paradigm, presents difficulties. In particular, transfer to a dissimilar language poses problems in plan selection even for experienced programmers. In our longitudinal study we found that these problems did not disappear with increased exposure to the language. With few exceptions subjects reused the plans that they first developed rather than searching for a more appropriate solution. We believe that there is a definite need for tools that aid the programmer in their initial efforts at learning a new language. Without outside intervention programmers may be very slow to exploit language capabilities. %M C.BCSHCI.93.411 %T Expertise and Display-Based Strategies in Computer Programming %S Programming %A Simon P. Davies %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 411-423 %K Programming, Expertise, Display-based problem solving, Strategy development %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 Experimental Studies 2.1 Experiment 1: Effects of Articulatory Suppression on Strategy and Errors 2.1.1 Method 2.1.2 Results 2.1.3 Discussion 2.2 Experiment 2: Effects of Restricting the Task Environment 2.2.1 Method 2.2.2 Results 3 Discussion 4 Implications 5 Summary %X This paper reports two studies which explore the development of display-based problem solving strategies in the context of computer programming tasks. These studies suggest that expertise in programming is dependent upon the development of strategies for effectively utilising external displays. In this context, it appears that novices rely extensively upon working memory to generate as much of a solution as possible before transferring it to an external source. In contrast, experts make extensive use of an external display to support problem solving. These results are discussed in terms of a framework which emphasises the role of display-based problem solving and its contribution to strategy development. Finally, consideration is given to the implications of these findings for the design of programming support tools and languages. %M C.BCSHCI.93.425 %T MRE: A Flexible and Customisable Program Visualisation Architecture %S Programming %A Mike Brayshaw %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 425-439 %K Program visualisation, Agents, Customisation %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 MRE: An Overview 3 Behaviour Recognition Agents 4 User Defined Program Visualisations 4.1 Tree Structure 4.2 The Tree Drawing Algorithm 4.3 Animating the Tree 5 Conclusions and Further Work %X In this paper we will look to extend basic visual metaphors to produce higher level descriptions of program execution that allow users to express their own perspectives on a task. We shall show how this can be done by adapting a model of event recognition using agents, demonstrate how these agents are useful in their own right, and then embed such definitions within templates to generate new visualisations. The aim is thus to bring increased flexibility and expressibility to programmers in order to aid software tool based problem solving, enable them to build increasingly abstract models of their domain, and debug programs from this particular perspective level. The above will be presented within the context of an overall debugging model, and its integration demonstrated. %M C.BCSHCI.93.443 %T Why HyperTalk Debugging is More Painful than it Ought To Be %S Hypertext %A Marc Eisenstadt %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 443-462 %K Debugging, Programming, Programming environment, Hypertext %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 HyperTalk Debugging 2.1 Debugging Scenario 1 2.2 Analysis of Problems Encountered in Scenario 1 2.3 Analysis of Goal Decomposition for Scenario 1 2.3.1 What I (the Programmer) Really Wanted To Do 2.3.2 First Major Decomposition of Goals 2.3.3 Second Major Decomposition of Goals 2.3.4 Third Major Decomposition of Goals: Locating the Source Code 2.3.5 Fourth Major Decomposition of Goals: Access Privileges 2.3.6 Fifth Major Decomposition of Goals: Performing the Action Steps 2.4 Debugging Scenario 2 3 Putting the Problems in Perspective 4 Representativeness 5 Solutions 6 Summary and Conclusions %X As part of a series of investigations on the nature of programming and debugging environments, this paper looks in detail at what it's like to work with an apparently 'modern' and 'friendly' environment: HyperCard. I kept a detailed diary of several lengthy debugging sessions, and then analysed the problems and difficulties I experienced. Eight fundamental problems were observed in the use of HyperTalk's debugging facilities: indirect access to troublesome source code; disruptive intermediate actions required; poor interpreter access during breaks; poor monitoring of built-in functions; no coarse-grained view of execution; no data flow analysis; no control flow analysis; deceptive view of inner states. The paper discusses the broader implications of these eight problems, as well as possible ways to alleviate the problems. %M C.BCSHCI.93.463 %T Towards Cognitively Salient Relations for Hypertext Navigation %S Hypertext %A Henry Bloomfield %A Peter Johnson %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 463-477 %K Hypertext, Navigation, Link-types, Text comprehension %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 Hypertext Links 2.1 Links in Hypertext Systems 2.2 Problems with Hypertext Links 3 Possible Sources of Domain-independent Links 3.1 Reader Expectation 3.2 Story Grammars 3.3 Relation Element Theory 3.4 Rhetorical Structure Theory 4 Empirically Identifying Relations 4.1 Pilot Study 4.2 Details of the Investigation 4.3 Results 4.4 Discussion 5 Conclusion %X The difficulties involved in the navigation of computer-based information spaces have been widely documented. This paper discusses the navigation problems and argues that some of these will be alleviated by the use of a set of domain-independent, semantically 'rich' relationships to define links between pieces of information. The background to this area is summarised and an experiment to support the theoretical work in identifying a set of relationships is reported. Finally, the implications, benefits, and possible applications of such a set of relationships are discussed. %M C.BCSHCI.93.479 %T Combining Systems and Manuals %S Hypertext %A Harold Thimbleby %B Proceedings of the HCI'93 Conference on People and Computers VIII %D 1993 %P 479-488 %K Hypertext, Manuals, Finite state machines %* (c) Copyright 1993 British Informatics Society Ltd. %Y 1 Introduction 2 Hyperdoc Overview 3 Background and Related Work 4 Hyperdoc Features 4.1 Intelligent Help 4.2 Analysing Designs 4.3 Combining System and Hypertext 5 Manual Generation Experiments 6 Conclusions %X Like many interactive systems, hypertext is operated by button pressing. It is therefore possible to combine an interactive system with its own hypertext manual. Numerous advantages follow: adaptive intelligent interactive help; correct documentation, in natural or mathematical language; automatic generation of conventional manuals optimised for various tasks; and detailed analysis. This paper motivates the approach, and describes a representative system, Hyperdoc. Hyperdoc enables research questions about good user interfaces and good user manuals to be investigated. %M C.BCSHCI.94.3 %T The Future of Graphic User Interfaces: Personal Role Managers %S Invited Papers %A Ben Shneiderman %A Catherine Plaisant %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 3-8 %K Personal role manager, Desktop metaphor, Graphic user interface, Coordination, Computer-supported cooperative work (CSCW) %* (c) Copyright 1994 Cambridge University Press %X Personal computer users typically manage hundreds of directories and thousands of files with hierarchically structured file managers, plus archaic cluttered-desktop window managers, and iconic representations of applications. These users must deal with the annoying overhead of window housekeeping and the greater burden of mapping their organizational roles onto the unnecessarily rigid hierarchy. An alternate approach is presented, Personal Role Manager (PRM), to structure the screen layout and the interface tools to better match the multiple roles that individuals have in an organization. Each role has a vision statement, schedule, hierarchy of tasks, set of people, and collection of documents. %M C.BCSHCI.94.9 %T Beyond the Workstation: Mediaspaces and Augmented Reality %S Invited Papers %A Michel Beaudouin-Lafon %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 9-18 %K Mediaspace, Augmented reality, Multimedia, Video, Virtual reality, Paper interface, Gesture input, Metaphor paradigm %* (c) Copyright 1994 Cambridge University Press %X The embodiment of computers in desktop workstations has had a tremendous impact on the field of HCI. Now that mice and graphics displays are everywhere, the workstation defines the frontier between the computer world and the real world. We spend a lot of time and energy transferring information between those two worlds. This could be reduced by better integrating the real world with the computer world. This article describes two approaches to this integration: Mediaspaces, which allow people to communicate through an audio, video and computer environment, and Augmented Reality, which adds computational power to real world objects. The argument is made that the success of these approaches lies in their ability to build on fundamental human skills, namely the ability to communicate with other people and the ability to interact with objects in the real world. %M C.BCSHCI.94.21 %T Transferring HCI Modelling and Design Techniques to Practitioners: A Framework and Empirical Work %S Methodology of Interactive Systems Development %A Simon Buckingham Shum %A Nick Hammond %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 21-36 %K Theory-based design, Evaluation, Design rationale, Cognitive modelling, Formal specification %* (c) Copyright 1994 Cambridge University Press %X The human-computer interaction (HCI) community is generating a large number of analytic approaches such as models of user cognition and user-centred design representations. However, their successful uptake by practitioners depends on how easily they can be understood, and how usable and useful they are. We present a framework which identifies four different 'gulfs' between HCI modelling and design techniques and their intended users. These gulfs are potential opportunities to support designers if techniques can be encapsulated in appropriate forms. Use of the gulfs framework is illustrated in relation to three very different strands of work: i. representing HCI design spaces and design rationale; ii. modelling user cognition; and iii. modelling interactive system behaviour. We summarise what is currently known about these gulfs, report empirical investigations showing how these gulfs can be 'bridged', and describe plans for further investigations. We conclude that it is desirable for practitioners' requirements to shape analytic approaches much earlier in their development than has been the case to date. The work reported in this paper illustrates some of the techniques which can be recruited to this end. %M C.BCSHCI.94.37 %T The Use of Visual Indexing as an Interview Support Technique %S Methodology of Interactive Systems Development %A David Fulton %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 37-51 %K Problems in communication, Interviews, Visual thinking, Visual description, System design %* (c) Copyright 1994 Cambridge University Press %X Systems analysts have a number of techniques at their disposal when capturing or generating the requirements for a system. One of the most commonly used is the interview. Interviewing users and other members of the client organisation is often fraught with difficulty: social and communicational barriers may prove difficult to overcome, especially if the level of contact between developers and users is kept to a minimum. Poor interview technique, ignorance of incorrect implicit/unspoken assumptions and the misinterpretation of interview data can lead to incorrect requirements or incomplete specifications. This paper describes a technique for developing a collaborative visual representation of information gathered during the interview process which enhances understanding between participants and enriches the information gathered. The method combines the manipulation of graphical objects and informal discussions which are collected via cassette or video recording. Graphical representation objects -- representing the groups, procedures, tools and products that exist in the interviewee's experience -- provide a standard, structured means of visual expression. Recording of walkthroughs and discussions of the results keeps note-making to a minimum and helps to reduce the social distance between the participants. A description of the four main stages of the technique is presented, along with supporting material outlining reasons why the technique was developed and describing how it has been used on organisational case studies. The paper concludes with an assessment of the effectiveness of the technique and suggests how it could be tailored to support requirements capture for system design. %M C.BCSHCI.94.53 %T A Domain Analysis of Air Traffic Management Work can be Used to Rationalise Interface Design Issues %S Methodology of Interactive Systems Development %A John Dowell %A Ian Salter %A Solaleh Zekrullahi %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 53-65 %K Task domain, Domain analysis, Air traffic management, Task quality, Interface design %* (c) Copyright 1994 Cambridge University Press %X The demand for a more effective Air Traffic Management system, and the central role of the controller in that system, has focused attention on the design of the controller's interface. This paper presents an analysis of the task domain of Air Traffic Management. It demonstrates with a simulated system how the domain analysis can be used to model the controller's performance in the traffic management task. The use of this model in rationalising interface design issues is then illustrated. The analysis supports the general case for explicitly capturing the task domain in interface design. %M C.BCSHCI.94.67 %T Manuals as Structured Programs %S Methodology of Interactive Systems Development %A Mark Addison %A Harold Thimbleby %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 67-79 %K Manuals, Hypertext, Multimedia, Finite state machines, Flowgraphs %* (c) Copyright 1994 Cambridge University Press %X A user manual may provide instructions that, if the user follows them, achieve any of certain objectives as determined by the manual designers. A manual may therefore be viewed rather like a computer program, as pre-planned instructions. Accordingly, software engineering and its methods may be applied mutatis mutandis to the manual and its design process. We consider structured programming methods, and show that some difficulties with user interfaces may be attributed to manuals being 'unstructured'. Since there are many programming metrics, and very many styles of manuals for user interfaces, this paper is concerned with justifying the approach and showing how insightful it is. %M C.BCSHCI.94.81 %T Improving Education through Computer-Based Alternative Assessment Methods %S Methodology of Interactive Systems Development %A Jody Paul %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 81-90 %K Educational Assessment, Hypermedia, Computer-assisted education %* (c) Copyright 1994 Cambridge University Press %X Assessment contributes to the educational process of students but only a small fraction of the full potential is typically realized. The primary impediment to realizing greater benefit is the infeasibility of implementing more effective alternatives in the resource-limited settings typical of modern educational environments. We are developing a system architecture that exploits hypermedia technology to overcome serious limitations of traditional assessment methods. The architecture addresses the design of cost-effective confidence-measuring and performance-testing assessment vehicles using hypermedia-based student-system interaction. In this paper we describe the conceptual foundation, its embodiment in prototypes, and preliminary results from classroom tests. %M C.BCSHCI.94.91 %T Visual Programming in a Visual Domain: A Case Study of Cognitive Dimensions %S Methodology of Interactive Systems Development %A Francesmary Modugno %A T. R. G. Green %A Brad A. Myers %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 91-108 %K Cognitive dimensions, End-user programming, Programming by demonstration, Visual language, Visual shell, Pursuit %* (c) Copyright 1994 Cambridge University Press %X We present a new visual programming language and environment that serves as a form of feedback and representation in a Programming by Demonstration system. The language differs from existing visual languages because it explicitly represents data objects and implicitly represents operations by changes in data objects. The system was designed to provide non-programmers with programming support for common, repetitive tasks and incorporates some principles of cognition to assist these users in learning to use it. With this in mind, we analyzed the language and its editor along cognitive dimensions. The assessment provided insight into both strengths and weaknesses of the system, prompting a number of design changes. This demonstrates how useful such an analysis can be. %M C.BCSHCI.94.109 %T Evaluating Evaluation Methods %S Methodology of Interactive Systems Development %A A. Dutt %A H. Johnson %A P. Johnson %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 109-121 %K Evaluation, Usability inspection methods %* (c) Copyright 1994 Cambridge University Press %X In HCI the aim of evaluation is to gather information about the usability or potential usability of a system. This paper is principally concerned with evaluating the effectiveness of two discount user inspection evaluation methods in identifying usability problems in a commercial recruitment database system with complex interface and system functionality. The two specific inspection methods investigated are heuristic evaluation and cognitive walkthrough. Several comparisons are made between the number, nature and severity of usability problems highlighted, the time needed to employ the methods and the ability to generate requirements for re-design. The results indicate that the methods are best considered as complementary and both should be employed in, but perhaps at different stages of, the design process. %M C.BCSHCI.94.125 %T A Comparison of Placement Strategies for Effective Visual Design %S Crafting Interaction: Styles, Metaphors, Modalities and Agents %A Jean Vanderdonckt %A Missiri Ouedraogo %A Banta Ygueitengar %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 125-143 %K Arrangement, Dimensioning, Interaction object, Localization, Interaction object placement, Placement strategy, Visual design %* (c) Copyright 1994 Cambridge University Press %X The development of graphical user interfaces for interactive applications is subject to a series of well-known problems which could be relevant of the domain of visual design. This typically includes the problem of placing aesthetically interaction objects (IO) according to principles applied in placement strategies. This paper first reviews the problem of IO placement and shows the rationale for the most significant placement strategies found today. It then tries to compare six such strategies along several dimensions and mathematical relationships with respect to three points of view: the designer's point of view, the human factors expert's point of view, and the user's point of view. %M C.BCSHCI.94.145 %T Evaluation of Alternative Operations for Browsing Hypertext %S Crafting Interaction: Styles, Metaphors, Modalities and Agents %A Maria da Graca Campos Pimentel %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 145-162 %K Hypertext, Link selection, Previewing information, Evaluation %* (c) Copyright 1994 Cambridge University Press %X The aim of the Previewing Information Operation (PIO) approach is to tackle some overhead factors imposed on the user-hypertext interaction. The purpose is to diminish cognitive overhead and disorientation problems by reducing some of their causes. This paper describes an experiment carried out to evaluate the usability of the operations based on the PIO approach. Results from between-groups studies show that subjects' evaluation of the ease of use of the system and feeling of general orientation were affected by the presence of PIO operations. A further study has revealed that the PIO operations were predicted by standard navigational operations. %M C.BCSHCI.94.163 %T On the Problem of Selecting Interaction Objects %S Crafting Interaction: Styles, Metaphors, Modalities and Agents %A Francois Bodart %A Jean Vanderdonckt %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 163-178 %K Interaction tools and techniques, Interaction object, Design process, Model-based interface tools, Selection, Object-oriented programming, User interface management systems %* (c) Copyright 1994 Cambridge University Press %X This paper surveys and critically examines the literature dealing with selection rules for interaction objects. This analysis permits the definition of: i. the premises of selection rules in terms of attributes from an object-oriented data model; ii. the conclusions in terms of abstract interaction objects from an object-oriented model; and iii. a generalized definition of selection rules. Finally, it endeavours to provide a more complete set of selection rules for elementary, composite, and specific data. %M C.BCSHCI.94.179 %T Minimising Conceptual Baggage: Making Choices about Metaphor %S Crafting Interaction: Styles, Metaphors, Modalities and Agents %A Ben Anderson %A Michael Smyth %A Roger P. Knott %A Marius Bergan %A Julie Bergan %A James L. Alty %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 179-194 %K Metaphor, Telecommunications, Multimedia %* (c) Copyright 1994 Cambridge University Press %X This paper introduces a pragmatic model of the use of metaphor in human-centred system design. It identifies a number of issues implied by the model and describes an experimental investigation of a subset of these issues. Three interfaces were developed in order to compare the effect on perceived and actual user understanding of different metaphors for a common underlying functionality. The investigation demonstrates that it is not only important to ensure a close coupling between metaphor and system, but that it is equally important to consider the likelihood that users will make incorrect inferences from the metaphor. The paper concludes that the pragmatic model provides a technique that can be of use to interface designers in addressing this problem. %M C.BCSHCI.94.195 %T Keeping an Eye on your Interface: The Potential for Eye-Based Control of Graphical User Interfaces (GUI's) %S Crafting Interaction: Styles, Metaphors, Modalities and Agents %A Howell O. Istance %A Peter A. Howarth %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 195-209 %K Physically-challenged, Eye-control, Input device %* (c) Copyright 1994 Cambridge University Press %X This paper examines the issues surrounding the use of an eyetracker, providing eye-movement data, as a general purpose input device for graphical user interfaces. Interacting with computers via eye-movements is not in itself new, however previous work in the area has been directed towards interaction with purpose-built software which can take into account device limitations such as accuracy. This work investigates how one can interact with unmodified graphical interface software which normally requires mouse and/or keyboard input. The results of three experiments are discussed which have compared performance between the eyetracker and the mouse, and between different ways of emulating mouse button presses using the eyetracker data. The experiments as a whole consider a range of tasks from simple button presses to the more complex and demanding operations of selecting text, and they indicate the feasibility of using the eyes to control computers. %M C.BCSHCI.94.211 %T A Linguistic Approach to Sign Language Synthesis %S Crafting Interaction: Styles, Metaphors, Modalities and Agents %A Alan Conway %A Tony Veale %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 211-222 %K Deaf sign language, Phonological structure, Human animation %* (c) Copyright 1994 Cambridge University Press %X This paper describes a linguistically motivated approach to synthesising animated sign language. Our approach emphasises the importance of the internal, phonological structure of signs. Representing this level of structure results in greatly reduced lexicon size and more realistic signed output, a claim which is justified by reference to sign linguistics and by examples of sign language structure. We outline a representation scheme for phonological structure and a synthesis system which uses it to address these concerns. %M C.BCSHCI.94.223 %T Generalisation and the Adaptive Interface %S Crafting Interaction: Styles, Metaphors, Modalities and Agents %A Jonathan Hassell %A Michael Harrison %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 223-238 %K Adaptive interfaces, Interface customisation, Interface transformation, Command reuse, Agent modelling, Initiative %* (c) Copyright 1994 Cambridge University Press %X Automated macro systems which apply re-use to a user's input are a possible solution to the problems of customising an interactive system to the needs of the user. More useful than simple re-use would be a system that makes use of general patterns in users' behaviour and encapsulates this knowledge for application in similar, yet unfamiliar, circumstances. This process we term generalisation. This paper outlines some issues involved in controlling generalisation and the presentation and interaction with these macros, and specifies applicable heuristics. Finally the architecture for building an adaptive agent to perform the whole process is presented, with an example prototype operating on UNIX command-line interaction. %M C.BCSHCI.94.239 %T Agent-Based Interaction %S Crafting Interaction: Styles, Metaphors, Modalities and Agents %A Russell Beale %A Andrew Wood %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 239-245 %K Agents, Intelligent interfaces, Groupwork, Computer-supported cooperative work (CSCW) %* (c) Copyright 1994 Cambridge University Press %X Agents are becoming widespread in a variety of computer systems and domains, but often appear to have little in common with each other. In this paper we look at different agent systems and identify what a generic agent should be composed of. We also identify the characteristics of a task that make it worthy of an agent-based approach. We then discuss the implications for the interaction of using agents, that is, the notion of a balanced interface, and briefly look at how an agent-based approach assists in two very different application domains. %M C.BCSHCI.94.249 %T Multi-Perspective Modelling of Interface Design Issues: Undo in a Collaborative Editor %S Modelling Humans, Computers and their Interaction %A Richard M. Young %A Gregory D. Abowd %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 249-260 %K User modelling, System modelling, Design rationale, Interaction analysis, Multi-disciplinary analysis, Scenario analysis, Undo, Multi-user, Editing %* (c) Copyright 1994 Cambridge University Press %X Successful interface design respects constraints stemming from a number of diverse domains analysed by different disciplines. Modelling techniques exist within the individual disciplines, but there is a need for ways to weave together different techniques to provide an integrated analysis of interface design issues from multiple perspectives. We illustrate the relations and interplay between six different modelling techniques -- two for system modelling, two for user modelling, one for interaction modelling, and one for design modelling -- applied to a shared design scenario concerning the provision of an Undo facility for a collaborative editor. The resulting multi-perspective analysis provides a depth of understanding and a breadth of scope beyond what can be achieved by any one technique alone. %M C.BCSHCI.94.261 %T Qualitative Models of User Interfaces %S Modelling Humans, Computers and their Interaction %A Mark Treglown %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 261-272 %K Analogy, Qualitative reasoning, Direct engagement %* (c) Copyright 1994 Cambridge University Press %X Analogy is an important factor in learning unfamiliar computer systems and problem solving when using those systems. Designers of computer systems can aid novice users by exploiting analogies and explicitly representing a model world with which the users are familiar as part of the user interface. Objects in the model world, and some operations that may be performed on them, are often analogous to those in the real world. We consider the qualitative reasoning approach to modelling people's knowledge of the real world and attempt to build qualitative models of objects and operations in the model world of a user interface. These models reveal features of existing systems that cannot be explained in terms of users' knowledge of the real world and suggest limits to direct engagement with on-screen objects. %M C.BCSHCI.94.273 %T Modelling Interaction using Template Abstractions %S Modelling Humans, Computers and their Interaction %A Chris Roast %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 273-284 %K Formal methods, System modelling, Interaction models, Email %* (c) Copyright 1994 Cambridge University Press %X The use of formal system models in interface development is often criticised for failing to recognise the 'human' nature of interaction. This paper describes an abstract system model of interaction, termed the template model, which is designed to address this criticism (Roast, 1993). The template model relies upon the identification of template abstractions which are system components that have particular user significance. By employing template abstractions system properties can be linked closely to user requirements. Using this framework we describe two categories of system constraint that express general usability requirements output correctness and structural consistency. The appropriateness of the perspective offered by the template model and the requirements expressed using it are illustrated in the analysis of an electronic mail system. %M C.BCSHCI.94.285 %T The Formal Analysis of Human-Computer Interaction During Accident Investigations %S Modelling Humans, Computers and their Interaction %A Chris Johnson %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 285-297 %K Safety-critical systems, Temporal logics, Formal methods, Simulation %* (c) Copyright 1994 Cambridge University Press %X Many safety-critical applications rely upon complex interaction between computer systems and their users. When accidents occur, regulatory bodies are called upon to investigate the causes of user 'error' and system 'failure'. Reports are drawn up so that the designers and operators of future systems will not repeat previous 'mistakes'. These documents present the work of specialists who are drawn from many different technical disciplines: human factors; forensic investigation; engineering reconstruction; computer simulation; etc. The findings of these different experts are often separated into different sections. This creates a number of problems. Important evidence can be hidden within numerous appendices. The interaction between systems and users can be obscured by tortuous cross referencing schemes. There are occasional temporal ambiguities and inconsistencies between the different analyses. This paper presents ways in which formal methods can be exploited to address these problems. Mathematical notations provide means of representing and reasoning about the circumstances that lead to accidents in human machine systems. Executable logics can also be used to simulate event sequences. These simulations might be shown to other analysts. They can be used to encourage agreement on the course of events prior to more detailed investigations. %M C.BCSHCI.94.301 %T XUAN: Enhancing UAN to Capture Temporal Relationships among Actions %S Notations and Tools for Design %A Phil Gray %A David England %A Steve McGowan %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 301-312 %K Task description language, Response time, Specification %* (c) Copyright 1994 Cambridge University Press %X Time is one of the most vital properties of an interface from a user's point of view, and the TAU project aims to explore how temporal properties of user interfaces affect their usability. This paper describes the XUAN notation of the specification of temporal behaviour. This notation also provides the basis for a software tool allowing not only specification but also rapid instantiation and modification of (small) user interfaces with defined temporal behaviour. This in turn will support rapid experimentation on users that varies temporal aspects on interfaces. In this paper we describe the features we have added to the UAN in creating XUAN in order to express temporal properties of tasks. %M C.BCSHCI.94.313 %T Structured Notations to Support Human Factors Specification of Interactive Systems %S Notations and Tools for Design %A Kee Yong Lim %A John Long %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 313-326 %K Graphical structured notations, Human factors specification, Structured human factors method %* (c) Copyright 1994 Cambridge University Press %X The paper illustrates the use of structured notations to support the specification of various aspects of a system design; such as organisational hierarchies, conceptual level tasks, domain semantics, human-computer interactions, etc. In contrast with formal or algebraic notations, graphical structured notations are communicated to users more easily. Thus, user feedback elicitation and design validation would be supported better throughout system development. It is expected that the structured notations illustrated in the paper, could be used more widely for two reasons; namely they support more specific task specifications, and have now been incorporated into a structured human factors method. In addition, off-the-shelf computer-based support for the notation is emerging, e.g. PDF. %M C.BCSHCI.94.327 %T Discount Dialogue Modelling with Action Simulator %S Notations and Tools for Design %A Andrew F. Monk %A Martin B. Curry %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 327-338 %K Dialogue model, Task model, Work objective, Decomposition, Scenario, System behaviour, Specification, Spreadsheet %* (c) Copyright 1994 Cambridge University Press %X A description of the high level structure of a user interface is an important part of any system specification. Currently the most common way of thinking about and recording this part of the design is through story boards and verbal descriptions, these may be imprecise and are difficult to evaluate. Action Simulator allows a designer to build simple models of the high level behaviour of the user interface. The models are easy to read and can be executed to give a dynamic view of the design. This makes it possible to 'run through' the actions needed to complete the users' work. A procedure for characterising the users' work that is suitable for this purpose is also sketched out in the paper. Action Simulator consists of an Excel spreadsheet and associated macros and is publicly available. %M C.BCSHCI.94.339 %T Executable Task Analysis: Integration Issues %S Notations and Tools for Design %A Conn V. Copas %A Ernest A. Edmonds %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 339-352 %K Task analysis, User interface management systems, Knowledge-based systems, Geographic information systems, Rapid prototyping, Knowledge representation, Formal methods, User modelling %* (c) Copyright 1994 Cambridge University Press %X Executable task models are considered to hold promise for increasing the impact of task analysis upon software engineering. However, this approach generates a number of integration issues when user interface management systems (UIMS) are employed at run-time. A number of models of integration are proposed and critiqued, employing a task scenario which involves the customisation of a geographic information system. Some current UIMS are shown to militate against this integration on account of the dominance which is accorded to the application. Some current task representations are shown to pose integration problems on account of both their procedural nature, and neglect of the application. One organising theme of the paper is that of executable task models being considered as particular cases of knowledge-based systems. %M C.BCSHCI.94.353 %T Beyond Data Models for Automated User Interface Generation %S Notations and Tools for Design %A Angel R. Puerta %A Henrik Eriksson %A John H. Gennari %A Mark A. Musen %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 353-366 %K Model-based interface development, Automated interface design, Interface models, Domain models, Data models %* (c) Copyright 1994 Cambridge University Press %X Researchers in the area of automated design of user interfaces have shown that the layout of an interface can, in many cases, be generated from the application's data model using an intelligent program that applies design rules. The specification of interface behavior, however, has not been automated in the same manner, and is mostly a programmatic task. Mecano is a model-based user-interface development environment that extends the notion of automating interface design from data models. Mecano uses a domain model -- a high-level knowledge representation that augments significantly the expressiveness of a data model -- to generate automatically both the static layout and the dynamic behavior of an interface. Mecano has been applied successfully to completely generate the layout and the dynamic behavior of relatively large and complex, domain-specific, form- and graph-based interfaces for medical applications and several other domains. %M C.BCSHCI.94.369 %T Designing a User Interface for Folding Editors to Support Collaborative Work %S Computer-Supported Cooperative Work %A Richard J. King %A Ying K. Leung %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 369-381 %K Folding editors, Computer-supported cooperative work (CSCW), Groupware, User interface design, Software engineering, CASE tools, Collaborative writing %* (c) Copyright 1994 Cambridge University Press %X Software engineering requires the production of hierarchically organised text-based documents, such as specifications, source codes, and manuals. Folding editors are effective tools designed to support such activities involving documents of any complexity. In a collaborative work environment, especially in a large software development team, folding editors offer many advantages over the conventional editing system. Surprisingly, the use of folding editors has often been overlooked. This could partly be attributed to the generally inadequate design of their interface and partly to the lack of effective facilities available to support collaborative work. This paper identifies some of the typical difficulties associated with sharing files in a software engineering teamwork environment and discusses the advantages of folding editors to overcome these problems. It then describes the rationale of a design of a user interface for folding editors to support collaborative work. %M C.BCSHCI.94.383 %T Collaborative Use of X-Windows Applications in Observational Astronomy %S Computer-Supported Cooperative Work %A Darryn Lavery %A Alistair Kilgour %A Pete Sykes %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 383-396 %K Computer-supported cooperative work (CSCW), Groupware, Realtime conferencing, Shared window servers, Shared X %* (c) Copyright 1994 Cambridge University Press %X This paper describes a case study in the design and prototyping of a system to support shared use of application programs in an X Windows environment. The primary aim was to satisfy the requirements for remote observation at Royal Observatory Edinburgh. The starting point for the software development was an existing tool 'Shared-X', developed to support window-sharing in X Windows. The paper describes the analysis of requirements for safe and efficient shared control in the remote observing situation. Previous work in groupware and application sharing is reviewed, and the architecture for the target system is related to existing taxonomies. The modifications that were necessary to the Shared X tool are described, in particular an improved and extended mechanism for floor control, which was found to be an important factor in the acceptability and usability of the system in the target domain. However limitations in the underlying X Windows architecture and having no access to the shared X source code prevented full implementation of the specification for shared telepointers. In conclusion the work highlights the importance of key issues in collaborative system design, including the importance of flexible and transparent mechanisms for floor control, the effective representation of status and control information in the user interface, the need for appropriate support mechanisms in the underlying window system (e.g. for multiple telepointers), and the increased complexity of evaluation with collaborative as opposed to single-user systems. %M C.BCSHCI.94.397 %T Que Sera Sera -- The Problem of the Future Perfect in Open and Cooperative Systems %S Computer-Supported Cooperative Work %A Alan Dix %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 397-408 %K Cooperative work, Computer-supported cooperative work (CSCW), Delayed feedback, Status/event, Response time %* (c) Copyright 1994 Cambridge University Press %X When the pace of interaction with a task is too slow, the user's execution/evaluation loop is broken. Feedback normally says what has happened. However, when the task is slow, nothing has happened yet -- the interest shifts to what will have happened. This poses two problems for the user. Firstly, recalling the appropriate context when a response eventually arrives. Secondly, maintaining the expectation that the response will come and when, so that appropriate action can be taken if it fails to materialise. The design question is how to support these activities, of which the latter has received little emphasis to date. %M C.BCSHCI.94.409 %T Viewpoints, Actionpoints and Spatial Frames for Collaborative User Interfaces %S Computer-Supported Cooperative Work %A Steve Benford %A Lennart E. Fahlen %B Proceedings of the HCI'94 Conference on People and Computers IX %D 1994 %P 409-423 %K Synchronisation, Video, WYSIWIS, Virtual reality, Multi-user interface, Computer-supported cooperative work (CSCW) %* (c) Copyright 1994 Cambridge University Press %X Synchronisation is a key issue for collaborative user interfaces. An examination of current approaches, in particular the concept WYSIWIS and the use of Video as a communication medium, highlights a number of issues in this area including lack of a common spatial frame of reference, lack of appropriate embodiment of users and inflexible and rigid communication channels between users. The paper then proposes a new framework for designing collaborative user interfaces which addresses these issues. This framework is based on the notion of a common spatial frame within which embodied users are free to move autonomously, being casually aware of each other's activities. Embodiment is considered in terms of both individual viewpoints and actionpoints (e.g. telepointers) within the display space. We propose that, in many cases, synchronisation of the spatial frame is necessary but synchronisation of viewpoints and actionpoints may actually inhibit collaboration. We finish by describing some prototype systems which provide one (of possibly many) examples of how our framework might be employed; in this case to create shared cooperative virtual environments. %M C.BCSHCI.95.3 %T History as Tool and Application: The Journey from HCI'91 %S Invited Papers %A John M. Carroll %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 3-14 %K Design, History, Design rationale, Design history %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction: HCI is Historical History as a Tool in Design Team Cognition Accessing History The Persistent Present Using Design History History as a Core Application in a Community Network Expanding the Design Team Collective Authoring History Building Procedures Personal Perspectives Toward a Culture of Design History %X Multimedia and networking technologies enable new notions of what history is and new ways to both respect and utilize historical aspects of the system development process. These possibilities are illustrated with discussions of two recent design history systems. Raison d'Etre is a video information system that presents stories and personal perspectives of design team members recorded at various times through the course of a project. The Blacksburg Electronic Village HistoryBase is a networked multimedia information system now being developed that presents documents and annotations describing a community network and the community within which it exists. %M C.BCSHCI.95.15 %T Support for HCI Educators: A View from the Trenches %S Invited Papers %A Jean B. Gasen %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 15-20 %K Education, Body of knowledge %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction Three Keys to Successful Course Planning Scan and Filter Extend and Apply Integrate What is Needed %X HCI educators face a number of challenges in developing successful learning environments. These include scanning and filtering for relevant HCI information, extending and adapting that knowledge for use in educational contexts, and integrating the result into existing education frameworks. Each of these is considered in more detail and a set of recommendations for supporting HCI educators also is described. Developing closer ties between the research, education and practice communities of HCI is recommended. %M C.BCSHCI.95.21 %T Looking through HCI %S Invited Papers %A T. R. G. Green %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 21-36 %K Errors, System image, Cognitive dimensions, Usability %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction The Natural History of Artifacts: The Importance of Interpretation 'Mature Disfluency' Understanding Things That are Hard to Use Error Repair HCI as an Object of HCI Criteria: Making It Useful and Usable Conclusions %X The study of human-computer interaction (HCI) could and should benefit from the study of interaction with all types of complex information-based artifacts. Examples of such 'computerless HCI' are given to illustrate the problems of 'mature disfluency' and error repair, and to show that computerless situations can be useful testbeds for HCI analyses. The crux of the problem is to consider HCI itself in its own terms, as a complex information-based artifact; to be successful it must be both useful and usable, which means meeting its potential users on their own terms. The 'cognitive dimensions' framework is briefly sketched as a tool which, while not having great power, aims to be comprehensible to non-specialists and which can be applied to all types of complex information-based artifacts. The proposal that HCI should broaden its base and should increase its usability seems to be well in accordance with themes found in the previous decade of invited papers. %M C.BCSHCI.95.39 %T Time and the Web: Representing and Reasoning about Temporal Properties of Interaction with Distributed Systems %S Time and Space %A Chris Johnson %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 39-50 %K Interface design, Temporal logic, World Wide Web, Distributed systems %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction The Problem: Unpredictability Outline of the Paper The World Wide Web Logic And Time Analysing Unpredictability in Distributed Systems Unpredictability and Retrieval Failure Unpredictability and Presentation Delay Conclusions %X New groups of users are learning to exploit the facilities provided by Internet browsers, such as Mosaic and Netscape. The graphical interaction style supported by these systems eases the traditional burdens of information retrieval using methods such as the file transfer protocol (ftp). In consequence, distributed information sources are being made available to people whose interests do not lie solely in computer science or systems engineering. This rapid growth in the Internet has exposed users to interaction problems that rarely occur with stand-alone computer systems. In particular, people are often faced with unpredictable timing delays over remote networks. These delays lead to frustration and error which can, in turn, prevent users from successfully retrieving necessary information. This paper exploits Clarke & Emerson's Computation Tree Logic (CTL) to identify presentation techniques that can support retrieval tasks. It is argued that CTL provides a convenient means of representing and reasoning about temporal properties of interaction with distributed systems. %M C.BCSHCI.95.51 %T Cyberspace: The HCI Frontier? A New Model in Human-Computer Interaction %S Time and Space %A Ana Almeida %A Licinio Roque %A Antonio Figueiredo %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 51-62 %K Interpersonal computing, Online information exchange, Space, Cyberspace, Human factors in cyberspace, Interaction architecture %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction Human Play and Online Information Exchange Playful Human Interaction Theatre as a Model for Interaction Role Playing Games and Interaction Online Information Exchange Back to the Space A General Cyberspace Architecture The Common User Environment Cyberspace Further Work Conclusions %X As personal computing gives way to interpersonal computing, the existing models for the description of human-computer interaction prove incapable of accommodating the indispensable decentralization of control and distribution of action. With most computer based activities swiftly moving into the virtual space of online information exchange, we propose that an extension of the existing models should be made to the broad dimension of unbound online space. This is mainly a think piece about networking information and interaction, based on the concepts of space and action. Namely, we take the concept of bulletin board system as a paradigm for the analysis of online information exchange, and derive from it the concept of a Common User Environment (CUE), the basic building block of our architecture. We then interconnect those CUEs in networks that make up cyberspaces: virtual spaces of Human to Human Interaction, supported by a network of computers. This concept of cyberspace becomes our proposal of both an architecture and a model for the description and design of human-computer interaction and is the subject of our current work. %M C.BCSHCI.95.63 %T Evaluation of Techniques for Specifying 3D Rotations with a 2D Input Device %S Time and Space %A Ines Jacob %A Javier Oliver %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 63-76 %K 3D graphics, 3D interaction techniques %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction Description of Controllers to be Evaluated Continuous XY with Additional Z Controller Virtual Sphere Evans' Controller Overlapping Sliders Controller The Experiment Objectives Experiment Design Population and Sample Tasks Data Compilation Analysis of Results and Conclusions Statistical Analysis Results Comparison of Controllers Influence of the Characteristics of the User Influence of the Characteristics of the Task Conclusions %X In this paper four techniques for the rotation of 3D objects on screen are evaluated. These techniques are called controllers, and they all use the mouse as input device. The controllers studied, the experiment design, the way of carrying it out and some of the results obtained are described. The aim of the experiment is to compare the different controllers and to test the influence of some user and task's characteristics on the time spent in the task and on the precision reached. %M C.BCSHCI.95.79 %T Interactive Task Support on the Shop Floor: Observations on the Usability of the Interactive Task Support System and Differences in Orientation and Hands-On Training Use %S Training and User Support %A Marko Nieminen %A Jyrki J. J. Kasvi %A Anneli Pulkkis %A Matti Vartiainen %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 79-93 %K Multimedia, Usability evaluation, Assembly work, Task support %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction Task Support from Activity Environment Interactive Task Support Focus on Usability and Applicability The Problems of the Study Research Materials and Methods The Interactive Task Support System and Subjects Methods Results Differences between Orientation and Hands-on Training Use Usability of ITSS Discussion Development of Use Usability of the Interactive Task Support System Usability Testing in Field Environment Further Development of ITSS %X This paper deals with a hypermedia based interactive task support system (ITSS) developed in the Laboratory of Industrial Psychology. The system is aimed to train work tasks and to support employees at an assembly line. The problems of the study concern the differences of the orientation and hands-on training use of the ITSS and its usability. The use and usability of ITSS was studied on the shop floor at an assembly factory of ABB Industry. The research methods included log-file based computer event logging and user observation. The results show that in the orientation use of the ITSS, no information was accessed more than the other. In the hands-on training use, employees followed the recommended routes and sought detailed information, preferring pictures and digitised speech. Usability tests showed some fundamental problems in the functional structure of the ITSS. %M C.BCSHCI.95.95 %T HyperDoc: An Interactive Systems Tool %S Training and User Support %A Harold Thimbleby %A Mark Addison %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 95-106 %K Interactive development tools, Hypertext, Documentation, Finite state machines, Assistance, Help %* (c) Copyright 1995 Elsevier Science Publishers %X HyperDoc is an interactive development tool for designing interactive devices. Although HyperDoc's main purpose is to help design and analyse interactive devices and their manuals, it can also be used to investigate and demonstrate interactive help. HyperDoc itself represents a future user interface for many types of interactive consumer products, such as VCRs and TVs. Exciting developments of HyperDoc include integrating it as an operating system primitive, thus ensuring all systems can be both well-designed and well-documented. Introduction Background Quick HyperDoc Overview HyperDoc: The System Notes on Finite State Machines Simulation Environment User Manual Production Interactive Help/Assistance Assistance: Teaching and Doing -- and Designing HyperDoc's Assistance How to? Where am I? What now? How do I go back? Why? Why not? Tasks State Map (Finite State Machine) Future Perspectives Flexible Manual Structures Conclusions %M C.BCSHCI.95.107 %T A Proper Explanation When You Need One %S Training and User Support %A Harold Thimbleby %A Peter B. Ladkin %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 107-118 %K User manuals, Interactive systems programming, Iterative design, Safety %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction Background Programming Paradigms Method Implementation Comparison with DF200 Manual Further Work Conclusions %X Quality program design has received considerable attention from the software engineering community. Quality user manual design has received considerable attention from the human computer interaction community. Yet manuals and systems are often independently conceived, and thus do not well complement each other. This paper shows one method of easily obtaining correct and complete user manuals guaranteed to correspond with the system they document. The method has considerable merit for improving interactive systems design. %M C.BCSHCI.95.121 %T Everyday Theories, Cognitive Anthropology and User-Centred System Design %S Metaphor and Everyday Design %A Ben Anderson %A James L. Alty %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 121-135 %K Cognitive anthropology, System design, Everyday theories %* (c) Copyright 1995 Elsevier Science Publishers %Y Everyday Theories of The World Everyday Theories and User-Centred System Design Cognitive Anthropology Frame Elicitation How to Enter an Office Introduction Method Results Analysis and Implications for Design How to Enter an Office The Socialisation of Control Possibilities for Novel Communication Situations Conclusions %X This paper introduces the notion of everyday theories and outlines their role in the design of human-computer interfaces. The paper provides a case study of the use of techniques from cognitive anthropology in eliciting user's everyday theories as an aid to system design. It concludes that cognitive anthropology appears to offer valuable analytic tools for user-centred system design; and that the relationship between researcher and informant in anthropological investigations provides a useful model for the required relationship between interface designer and potential user. %M C.BCSHCI.95.137 %T Metaphor Reflections and a Tool for Thought %S Metaphor and Everyday Design %A Michael Smyth %A Ben Anderson %A James L. Alty %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 137-150 %K Metaphor, Interface design, Prototyping %* (c) Copyright 1995 Elsevier Science Publishers %Y The Pervasiveness of Metaphor The Psycholinguistic Conception of Metaphor A Thinking Tool Reflections on Design Steps in the Design Process Step 1: Identification of System Functionality Step 2: Generation and Description of Potential Vehicles Design Metaphors Extension Brainstorming Market Feedback Work-place Studies Step 3: Analyse Vehicle-System Pairings Step 4: Implementation: Issues of Representation, Realism and Consistency Step 5: Making Choices about Metaphor -- Techniques for Evaluation Step 6: Feedback on Design Conclusions %X This paper introduces a model of metaphor at the human-computer interface that is grounded in the psycho-linguistic literature. The utility of the model is demonstrated in the course of the design and evaluation of a series of prototype systems that use metaphor as a strategy for interface design. Based on these experiences, a practical set of steps is presented which utilises the model as a 'Tool for Thinking' about metaphor and its role at the human-computer interface. %M C.BCSHCI.95.151 %T Which Metaphor for Which Database? %S Metaphor and Everyday Design %A Tiziana Catarci %A Maria F. Costabile %A Maristella Matera %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 151-165 %K Metaphor, Databases, Visual representations %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction Metaphor Origin and Use Visual Metaphors for Databases Visual Metaphors for Schema Display Visual Metaphors in a Layered Environment Examples of Metaphors for Database Interaction Conclusions %X The role of the users and their needs are now recognized in the database community. Many efforts are devoted to improve the quality of the interaction between the user and the database. For designing better interfaces that make the systems more usable, the use of suitable metaphors is crucial. The problem we address in this paper is whether an appropriate notion of metaphor can be tailored to the database interaction, so reflecting the peculiarities and needs of this specific field. Our argument originates from a recently published paper that presents a formalism whose aim is to provide a framework for flexible use, definition, and evaluation of visual metaphors in the specific case of database schemata. By discussing such a paper, we try to clarify concepts such as metaphor, data model, visual representation, etc. We also highlight some peculiarities of the database interaction. The considerations presented in this paper should constitute a basis towards a formal approach to metaphorical design for database interaction. %M C.BCSHCI.95.169 %T A Model for Incremental Construction of Command Trees %S User Action History %A Philippe P. Piernot %A Marc P. Yvon %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 169-179 %K Command trees, Command parser, Undo/redo facilities, Demonstrational interfaces %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction The Aide Architecture Overview The Command Parser Command Trees Implementation Command Parser Algorithm Description of Class Command Conclusions %X Application histories have been used for a variety of purposes including error recovery, browsing past activities, macro recording and demonstrational interfaces. However, in most systems the history is kept as a simple list of primitive commands, which poorly reflects the user task structure. In this paper we first present Command Trees, a richer representation of command histories that offers better support for undo/redo mechanisms and programming by demonstration. We then introduce a new model to support incremental construction of command trees and an object-oriented application framework that implements this model. An important property of this model is that it is independent of the interaction modality, thus extending its purpose. %M C.BCSHCI.95.181 %T User Requirements for Undo Support in CSCW %S User Action History %A Reza Hazemi %A Linda Macaulay %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 181-193 %K Graphical user interfaces (GUI), Computer supported cooperative work (CSCW), Undo, Groupware, User interface design, Requirements %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction Undo in CSCW A User's Perspective Single Versus Multi-user Undo Mechanisms for Undo Exclusion Mechanisms Locking Roles Baton-passing Copying Other Mechanisms Concurrency Control Time Stamping Selective Undo Survey Design Survey Results Common Types of Software Distribution of User Interface Styles Undo Support for Single User Systems Scenario 1: For Multi-user Systems Scenario 2: For Multi-user Systems Generic User Requirements for Undo Support Conclusions %X The authors are concerned with developing generic GUI tools that can be used to build user interfaces to CSCW systems. One feature of such a tool is the provision of undo support. Current CSCW systems provide only limited support for undo, where the developers of each system approach the problem according to the needs of their own target users. A generic GUI tool would facilitate building a number of CSCW user interfaces each with a different target user group and potentially each with different requirements for undo support. The paper presents an attempt to identify the generic user requirements for undo support. Members of the HCI community were surveyed and asked their preference for different types of undo support. Survey respondents agreed upon requirements for undo support for single user systems but were unable to reach a similar level of agreement for CSCW systems. None-the-less, the results point to a number of generic requirements for undo support, and suggest a way forward. %M C.BCSHCI.95.197 %T A Taxonomy and Evaluation of Formalisms for the Specification of Interactive Systems %S Formalism in HCI %A Philippe Brun %A Michel Beaudouin-Lafon %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 197-212 %K Taxonomy, Evaluation, Formal methods, Design methods %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction A Taxonomy of Formalisms for Interactive Systems Formalisms from Cognitive Science Formalisms from Calculus Theory Formalisms from the Theory of Categories Evaluation Criteria Expressive power Generative Capabilities Extensibility and Usability The Evaluation Grid Review of Existing Formalisms Formalisms from Cognitive Science Formalisms from Calculus Theory Formalisms from the Theory of Categories Discussion and Guidelines Conclusions %X This paper presents a taxonomy and an evaluation of formalisms for HCI. The taxonomy derives from the origins of the formalisms and is based on three main categories: Cognitive Science, Calculus Theory, and the Theory of Categories. The evaluation is based on an evaluation grid of twelve criteria structured into three groups: Expressive Power, Generative Capabilities, and Extensibility and Usability. Seventeen formalisms are evaluated with this method. The results of the evaluation are discussed with respect to the taxonomy leading to preliminary guidelines for the design of formalisms that better cover the needs of HCI. %M C.BCSHCI.95.213 %T Formal Specification and Verification of CSCW using the Interactive Cooperative Object Formalism %S Formalism in HCI %A Philippe Palanque %A Remi Bastide %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 213-231 %K Formal methods, Computer supported cooperative work (CSCW), Groupware, User interface design, Petri nets %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction An Architecture for Groupware The Software Architecture The Arbitrator Policy Interactive Cooperative Objects Data Structure Operations Object Control Structure (ObCS) Presentation Petri Nets with Objects The Tuple_Editor Case Study Informal Specification of the Application Formal Specification of the Application The Tuples of the Database The Arbitrator The Groupware Tuple_Editor Verification of the Dialogue Verification Principles Verification of the Cooperation in the Case Study Conclusions %X The state of the art in human-computer interaction is nowadays what is commonly known as event-driven, direct manipulation interfaces (WIMP). The event-driven nature of that kind of interface puts the dialogue control into the hands of the user, and makes its specification, verification and implementation very difficult. Groupware systems, allowing the active cooperation of a group of users, make the problems even tougher because of the data sharing and of the special dialogue structure needed to allow users cooperation. This paper presents an architecture for groupware applications, a formal specification technique allowing to describe both the mono-user dialogue structure and the coordination of the cooperating users, and an analysis technique allowing to validate the specification models. The approach is based upon Cooperative Objects, a formalism integrating Petri Nets into the Object-Oriented approach. %M C.BCSHCI.95.235 %T A Support Tool for the Conceptual Phase of Design %S Creativity and Design %A Ralph Stuyver %A Jim Hennessey %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 235-245 %K Design support tool, Pen-based input, Interaction design, Conceptual design, Sketching %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction Conceptual Design and Sketching Functional Requirements Design Strategy System Description The Pad The Paw The Pens System Features An Image Manipulation Tool with Five Functions Sketch Reconstruction Concept History Making Collages Animations Sound Annotating Video Enabling Technologies User Interface and Interaction Conclusions and Future Development %X The use of pen-and-paper sketching in the conceptual phase of design is still the most popular way of working for designers. Computer tools are used only in the later phases of the design process. This research is to determine if these computer tools can be useful in the first phase as well, where sketching plays an important role. Preliminary studies of how designers conceptualise resulted in a list of functional requirements. These requirements were used to develop a support tool for the conceptual phase of design, called IDEATOR. It is based on LCD tablet technology and electronic pen input. The first reactions of designers to IDEATOR have been very encouraging. Currently it is still in a conceptual stage; the next step will be to build a working prototype, which will be used for user testing. %M C.BCSHCI.95.247 %T Interactive Visualisation Artifacts: How can Abstractions Inform Design? %S Creativity and Design %A Lisa Tweedie %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 247-265 %K Visualisation, User interface design, Interactive graphics %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction Task Abstraction: Viewing the User as an Adaptive Problem Solver A Qualitative Description of Action The Interactive Visualisation Process Artifact Abstraction Borrowing Data Models from Software Engineering DIVA Basics Data Manipulation Operations Actions Consequences Physical Operations Perceptual Operations Some Examples BEAD Comparing Data Manipulation Operations in Two IVAs: The Attribute Explorer and the Dynamic HomeFinder Redesigning the Attribute Explorer Conclusions %X Interactive visualisation artifacts (IVAs) are complex applications that allow users to manipulate, encode and organise data graphically. These systems are difficult to design well. This paper argues that abstractions can be used to evaluate such designs. These abstractions need to focus on the task and artifact. This paper presents both qualitative abstractions of the task and a semi-formal notation to describe IVAs (DIVA). Examples of this notation in use are given and the insights that this provides are discussed. %M C.BCSHCI.95.267 %T "I'll know what I want when I see it." -- Towards a Creative Assistant %S Creativity and Design %A Eric W. Tatham %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 267-278 %K Creativity, Creative interfaces, Intelligent interfaces, Adaptive interfaces, Analogy, Constraints, Constraint-based interfaces, Music composition %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction The Creative Process The Role of Constraints The Role of Analogy Computational Models of Analogy Hofstadter's Copycat Constraint-based Computation Levitt's Constraint Templates An Outline Architecture for Creative Assistance Conclusions %X This paper seeks to draw attention to the need for a new kind of interface, that is geared specifically to aiding users who are working in a creative domain where the goals are vague and perhaps only loosely specified at the outset. Proposed, is the development of a constraint-based interface that would provide an interactive environment in which users could generate and manipulate successive layers of constraints in order to explore creative ideas. It would differ most significantly from existing systems in that its 'perception' of input would be capable of introducing an element of creativity. In such cases, its interpretation would not be wholly predictable or entirely random but dependent on recognition of salient features and the ability to construct analogous associations. The paper identifies current work in the areas of constraint-based computation and analogy modelling that could provide the essential ingredients of a creative interface, outlining a possible basis for its realization. %M C.BCSHCI.95.281 %T Computer Interviews: An Initial Investigation using Free Text Responses %S Computer-Supported Communication %A D. Ramanee Peiris %A Norman Alm %A Peter Gregor %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 281-288 %K Computer interviewing, Computer supported communication, Dialogue design, Interview models, Pattern matching %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction Software Development Background System Design User Interface Experimental Details Results Conclusions %X Computer interviews have been found to be a useful tool as a precursor to face to face interviews. Some interviewees find it easier to reveal personal or sensitive information to a computer than a human interviewer. Systems may be limited by the use of multiple choice answers. Full natural language understanding which would allow an interview to accurately follow the context of the interviewee's answers is not currently available. A system was developed to model human interviewer behaviour, but without the pretence of intelligence. Users typed in their answers and were told that the system pattern matched for keywords in order to present relevant subsequent questions. Users found it as acceptable as multiple choice, and said they felt able to answer more truthfully using their own words. %M C.BCSHCI.95.289 %T What's the Flaming Problem? or Computer Mediated Communication -- Deindividuating or Disinhibiting? %S Computer-Supported Communication %A Rosalind Dyer %A Ruth Green %A Marian Pitts %A Gill Millward %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 289-302 %K Computer mediated communication (CMC), Flaming, Deindividuation, Disinhibition, Self-awareness, Face to face communication (FTF) %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction High Visibility of Flames Conformity to Subcultural Norms Lack of Social Cues Experiment One: Quantifying Flaming Subjects for Experiment One Procedure for Experiment One Results for Experiment One Hypothesis 1 Hypotheses 2 and 3 Discussion of Experiment One Experiment Two: Manipulating Flaming Subjects and Procedure for Experiment Two Hypotheses for Experiment Two Results for Experiment Two Hypothesis 1 Hypothesis 2 Hypothesis 3 Hypothesis 4 Hypothesis 5 Discussion of Experiment Two Conclusions %X Two studies were undertaken to determine the social psychological processes underlying aggressive behaviours (flaming) in Computer Mediated Communication (CMC). When compared to Face to Face (FTF) communication, statistically significant differences in levels of public and private self-awareness were observed. Earlier explanations involving deindividuation as the process underlying flaming were discarded, and the theory of disinhibition applied. In accordance with disinhibition theory, it was found that levels of flaming in CMC could be significantly altered by manipulating levels of accountability under experimental conditions. %M C.BCSHCI.95.305 %T Tight Coupling: Guiding User Actions in a Direct Manipulation Retrieval System %S Visualisation %A Christopher Ahlberg %A Staffan Truve %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 305-321 %K Information exploration, Visualisation, Dynamic queries, Database query, Query refinement, Tight coupling %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction Tight Coupling The Nature of Information Exploration Systems Support from Tight Coupling Design Issues for Tight Coupling Alphasliders Rangesliders Toggles Granularity of Incrementality Zooming Issues Empirical Study Apparatus Participants Tasks Procedure Results and Discussion Widget Manipulation Problems Empty and Small Query Results Tight Coupling Terminology and Categorization MIE and Empty Query Results Subjective Satisfaction Conclusions and Future Work %X Tight coupling is a strategy in the design of query mechanisms in direct manipulation query systems. Tight coupling helps users navigate toward high precision queries in a space of database queries, avoid empty query results, and quickly narrow down the number of possible and meaningful queries. Tight coupling of a query mechanism is defined as: the results of user operations (querying, zooming, panning) on query devices (starfields, rangesliders, alphasliders, and toggles) are reflected in all query devices by visual feedback and physical constraints on meaningful query settings. An intuitive design of tight coupling is presented, along with a formal description. The design is based on a Model of Information Exploration -- MIE. An empirical study in which subjects interacted with a tightly coupled interface to a jobs/skills matching database confirms the power of tight coupling. %M C.BCSHCI.95.323 %T Are Visual Query Languages Easier to Use than Traditional Ones? An Experimental Proof %S Visualisation %A Tiziana Catarci %A Giuseppe Santucci %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 323-338 %K Databases, Visual query languages, Usability tests %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction QBD* The Experiment Factors Evaluation Technique User Classes Query Classes The Experiment Participants Procedure The Experiment Results Discussion Conclusions and Future Work %X The importance of designing query system which are effective and easy to use has been widely recognized in the database area. Also, it is well known that the adequacy of a system can be mainly tested against actual users in a well settled experiment. However, very few such experiments have been conducted. The overall objective of our study is to measure and understand the comparative ease with which subjects can construct queries in either a novel visual query language, namely QBD*, or a well-known traditional textual language such as SQL. More specifically, we are interested in determining whether there is significant interaction between: * the query class and the query language type; and * between the type of query language and the experience of the user. The analysis of the experiment results allows us to say that the effectiveness of a query language varies depending on the classes of queries and the kinds of users. However, the result trend is generally in favor of the QBD* approach, which is based on a conceptual data model, closer to the user view of the reality than the relational model, a visual representation of such a model, more attractive and graspable than a textual list of table names, and direct manipulation commands, having a syntax much easier than the SQL one. %M C.BCSHCI.95.339 %T An Evaluation of Open Hypertext Features for Improved File Access %S Visualisation %A Jane M. Fritz %A Ian D. Benest %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 339-354 %K Hypertext, File management, Information retrieval, Visualisation, Utility, Usability %* (c) Copyright 1995 Elsevier Science Publishers %Y Background Open Hypertext Systems LinkFacility: Our Prototype System Overview Assigning, Reassigning, Retrieval by Attribute Generating and Retrieving Webs Experimental Studies Preliminary Field Test Quasi-naturalistic Experiment Controlled Experiment Measurement of Variables Experimental Results Conclusions %X Problem solving by end users is enhanced by ready access to relevant information that may be spread across many file types. Profitable retrieval would benefit from the inclusion of interrelationships between files. This paper describes the design and prototype implementation of an open hypertext-type enhancement to the Windows 3.1 file management system. It provides the user with the ability to define an active file segment as a hyperbase entry, stored with user-defined attribute values. Users are able to configure their own active graphical maps of interrelated nodes, thus forming link structures within a user's file system. Empirical studies suggests that retrieval and browsing tasks are improved with these enhancements. %M C.BCSHCI.95.357 %T The Notion of Task in Human-Computer Interaction %S Task Analysis in Context %A Graham Storrs %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 357-365 %K Task analysis, Conceptual model, Theory %* (c) Copyright 1995 Elsevier Science Publishers %Y The Importance of Tasks Defining 'Task' Tasks in Context Time and Timing Implications for System Development Concluding Remarks %X This brief paper attempts to define the term 'Task' for use in work on human-computer interaction. The definition given relates the concepts of 'Goal', 'Action', 'State' and 'Context' and gives separate definitions for and discusses each of these. While the primary focus is theoretical, an attempt is made to give the implications of this definition for software development practice. %M C.BCSHCI.95.367 %T Applying a Structured Method for Usability Engineering to Domestic Energy Management User Requirements: A Successful Case-Study %S Task Analysis in Context %A Adam Stork %A James Middlemass %A John Long %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 367-385 %K Structured methods, Energy management systems, Planning and control, Software engineering %* (c) Copyright 1995 Elsevier Science Publishers %Y Introduction Overview of MUSE Features of a MUSE Application The User Requirements The Application of MUSE to the User Requirements Information Elicitation and Analysis Phase Design Synthesis Phase Design Specification Phase Overall Consideration of the Features of the MUSE Application The Artefact An Assessment of the Artefact Conclusions Further Research %X MUSE, a structured Method for Usability Engineering, was created to improve the practice of Human-Computer Interaction practitioners, a practice that is primarily one of designing artefacts that fulfil user requirements. This paper offers a case-study application of MUSE to a set of domestic energy management user requirements to produce an artefact. The paper presents: an overview of MUSE; the necessary features of an application; the user requirements; the details of the application; the resulting artefact; and an assessment of the artefact with respect to the user requirements. Finally, it is argued that this case-study be considered 'successful', where a successful case-study extends the known frontiers of application of MUSE. %M C.BCSHCI.95.387 %T Theories of Context Influence the System Abstractions Used to Design Interactive Systems %S Task Analysis in Context %A Gilbert Cockton %A Steven Clarke %A Philip Gray %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 387-405 %K Literate development, Interactive systems development, Design rationale, Requirements traceability, Context, Problem description, Activity theory, Domain analysis, Design notations, Models of interactive systems %* (c) Copyright 1995 Elsevier Science Publishers %Y Motivation and Agitation Microsoft Interrupt this Footnote Insertion ... Change of Contextual Focus and a Relocation of Design Space Theories of Context Influence Design Abstractions Structuring Context Levels of Abstraction in Interactive Systems What is a Level of Abstraction for Interactive Systems? How are Levels of Abstraction Related? What are the Levels of Abstraction for Interactive Systems? A Family of Notations for Describing Interactive Systems Towards Sure-footed Ascents from Context to Design Ongoing Work Conclusions %X There can be many relationships between theories of context and design choices in interactive systems development. More specifically, a theory of context may bias development towards certain classes of design option. We illustrate this by examining Bodker's activity theory analysis of footnote insertion in Microsoft Word. Bodker's focus on activity and her 'handling' aspects of interaction seems to restrict her design options to dialogue features. We present a different, domain-oriented analysis of footnotes in Microsoft Word that focuses design on options for word processor functionality. The differences need to be understood. A conjecture is posed and elaborated. This conjecture suggests that there are unavoidably biased interactions between contextual information and design spaces. The challenge for designers is to exploit these biases rather than to eliminate them. We propose that this can be achieved within a tool-based development process where context and designs are given explicit comprehensive layered representations; and are explicitly linked via design rationales. Without such representations and links, the use of context will be unsystematic, variable in its effectiveness, concentrated in the early stages of development, lost to the longest life cycle phase of operation and maintenance, and (worst of all) beyond assessment. %M C.BCSHCI.95.409 %T Can We Use Music in Computer-Human Communication? %S Sight and Sound %A James L. Alty %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 409-423 %K Auditory, I/O, Audiolisation, Music, Design, Multimodal interfaces %* (c) Copyright 1995 Elsevier Science Publishers %Y A Prima Facie Case for Music in Interface Design? What Does Music Offer? Using Music in Algorithm Audiolisation Pure Auralisation: The Bubble Sort Information to be Communicated Musical Mapping Results Pure Auralisation: Minimum Path Algorithm Information to be Communicated Musical Mapping Results A Preliminary Investigation Future Work: Using Music in Program or Algorithm Debugging General Design Considerations Conclusions %X The audio channel has been somewhat neglected in Human Computer Interface Design. It is a powerful channel which offers processing options often of a complementary nature to the visual channel. Music makes the most complex and sophisticated use of this channel and has well-organised techniques and structures for disambiguating parallel time-dependent events. This paper examines the contribution music might make to interface design and reports on some preliminary investigations, which indicate that there does seem to be a prima facie case for examining the subject further. %M C.BCSHCI.95.425 %T Red Faces over User Interfaces: What should Colour be used For? %S Sight and Sound %A Dan Diaper %A P. S. Sahithi %B Proceedings of the HCI'95 Conference on People and Computers X %D 1995 %P 425-435 %K User interface design, Design principles, Redesign or prototyping, Colour user interfaces, Conventions as standards %* (c) Copyright 1995 Elsevier Science Publishers %Y User Interface Design LURE Prototyping in Redesign Design Principles Colour User Interfaces Designing Colour UIs Example High-level Design Conclusions %X One meaning of to have a red face in vernacular English is to be embarrassed. This paper's message is ultimately a simple one and one that those in HCI should be red faced about. This paper proposes that User Interface (UI) designers have inadequately used many available UI display features. Far more, potentially useful information could be conveyed to users by the consistent use of UI features such as spatial location, motion, apparent depth, and colour. Due only to a shortage of space, this paper will use colour as an example, under exploited UI feature. It is concluded that both HCI knowledge and UID (UI Design) practice are inadequate at present with respect to the use of colour in UIs. An example high-level software design is offered to demonstrate one appropriate style of solution. %M C.BCSHCI.96.3 %T Towards the Total Quality Interface -- Applying Taguchi TQM Techniques within the LUCID Method %S Fundamental Design Issues %A Andy Smith %A Lynne Dunckley %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 3-17 %K Taguchi, User centred design, Interface design, Total quality management %* (c) Copyright 1996 Springer Verlag %Y Introduction Aims Iterative Prototyping Usability Engineering Taguchi Methods and LUCID Taguchi Design Method Design and Conduct Experiments Analyse the Results Using ANOVA to Determine Optimum Conditions Run a Confirmatory Test Using the Optimum Conditions Applying Taguchi Methods to Interface Design Taguchi Pilot Study Overview of the Study The Experiments Procedure Analysis of Results Noise Developing LUCID Conclusions %X Juran defines quality as being 'fit for purpose or use'. It follows clearly from this that an effective interface is an essential ingredient in a quality software product. Whilst the discipline of Human Computer Interaction is maturing quickly, there still remains only limited support for designing in quality rather than evaluating it afterwards. In this paper the authors present the results of a pilot study within the first stage in the development of the LUCID (Logical User Centred Interface Design) method which attempts to integrate a number of human factor tools within a quality framework. Particularly they focus on the phases which adopt the Taguchi Method for designing quality into products and processes. By adopting such techniques within a practical example, the authors demonstrate how the use of a scientific experimental design strategy, together with conventional statistical tools can assist the selection of the optimum user interface. %M C.BCSHCI.96.19 %T Games as a Metaphor for Interactive Systems %S Fundamental Design Issues %A Kostas Stathis %A Marek Sergot %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 19-33 %K Games, Metaphors, Interactive systems, Knowledge-based front ends %* (c) Copyright 1996 Springer Verlag %Y Introduction The Games Metaphor The Design of LAST using Games The Facilitation Game Task Facilitation Games Task Games The Advice Game Coordination of Sub-games An Alternative Design for LAST Dependent Games Independent Games Comparison of the Two Designs Relations with Work in HCI Conclusions %X We present the use of games as a metaphor for constructing and organizing interactive systems, with particular attention to the provision of Knowledge-Based Front-Ends (KBFEs) to software packages. Interaction is viewed as a rule governed activity which may usefully be regarded as a game. Given a specification of the rules, implementation of an interactive system requires construction of an umpire, a component that enforces compliance of the players with the rules and thereby controls the interaction. Advice giving components added to the system are analogous to games played in the presence of an advisor who recommends moves to the participants. Complex interactive systems are constructed as compound games built up from simpler sub-games; coordination of moves chosen from the sub-games is then a key issue. We exemplify these points by showing how the games metaphor is employed in the design of a complex interactive system providing a KBFE to the statistical package GLIM. We also sketch an alternative design in order to illustrate how the games metaphor can impose discipline on the developers of a complex interactive system. %M C.BCSHCI.96.35 %T Cultural Bases of Interface Acceptance: Foundation %S Fundamental Design Issues %A Donald L. Day %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 35-47 %K Cognitive style, Appropriate technology, Knowledge representation, Adaptation, Globalization, Technology transfer %* (c) Copyright 1996 Springer Verlag %Y Introduction Conceptual Framework Previous Research Appropriate Technology Cognitive Decision-making Style Knowledge Representation (Semiotics and Iconography) Social Control Change Management and Adaptation Globalization, Nationalization, Standards Technology Transfer, Diffusion of Innovation, User Acceptance Existing Interface Design Techniques for Cross-cultural Applications Methodology Subjects Instruments Procedures Conclusion %X This paper introduces an ongoing research project which seeks to contrast the cultural expectations of ethnically diverse users with the styles of interface implemented in globally marketed software packages. A modified Technology Acceptance Model is applied, focusing upon culturally specific user expectations and system design features. The paper includes discussion of two supporting research streams, drawn from science and technology studies, psychology, information studies, sociology, HCI and anthropology. It also introduces methods being used to calibrate instruments, validate procedures and identify variables for later direct observation of user behaviour. %M C.BCSHCI.96.49 %T A Unified Concept of Style and its Place in User Interface Design %S Fundamental Design Issues %A Philip Gray %A Stephen Draper %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 49-62 %K User interface styles, UIDEs, User interface design %* (c) Copyright 1996 Springer Verlag %Y Introduction Notions of Style A Definition of Style Style as Categories of Fixed Design Decisions Application to UI style Style and Design Rationale Current Tools and the Design Space Implications for UIDEs Inadequacy of Widgets Design Assistance Design-time Constraints on Interface Specifications Style as Design-time Constraints The Role of Design-time Constraints Constraint Satisfaction The Structures of Styles and Constraint Satisfaction Assistance with Style Application Conclusions %X The term 'style' is used with great regularity in user interface design literature, yet it appears to refer to widely disparate phenomena. We present a notion of style which unifies these various uses. We then demonstrate how the notion may form the basis of a representation of style that can provide design assistance. %M C.BCSHCI.96.63 %T Developing University Courses to Enable Students to Specify and Solve Human-Computer Interaction Design Problems %S Fundamental Design Issues %A M. Andrew Life %A John Long %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 63-77 %K Education, Design problems, Syllabi, HCI curricula %* (c) Copyright 1996 Springer Verlag %Y Introduction Teaching and the HCI Research and Development Gap An Assessment of Current HCI Education Reasons for the R&D Gap Requirements for HCI Courses which Bridge the R&D Gap Using the Conception to Design HCI Courses The Conception as a Framework for Syllabus Design Use of the Conception to Develop the UL HF/HCI Syllabus Specifying the Syllabus Implementing the Course Evaluation of the Conception as a Basis for Course Development Adequacy of the Conception for Course Specification Adequacy of the Course Implementation %X Aspiring practitioners must be taught to specify and to solve discipline problems. We begin by considering the gap between HCI research and system development, but particularly as it relates to teaching. The gap manifests itself through the dissatisfaction many system developers express with the adequacy of HCI teaching. We next suggest that one reason for the gap lies in the current tendency to teach HCI as a multidisciplinary applied science subject. This tendency results in incomplete and incoherent coverage, not well-suited to the needs of system development. We suggest that a top-down approach to the subject and stronger design orientation should ameliorate some of the weaknesses. We utilize a conception of HCI as a framework for specifying more effective HCI courses. We report the development of a course in the Human Factors of HCI which has exploited the conception, and we informally evaluate the conception as a partial solution to current inadequacies in HCI teaching. %M C.BCSHCI.96.79 %T 3D or not 3D: Is it Nobler in the Mind? %S Fundamental Design Issues %A Alistair Sutcliffe %A Uma Patel %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 79-94 %K 3D visualization, Visual interfaces, Design guidelines, Usability %* (c) Copyright 1996 Springer Verlag %Y Introduction Design Method Prototypes Methods Results Exploration Task Experiment Task Individual Differences Conclusions %X A design method for complex visual interfaces in information systems applications is proposed and tested by developing prototype applications using Text, 2D and 3D representations. The 3 prototypes are evaluated in empirical studies to investigate performance differences and patterns of user-system interaction. 3D designs and graphics show some performance advantages but individual differences are important. Systematic design seems to improve the effect of all representational modalities. %M C.BCSHCI.96.97 %T Can Design Choices for Language-Based Editors be Analysed with Keystroke-Level Models? %S Specific Design Issues %A Mark A. Toleman %A Jim Welsh %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 97-112 %K Keystroke-level model, Model validation, Language-based editors %* (c) Copyright 1996 Springer Verlag %Y Introduction The Keystroke-Level Model Experimental Design Subjects Apparatus Procedure Validation of Keystroke-Level Model Data Collection for Parameter Estimation Hypotheses Related to KLM Validation Statistical Analysis Results for M2K Results for MK Results for MPK Results for MPD Conclusions for the KLM Validation %X We have been concerned for some time with the lack of rigorous experimental evaluation of design options chosen for tools used by software engineers. In a series of studies using various evaluation techniques we built Keystroke-Level Models (KLM) and conducted an empirical usability study of a design issue (choice of editing paradigm for language-based editors) that has reached a 'subjective stalemate' in the research community. The KLM analysis enabled us to predict usage differences and while this was useful we also noticed several problems, in particular we were concerned about the estimated value and placement of the memory operator. By utilizing the same tasks in the usability study as in the KLM analysis, we were able to compare results from both evaluations and effectively validate the overall KLM estimates and the specific operator values involved. %M C.BCSHCI.96.113 %T Deriving Information Requirement in the Design of a Mathematics Workstation for Visually Impaired Students %S Specific Design Issues %A Carol Linehan %A John McCarthy %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 113-127 %K Requirements analysis, System design, Wizard of Oz, Visual impairment, Mathematics %* (c) Copyright 1996 Springer Verlag %Y Introduction The Study Information Requirements Units of Information Used Strategies Gaining Information Manipulating Information Initiative Memory Discussion Design Recommendations %X Mathematics presents particular access problems for students who are visually impaired. Although multi-media, computer technologies provide opportunities for creative solutions, a lack of empirical analyses of people who are visually impaired doing mathematics remains an obstacle for designers. We demonstrate the use of task analysis, and particularly the 'Wizard of Oz' technique, for eliciting user requirements in this context. The analysis highlights requirements relevant to the units of information used, the strategies employed for gaining and manipulating information, initiative in the interaction, and memory constraints when doing mathematics. %M C.BCSHCI.96.129 %T Second-Language Help for Windows Applications %S Specific Design Issues %A George R. S. Weir %A Giorgos Lepouras %A Ulysses Sakellaridis %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 129-138 %K User support, Help re-engineering, Second-language help %* (c) Copyright 1996 Springer Verlag %Y Introduction The Second-language Problem Terminological Difficulties Mixed Environments Cross-language Confusion Second-language Support Methodology Guidelines for Second-language Enhancement Enhancing Windows Help Applications Adding Second-language Support Examples Conclusions Terminological Difficulties Mixed Environment Cross-Language Confusion %X This paper describes an approach to the second-language problem for user-support in the context of existing MS-Windows applications. We outline a methodology for deriving foci for support, and present guidelines for the addition of second-language enhancements. Finally, we detail our procedure for implementing such help facilities with examples of enhanced Chinese and Greek second-language support. %M C.BCSHCI.96.141 %T Eye-Based Control of Standard GUI Software %S Extending GUIs %A Howell Istance %A Christian Spinner %A Peter Alan Howarth %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 141-158 %K Eye-control, Visual keyboard, Physically-challenged, Disability, Handicapped %* (c) Copyright 1996 Springer Verlag %Y Introduction Functions and Design of Existing Virtual Keyboards Single Application Keyboards Keyboard Layouts Techniques for Alphanumeric Text Input General Purpose Keyboard Emulators Issues in Designing the Visual Keyboard Communication Between the Client Application and the Visual Keyboard Supporting Current Task Context Supporting Different Interaction Methods Emulating Command Actions by Dwelling Adjusting the Size and Position of Client Window and Keyboard Window Customizing the Keyboard Summary of Design Requirements Design and Operation of the Visual Keyboard System Architecture Overall Design of the Visual Keyboard Keypad Design Text Keypad Dialogue Keypad Menu Keypad Zoompad Overriding Automatic Keypad Selection Object Dwell Time Window Arrangement Outcomes of Initial Evaluation Trials Selection of Tasks Usability Issues Subjects Results and Discussion Text Entry and Feedback Interacting with Dialogue Boxes Combinations of Keystrokes Dwell as a Means of Activating Commands Feedback on Modifier Key States Mechanisms for Changing Keypads User Preferences for Interaction Styles with the Visual Keyboard Additional Trials using a Web Browser Conclusions %X This paper discusses the design and initial evaluation of a visual on-screen keyboard, operated by eye-gaze, intended for use by motor-impaired users. The idea of an on-screen keyboard controlled by eye or by other modalities is not new. However, the keyboard presented here is different in two important respects. First, it enables interaction with unmodified standard Graphical User Interface (GUI) software written for able-bodied users, and provides eye-based control over menus, dialogue boxes, and scrollers; it is not solely designed around the need to enter text. Second, the software architecture enables the keyboard to respond to events generated in the windows environment by the application it is controlling. This allows the keyboard to adapt automatically to the application context by, for example, loading a specific set of keys designed for use with particular menus whenever a menu is displayed in the target application. Results of initial evaluation trials are presented and the implications for improvements in design are discussed. %M C.BCSHCI.96.159 %T Non-Visual Interaction with GUI Objects %S Extending GUIs %A Leonard H. Poll %A Berry H. Eggen %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 159-168 %K Auditory interfaces, Non-visual interaction, GUIs, Visually impaired %* (c) Copyright 1996 Springer Verlag %Y Introduction SoundTablet Experiment Experimental Setup Subjects Experimental Procedure Results Discussion Conclusions %X Current professional computers are most commonly equipped with Graphical User Interfaces (GUIs) instead of text oriented user interfaces. Today, almost every computer is equipped with a GUI. This poses great problems to blind computer users who were at first given more job opportunities with the advent of character based computers but are now threatened to lose their newly gained employment. Non-visual access to GUIs requires extraction of information from a GUI and presentation of this information to the blind user by means of a dedicated interaction device. Object oriented methods to extract the information from a GUI are described in (Mynatt & Edwards, 1992} and (Poll & Waterham, 1995). The non-visual GUI objects which have been extracted, can be presented by either tactile or auditory means. The latter option was chosen in our project because of the higher information transfer rate. In our setup the blind user can use an absolute mouse to scan a rectangular area, that is restricted by standing edges, for objects that are presented with help of speech and non-speech sounds. The combination of the absolute mouse, the restricted area within which the mouse can be positioned and the (non) speech sounds will be referred to as the SoundTablet from now on. In this paper a description is given of an experiment in which the feasibility of the SoundTablet is explored. The results show that the SoundTablet is suited for use in a non-visual GUI access system. The results indicate also that the addition of an auditory and/or tactile object localization aid is desirable. %M C.BCSHCI.96.169 %T Earcons as a Method of Providing Navigational Cues in a Menu Hierarchy %S Extending GUIs %A Stephen Brewster %A Veli-Pekka Raty %A Atte Kortekangas %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 169-183 %K Earcons, Auditory interfaces, Non-speech audio, Navigation, Menus, Phone-based interaction %* (c) Copyright 1996 Springer Verlag %Y Introduction Telephone-based Interfaces Navigation in a Communicator Device Earcons Previous Attempts to use Earcons to Present Hierarchy Information The Experiment Hypotheses Participants Sounds Used Experimental Design and Procedure Training Testing Results Overall Recall of Components New Earcons Discussion Overall New Earcons Future Work Conclusions %X We describe an experiment to discover if structured audio messages, earcons, could provide navigational cues in a menu hierarchy. A hierarchy of 27 nodes and four levels was created with sounds for each node. Participants had to identify their location in the hierarchy by listening to an earcon. Results showed that participants could identify their location with over 80% accuracy, indicating that earcons are a powerful method of communicating hierarchy information. Participants were also tested to see if they could identify where previously unheard earcons would fit in the hierarchy. The results showed that they could do this with over 90% accuracy. These results show that earcons are a robust and extensible method of communicating hierarchy information in sound. %M C.BCSHCI.96.187 %T Problems for User Involvement: A Human and Organizational Perspective %S User Involvement %A Carolyn Axtell %A Chris Clegg %A Patrick Waterson %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 187-200 %K User participation, System development, Organizational issues %* (c) Copyright 1996 Springer Verlag %Y Introduction The Case Study Research Methods Semi-structured Interviews Questionnaires Video and Observation Tracer Study and Observation Findings Historical Overview of UIM Views of Users, Developers and Managers User Activities Links between Users and Developers Interpretation The Organizational Context Relationship with Other Procedures in the Organization Process of UIM Inter-connections Conclusions and Implications %X This paper is concerned with problems that can impede the involvement of users in the development process. Several problem areas are highlighted in a case study of an in-house development project, which arise from the organizational context, process of the method and its relationship with other procedures. We discuss the impacts of these problems and the inter-connections between them; the key underlying issues being a lack of integrated effort and incomplete knowledge or experience of those involved. We end the paper by suggesting possible ways forward involving work organized in an integrated development cell, greater participation of all parties in the design of the method, one overseeing manager, and a more thorough piloting and evaluation phase. %M C.BCSHCI.96.201 %T Multidisciplinary Modelling for User-Centred System Design: An Air-Traffic Control Case Study %S User Involvement %A Simon Buckingham Shum %A Ann Blandford %A David Duke %A Jason Good %A Jon May %A Fabio Paterno' %A Richard Young %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 201-219 %K Multidisciplinary design, User modelling, Formal methods, Interaction modelling, Air-traffic control %* (c) Copyright 1996 Springer Verlag %Y Introduction Modelling Techniques for User-centred Design The Modelling Process CERD: An Air-traffic Control Tool York-Interactor Modelling The Accidental Message Deletion Scenario LOTOS-Interactor Modelling Interaction Framework Modelling Cognitive Task Analysis Collational Co-modelling: Integration and Communication Co-modelling to Build a Multidisciplinary Analysis Communicating Modelling to Designers via Co-modelling Assessing the Value of the Modelling A Significant Problem was Detected Modelling Adds Technical and Political Weight to Usability Analyses Negotiating Modelling's Cost/Benefit Trade-off Conclusions %X This paper reports work investigating how user and system modelling techniques can be integrated to support the design of advanced interactive systems, and how such modelling can be effectively communicated to design practitioners in order to evaluate their potential. We describe a large scale modelling exercise concerning a flight sequencing tool for air-traffic controllers. We outline the kinds of system and user analysis possible with the different modelling techniques, and the approach used to integrate and communicate the modelling analyses to the system's designers. We then discuss the value of these techniques against several key criteria. The designers evaluated the modelling positively in many respects, including a commitment to explore further how user modelling can be integrated with their formal methods. We conclude that the scenario of HCI modellers working in collaboration with designers is feasible, and has analytic power. %M C.BCSHCI.96.221 %T Costs and Benefits of User Involvement in Design: Practitioners' Views %S User Involvement %A Stephanie Wilson %A Mathilde Bekker %A Hilary Johnson %A Peter Johnson %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 221-240 %K User involvement, Cost-benefit analysis, User-centred design %* (c) Copyright 1996 Springer Verlag %Y Introduction Costs and Benefits Empirical Studies Cross-sectional Study Longitudinal Study The Cross-sectional Study Questionnaire Analysis Questionnaire Results and Discussion Preparation Activities Design Activities Evaluation Activities Overall Longitudinal Study Interview Analysis Longitudinal Study Results and Discussion Preparation Activities Design Activities Evaluation Activities Overall Activities Discussion Conclusion %X Many design approaches recommend some form of user involvement in the design of interactive systems, although there has been little empirical research directed towards assessing the benefits to be gained, and costs to be incurred, from having users involved during the design process. Moreover, the work that does exist has tended to take a narrow view, considering the gains and losses primarily from an organizational perspective. This paper offers richer definitions of the costs and benefits by which user involvement might be assessed, emphasizing the contrasting views of different 'stakeholders' in the design process. It presents and discusses two empirical studies conducted in the light of these definitions to examine the costs and benefits of user involvement as perceived by design practitioners. %M C.BCSHCI.96.241 %T What You Don't Know Can Hurt You: Privacy in Collaborative Computing %S User Involvement %A Victoria Bellotti %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 241-261 %K Privacy, Access control, Collaboration, Communication, Design %* (c) Copyright 1996 Springer Verlag %Y Introduction Privacy Concerns in the Information Age A Static Norm or an Operational Capability? Privacy versus Security What You Don't Know Can Hurt You Information and Interpersonal Access Control Information Access Design Challenges Information Access Control in CSCW Interpersonal Access Design Challenges Interpersonal Access Control in CMC Some Concluding Remarks %X Privacy is a popular subject in the CSCW literature but has largely been addressed as an issue of security by systems designers. With the growth of networked, multimedia CSCW systems comes an increasing need for better control over how people gain access to one another and to potentially shareable information. This paper poses some challenges for CSCW developers and provides some examples of systems which are beginning to meet such challenges. %M C.BCSHCI.96.265 %T Behavioural Patterns of Collaborative Writing with Hypertext -- A State Transition Approach %S Computer-Supported Cooperative Work %A Chaomei Chen %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 265-279 %K Collaborative writing, User models, Markov analysis, Task analysis, Hypertext %* (c) Copyright 1996 Springer Verlag %Y Introduction Collaborative Writing The MUCH System Dynamic User Modelling Sequential Data Analysis State Transitions and Markov Models Method Tasks and Data Collection Analysis and Modelling Aggregated State Space Results Patterns in One-step Transitions Effects of Users' Experiences Classification of Behavioural Patterns Discussion Conclusion %X This study investigates behavioural patterns of collaborative writing with a hypertext system by using a state-transition approach. State-transition models are empirically developed for capturing the dynamic nature of collaborative writing. Users were frequently engaged in tasks such as exploration, organization, and editing, whereas the use of collaborative support functions was transient in nature. The study shows that state-transition analysis is an important approach to task analysis, requirements engineering, and human-computer interaction studies. This study has produced some valuable experiences and lessons for researchers and practitioners in collaborative writing. %M C.BCSHCI.96.281 %T Workspace Awareness in Real-Time Distributed Groupware: Framework, Widgets, and Evaluation %S Computer-Supported Cooperative Work %A Carl Gutwin %A Saul Greenberg %A Mark Roseman %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 281-298 %K Workspace awareness, Real-time groupware, Shared workspaces, Widgets, CSCW %* (c) Copyright 1996 Springer Verlag %Y Introduction Workspace Awareness Episodes from a Study of Group Interaction Workspace Awareness Problems in Groupware Related Work on Awareness A Framework of Workspace Awareness Elements of Workspace Awareness Workspace Awareness Mechanisms Workspace Awareness Widgets Radar Views Multiple-WYSIWIS Views The 'What You See Is What I Do' Widget Workspace Teleportals Summary Usability Evaluation Conclusions and Future Work %X The rich person-to-person interaction afforded by shared physical work-spaces allows people to maintain up-to-the minute knowledge about others' interaction with the task environment. This knowledge is workspace awareness, part of the glue that allows groups to collaborate effectively. In real-time groupware systems that provide a shared virtual space for collaboration, the possibilities for interaction are impoverished when compared with their physical counterparts. In this paper, we present the concept of workspace awareness as one key to supporting the richness evident in face-to-face interaction. We construct a conceptual framework that describes the elements and mechanisms of workspace awareness, and apply the framework to the design of widgets that help people maintain awareness in real-time distributed groupware. Our evaluation of these widgets has shown that several designs improve the usability of groupware applications. %M C.BCSHCI.96.299 %T Using Distortion-Oriented Displays to Support Workspace Awareness %S Computer-Supported Cooperative Work %A Saul Greenberg %A Carl Gutwin %A Andy Cockburn %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 299-314 %K Awareness, Magnifying lenses, Fisheye views, Distortion-oriented displays, Desktop conferencing, Groupware %* (c) Copyright 1996 Springer Verlag %Y Introduction Distortion-oriented Displays Magnification Lenses Fisheye Views Applying Distortion-oriented Views to Group Awareness Fisheye Text Viewer Single-user Fisheye Groupware Fisheye The Offset Lens Single-user Offset Lens Groupware Offset Lens Head-up Lens Single-user Head-up Lens Groupware Head-up Lens Discussion and Further Work Assessing the User Interfaces Assessing the Workspace Awareness Identity Awareness Location Awareness Activity Awareness Temporal Awareness Summary Conclusions %X Desktop conferencing systems are now moving away from strict view-sharing and towards relaxed 'what you see is what I see' (relaxed-WYSIWIS) interfaces, where distributed participants in a real time session can view different parts of a shared visual workspace. As with strict view-sharing, people using relaxed-WYSIWIS require a sense of workspace awareness -- the up-to-the-minute knowledge about another person's interactions with the shared workspace. The problem is deciding how to provide a user with an appropriate level of awareness of what other participants are doing when they are working in different areas of the workspace. In this paper, we propose distortion-oriented displays as a novel way of providing this awareness. These displays, which employ magnification lenses and fisheye view techniques, show global context and local detail within a single window, providing both peripheral and detailed awareness of other participants' actions. Three prototypes are presented as examples of groupware distortion-oriented displays: the fisheye text viewer, the offset lens, and the head-up lens. %M C.BCSHCI.96.315 %T Working by Walking Around -- Requirements of Flexible Interaction Management in Video-Supported Collaborative Work %S Computer-Supported Cooperative Work %A Steinar Kristoffersen %A Tom Rodden %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 315-329 %K Video, Communication, Multimedia, Space, Mobility, CSCW %* (c) Copyright 1996 Springer Verlag %Y Introduction Working Mobility in the Bank The Customer Service Centre The Video Link -- Training The Video Link -- Real Use Design Implications Conclusion Further Work %X This paper considers the effects of video-based communication systems on individual, local mobility in the everyday, practical 'space' of work. The notion of video as a vehicle that transcends physical space in an unproblematic fashion is carefully considered. Previous academic research has emphasized how video can extend and enhance the working environment. We found, doing a focused ethnography in the Customer Service Centre of a large high street bank, that video, in a trade-off between 'real' and 'virtual' mobility, restricted the use of personal, workaday, physical space. Issues thus raised for the design of video-based communication systems are: physical mobility in workaday space during interactive sessions; modal and temporal switching between and within different media; articulating and supporting collaborative work with private activities; and, accommodating alternating tasks. %M C.BCSHCI.96.333 %T Matching Media to Goals: An Approach Based on Expressiveness %S Multimedia %A David Williams %A Iain Duncumb %A James L. Alty %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 333-347 %K Multimedia, User-centred design, Expressiveness, Goal decomposition, VCR programming %* (c) Copyright 1996 Springer Verlag %Y The Media Selection Problem Media Seen as Representation Systems Media Supporting the Solution of Tasks Expressiveness as a Measure of Media Abstraction Ranges of Expressiveness Expressiveness and Goal Accomplishment Applying our Approach to Video Cassette Recorder Programming Two Conventional VCR Programming Interfaces Prototype Drag and Drop Programming System Results of a User Evaluation Analysis of the VCR Interfaces in Terms of Expressiveness Video Programming Domain Description Conventional On-screen System VideoPlus System Drag and Drop System General Discussion Conclusions and Further Work %X This paper addresses the problem of output media selection in the design of human-computer interfaces. Particular emphasis is placed on the effect that the chosen medium has on the nature and effectiveness of the interactions that can take place. A novel approach is suggested in an attempt to gain an insight into why particular media allow certain goals to be achieved more effectively. This approach borrows ideas from linguistics and logic, and views media as formal representational systems. Out of this approach is developed the notion of expressiveness; the amount of abstraction a representation system affords a referent domain. The approach suggests that it is the congruence between the representation required by the goal and the expressiveness afforded by the media that largely determines the effectiveness of the interface. To give an example of this approach, three VCR user interfaces are discussed in terms of expressiveness. %M C.BCSHCI.96.349 %T DAVID: A Multimedia Tool for Accident Investigation %S Multimedia %A Mauro Pedrali %A Remi Bastide %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 349-368 %K Accident investigation, Root cause analysis, Errors taxonomy, Video analysis %* (c) Copyright 1996 Springer Verlag %Y Introduction Accident Investigation: Aims and Resources The RCA Method Erroneous Action Identification (EAI) Data Collection Event Time Line Deviation Detection Causal Analysis (CA) The Cognitive Model The Taxonomy The Method Example The Strasbourg Accident Error Analysis DAVID DAVID and the Multimedia Environment Video Analysis -- The Editor's Role Video Editor's Role in DAVID Data Organizer's Role in DAVID Video Analysis -- The Analyser's Role How to Use Video Analysis -- The Database's Role Storing and Retrieval Conclusion and Future Works %X Investigations on several real life accidents have revealed the increasing causal role played by humans, and the importance of the context of human actions. Accident analyses should therefore concentrate not only on system failures but also on what we call human factors investigations. We propose an approach based on a method for retrospective analysis of accidents. The aim is the identification of erroneous actions and their related causes. A prototype software-tool implementing the method is to be integrated with an existing video editor and a database in a multimedia environment. %M C.BCSHCI.96.369 %T A Web StoryBase %S Multimedia %A Mary Beth Rosson %A John M. Carroll %A David Messner %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 369-382 %K Internet, Networks, World Wide Web, HTML forms, Stories, User experience %* (c) Copyright 1996 Springer Verlag %Y Introduction The StoryBase Browsers and Contributors The Stories Story Categories Keyword Distribution To Annotate or Not Tools, Applications and Practices Usability Learnability Capture Diversity Communication Just-in-time Information Fun Summary and Conclusions %X We describe the Web StoryBase, a system using HTML forms technology to collect and share stories and story annotations from users of the World Wide Web. We analyse usage data collected over a period of 26 weeks, from the perspective of how the system was advertised, contributed to, and browsed. We also discuss several themes extracted from the reported Web experiences: usability, learnability, diversity, communication, just-in-time information, capture and fun. %M C.BCSHCI.96.383 %T Session Length and Subjective Satisfaction in Information Kiosk Research %S Multimedia %A Jorma Sajaniemi %A Ismo Tossavainen %B Proceedings of the HCI'96 Conference on People and Computers XI %D 1996 %P 383-394 %K Usability research, Usability analysis, Usability kiosk, Subjective satisfaction, Methodology %* (c) Copyright 1996 Springer Verlag %Y Introduction Overview Method Results Discussion Discrete Single-use Services Continuous Services Discrete Multiple-use Services Conclusions %X Information kiosks introduce a possibility to test usability of computer based services with a large number and a wide variety of users. In this paper, we are interested in evaluating user's subjective satisfaction, hopefully using automatic log analysis techniques. Based on usability data collected in an information kiosk study conducted in a housing fair, we show that subjective satisfaction cannot be predicted based on session lengths. However, subjective satisfaction can be combined with session length to find user groups having important qualitative differences that can be exploited in usability analysis. %M C.BCSHCI.97.1 %T Making Passwords Secure and Usable %A Anne Adams %A Martina Angela Sasse %A Peter Lunt %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 1-19 %K Security, Passwords, Grounded theory, Organisational factors %* (c) Copyright 1997 Springer Verlag %X To date, system research has focused on designing security mechanisms to protect systems access although their usability has rarely been investigated. This paper reports a study in which users' perceptions of password mechanisms were investigated through questionnaires and interviews. Analysis of the questionnaires shows that many users report problems, linked to the number of passwords and frequency of password use. In-depth analysis of the interview data revealed that the degree to which users conform to security mechanisms depends on their perception of security levels, information sensitivity and compatibility with work practices. Security mechanisms incompatible with these perceptions may be circumvented by users and thereby undermine system security overall. %M C.BCSHCI.97.21 %T Strategies for Organising Email %A Olle Balter %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 21-38 %K Electronic mail, Email, Organisation, Archiving, Folder, Cleaning, Strategy %* (c) Copyright 1997 Springer Verlag %X With the increasing flow of email, strategies for organising email messages become more important. Research describes various strategies used for archiving and retrieving messages. Categorising these strategies is important to identify special needs, problems and solutions for users of each strategy. This study extends earlier categories by grouping users after folder usage and cleaning frequency. Conclusions are that the strategies are affected by the choice of mail tool and number of incoming messages, but no influence by the work task or position could be found. Some advice on interface design to support the different strategies is given. %M C.BCSHCI.97.39 %T Navigating Telephone-Based Interfaces with Earcons %A Stephen Brewster %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 39-56 %K Earcons, Telephone-based interfaces, Auditory interfaces, Non-speech audio, Navigation %* (c) Copyright 1997 Springer Verlag %X Non-speech audio messages called earcons can provide powerful navigation cues in menu hierarchies. However, previous research on earcons has not addressed the particular problems of menus in telephone-based interfaces (TBI's) such as: Does the lower quality of sound in TBI's lower recall rates, can users remember earcons over a period of time and what effect does training type have on recall. An experiment was conducted and results showed that sound quality did lower the recall of earcons. However, redesign of the earcons overcame this problem with 73% recalled correctly. Participants could still recall earcons at this level after a week had passed. Training type also affected recall. With 'personal training' participants recalled 73% of the earcons but with purely textual training results were significantly lower. These results show that earcons can provide excellent navigation cues for telephone-based interfaces. %M C.BCSHCI.97.57 %T Do Users Always Benefit When User Interfaces Are Consistent? %A David A. Caulton %A Ken Dye %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 57-66 %* (c) Copyright 1997 Springer Verlag %X Do users always learn a new program faster if its UI is consistent with a previously learned user interface? Most UI style guides claim they do. A study is described that refutes this claim by demonstrating a case where a version of Microsoft Project that is less consistent with Microsoft Office is more usable to expert Office users than one that is more consistent with Office. It is proposed that the inconsistent version is more usable because Microsoft Project is a different class of application -- more vertical -- and thus different UI techniques are appropriate. It is argued that users benefit from consistent interfaces where programs perform similar functions over a wide range of user goals, but in more vertical applications and where the user's goals are different, appropriateness to purpose is more important than consistency. %M C.BCSHCI.97.67 %T Conceptual Design Reconsidered: The Case of the Internet Session Directory Tool %A Louise Clark %A M. Angela Sasse %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 67-84 %K Conceptual design, Mental models, Users' models, Internet conferencing %* (c) Copyright 1997 Springer Verlag %X We report a case study in which conceptual design was applied to create a user interface of an innovative software tool. The Session Directory Tool (sdr) allows users to set up and participate in real-time interactive multimedia events on the Internet. To make this functionality available to users who are not familiar with the underlying network technology and videoconferencing, we identified a metaphor which could be extended into a design model (Electronic TV Listings Guide), and communicated this model through linguistic and structural features of the user interface. Evaluation results indicate that this effort was largely successful: new users handled sdr competently after a short training session and 5 days' practise, and articulated their knowledge of the tool in terms related to the design model. The case study demonstrates the potential of conceptual design, integrated with tangible HCI design techniques, for developing user interfaces to innovative technology. %M C.BCSHCI.97.85 %T Computer Anxiety and the Human-Computer Interface %A Donald Day %A Paivi Makirinne-Crofts %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 85-100 %K Computer anxiety, Interface quality, Self-efficacy %* (c) Copyright 1997 Springer Verlag %X Despite widespread PC use in recent decades, many users remain anxious about their ability to cope with computers. This paper reports a study evaluating how interface features contribute to computer anxiety. Key constructs include cultural and individual differences, interface quality, self-efficacy, ease of use, user attitudes and intended usage behaviour. Findings indicate that anxious users prefer innovative I/O devices, experience low self-efficacy, and dislike inconsistent status messages and blocked-option menus. Intended usage behaviour appears to be inversely related to levels of computer anxiety. These findings provide moderate support for a modified Technology Acceptance Model proposed by the study. %M C.BCSHCI.97.101 %T Towards a Situated Action Calculus for Modelling Interactions %A Alberto Faro %A Daniela Giordano %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 101-116 %K Situated action calculus, Formal specification, Requirements engineering, Information systems design %* (c) Copyright 1997 Springer Verlag %X Formal modelling of situated actions and context is a worthwhile endeavor if it provides a framework for verifying requirements correctness and generates principles for building interfaces for fluid interactions. The paper argues that action sequences, rather than states, are a suitable representation for this problem, and proposes a situated action calculus based on a new material implication relation among contexts. The situated action calculus extends in two respects a story-telling theory for embedding the user requirements in meaningful contexts. First, it provides a formalism and a set of operators that allow the designer to verify that stories told by different actors generate a safe and live representation; and second, it allows partitioning such representation in a succession of scenes which can be aggregated to define for each actor an interface that unfolds with the task and the context. %M C.BCSHCI.97.117 %T Explorations in Sonic Browsing %A M. Fernstrom %A L. Bannon %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 117-131 %K Browsing, Multimedia, Visualisation, Sonification, Spatial audio %* (c) Copyright 1997 Springer Verlag %X This paper describes a novel browser prototype that has been designed and implemented on PC's and soundcards. Our focus has been on the development of a usable and engaging interface which exploits both visual and aural features of the data space. The project involves state-of-the-art work in human-computer interaction and multimedia development. We are working on a data set of musical compositions, and are designing and testing the prototype with a group of musicians. This paper provides some detail on the development process, the current architecture of the system, and describes some of the problems encountered. %M C.BCSHCI.97.133 %T Remote Homeplace Communication: What is It Like and How Might We Support It? %A David M. Frohlich %A Kathy Chilton %A Paul Drew %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 133-153 %K Home, Homeplace, Communication, Interaction, Telephone, Call, Relationship, User needs, Requirements, Technology %* (c) Copyright 1997 Springer Verlag %X We introduce the study of homeplace communication as being relevant to the design of new communication technology for the home market. After reviewing current approaches to the field, we go on to describe the nature of remote homeplace communication over the telephone, based on a quantitative and qualitative analysis of 315 household telephone calls. The findings are contrasted with aspects of workplace communication and used to identify 7 user requirements for support. We conclude with recommendations for future basic and applied research in the area. %M C.BCSHCI.97.155 %T A Making-Movies Metaphor for Structuring Software Components in Highly Interactive Applications %A Michelle Jacomi %A Stephane Chatty %A Philippe Palanque %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 155-173 %K Software architecture, User interface design, Metaphors %* (c) Copyright 1997 Springer Verlag %X Structuring full scale, highly interactive applications still involve complex design choices for programmers. This is because current techniques do not cover the issue of structuring applications at all scales. Programmers thus have to make choices without a good understanding of their consequences. We consider that this is similar to the problem encountered by a user who explores a user-driven application and has little guidance on actions that can be performed. In the same way as metaphors have been used to help users anticipate the consequences of their actions, we propose to use metaphors to help programmers make their choices. This article describes a making-movies metaphor that provides guidance for organising the interface of an application, but also its links with the objects of the functional core. We show how this approach can be merged with current software engineering techniques to specify and build full scale applications. This is exemplified with a graphical editor acting as an interface to optimisation algorithms, and used for splitting air space into air traffic control sectors. %M C.BCSHCI.97.175 %T The Impact of Time and Place on the Operation of Mobile Computing Devices %A Chris Johnson %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 175-190 %K Mobile computing, Interface design, Satellite communications, Cellular networks %* (c) Copyright 1997 Springer Verlag %X Recent improvements in the quality and reliability of wireless communications has led to the development of a range of mobile computing devices. Many portable computers now offer modem connections through cellular and satellite telephone networks. Taxi services, emergency vehicles, domestic repair teams all now rely upon mobile links to central computing systems. In spite of these advances, a number of technical problems still affect the quality of interaction with mobile applications. Electromagnetic interference blocks radio signals. Obstacles in the line of sight can interrupt microwave and infra-red transmissions. Tracking problems frustrate the use of low-level satellites. Transmission delays affect the service provided by higher, geostationary satellites. From the users' point of view, these problems manifest themselves as geographical constraints upon the usability of their 'mobile' device. This lead to delays in the transmission of critical information. These, in turn, lead to the frustration and error that often complicates the operation of mobile computer systems. In the short term, it seems unlikely that the technical limitations will be resolved. The following pages, therefore, argue that interface designers must consider means of reducing the impact of geographic allocation upon the operation of mobile computing devices. %M C.BCSHCI.97.191 %T The Impact of Marginal Utility and Time on Distributed Information Retrieval %A Chris Johnson %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 191-204 %K Electronic gridlock, Information saturation, Marginal utility %* (c) Copyright 1997 Springer Verlag %X This paper argues that marginal utility can be extended from the domain of Micro-economics to explain some of the problems that frustrate interaction with distributed systems. In particular, it is argued that concave utility curves can be used to analyse the electronic gridlock that occurs when remote systems cannot satisfy the number of demands which users make upon their services. Convex utility curves represent the information saturation that occurs when users cannot extract important documents from amass of irrelevant information. The paper goes on to argue that marginal utility can also be used to identify a range of interface techniques that reduce the problems associated with electronic gridlock and information saturation. %M C.BCSHCI.97.205 %T Computer-Assisted Remote Control for the User with Motor Impairment %A Peter E. Jones %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 205-221 %K Assistive technology, Motor impaired, Cerebral palsy, Remote control, Novel input-output %* (c) Copyright 1997 Springer Verlag %X Two projects are described for children with Cerebral Palsy. The first one is a computer controlled radio car, CAR. This provided the inspiration for the solution needed in the second project -- a remote control for a user with motor impairment. This resulted in a prototype controller box that we named Rico. It is a low cost device attached via the parallel port to any PC. It is capable of adapting to the infrared signals of most remote controls for domestic devices such as CD players, TVs and VCRs. Users with severe motor impairment can interact with a computer and through Rico have it mimic the action of the domestic remote controls. In first learning to use both CAR and Rico, we found it necessary to allow simultaneous interaction by the user and the teacher or occupational therapist. Therefore we have two humans in the HCI! The user who is motor impaired interacts via any one of a number of simple selection devices whilst the teacher uses the keyboard. In our case the users were teenagers severely disabled by Cerebral Palsy, who are confined to wheelchairs and are at the stage of just learning to read. The adaptability of the hardware and software would allow the use of Rico for a wide range of users suffering motor impairment through other causes. %M C.BCSHCI.97.223 %T Research and the Design of Human-Computer Interactions or 'What Happened to Validation?' %A John Long %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 223-243 %K Research, Design, Human-computer interactions, Effectiveness %* (c) Copyright 1997 Springer Verlag %X This paper argues the need for more effective: human-computer interactions; design of such interactions; and research to support such design. More effective research would result in more effective interactions. One contribution to more effective research would be the specification of relations between research and the design of human-computer interactions in support of the validation of new knowledge. The aim of this paper is to propose such a specification both for HCI and Cognitive Science research and the relations between them. Meeting the HCI specification renders HCI knowledge coherent, complete and 'fit-for-design-purpose'. The paper concludes that specification of relations is required for more effective research support for the design of human-computer interactions. %M C.BCSHCI.97.245 %T Using Diagrams to Support the Analysis of System 'Failure' and Operator 'Error' %A Lorna Love %A Chris Johnson %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 245-261 %K Accident analysis, Fault trees, Operator 'error', System 'failure' %* (c) Copyright 1997 Springer Verlag %X Computers are increasingly being embedded within safety systems. As a result, a number of accidents have been caused by complex interactions between operator 'error' and system 'failure'. Accident reports help to ensure that these 'failures' do not threaten other applications. Unfortunately, a number of usability problems limit the effectiveness of these documents. Each section is, typically, drafted by a different expert; forensic scientists follow metallurgists, human factors experts follow meteorologists. In consequence, it can be difficult for readers to form a coherent account of an accident. This paper argues that fault trees can be used to present a clear and concise overview of major failures. Unfortunately, fault trees have a number of limitations. For instance, they do not represent time. This is significant because temporal properties have a profound impact upon the course of human-computer interaction. Similarly, they do not represent the criticality or severity of a failure. We have, therefore, extended the fault tree notation to represent traces of interaction during major failures. The resulting Accident Fault Tree (AFT) diagrams can be used in conjunction with an official accident report to better visualise the course of an accident. The Clapham Junction railway disaster is used to illustrate our argument. %M C.BCSHCI.97.263 %T The Interactional Affordances of Technology: An Ethnography of Human-Computer Interaction in an Ambulance Control Centre %A David Martin %A John Bowers %A David Wastell %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 263-281 %* (c) Copyright 1997 Springer Verlag %X This paper reports an ethnography of ambulance dispatch work in a large UK metropolitan region. The interplay between control centre ecology, usage of a computerised dispatch system, and cooperative work of control personnel is analysed. The methods by which a 'working division of labour' is sustained to effectively manage dispatch in the face of high workload and manifold contingency are explicated, and contrasted with methods employed by workers in other control room settings known from the literature. The implications of the study for system improvement and for several emphases in HCI research (including discussions of 'affordances') are explored. %M C.BCSHCI.97.283 %T Why, What, Where, When: Architectures for Cooperative Work on the World Wide Web %A Devina Ramduny %A Alan Dix %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 283-301 %K Software architecture, CSCW, Internet, Caching, Replication, Applets, Feedback, Feedthrough, Temporal problems, Delays %* (c) Copyright 1997 Springer Verlag %X The software architecture of a cooperative user interface determines what component is placed where. This paper examines some reasons determining why a particular placement should be chosen. Temporal interface behaviour is a key issue: when users receive feedback from their own actions and feedthrough about the actions of others. In a distributed system, data and code may be moved to achieve the desired behaviour -- in particular, Java applets can be downloaded to give rapid local semantic feedback. Thus we must choose not only the physical location for each functional component but also when that component should reside in different places. %M C.BCSHCI.97.303 %T BUILD-IT: A Computer Vision-Based Interaction Technique for a Planning Tool %A M. Rautenberg %A M. Fjeld %A H. Krueger %A M. Bichsel %A U. Leonhardt %A M. Meier %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 303-314 %K Augmented reality, Natural user interface, Video based interaction, Computer aided design %* (c) Copyright 1997 Springer Verlag %X In this article we wish to show a method that goes beyond the established approaches of human-computer interaction. We first bring a serious critique of traditional interface types, showing their major drawbacks and limitations. Promising alternatives are offered by Virtual (or: immersive) Reality (VR) and by Augmented Reality (AR). The AR design strategy enables humans to behave in a nearly natural way. Natural interaction means human actions in the real world with other humans and/or with real world objects. Guided by the basic constraints of natural interaction, we derive a set of recommendations for the next generation of user interfaces: the Natural User Interface (NUI). Our approach to NUIs is discussed in the form of a general framework followed by a prototype. The prototype tool builds on video-based interaction, and supports construction and plant layout. A first empirical evaluation is briefly presented. %M C.BCSHCI.97.315 %T Formally Comparing and Informing Notation Design %A C. R. Roast %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 315-336 %K Cognitive dimensions, Formal methods, Notations, programming %* (c) Copyright 1997 Springer Verlag %X This paper uses the analytic framework of cognitive dimensions to provide formal interpretations of dimensions for appraising the suitability of interactive systems for particular tasks. The framework also provides an effective terminology to support a wide range of assessments including interface evaluation, and the resistance of notations to modification. We propose that interface design can benefit from interpreting cognitive dimensions as tools for assessing software characteristics such as usability and modifiability. Our interpretation of these dimensions has the benefits of being formal and at the same time yielding practical measures and guidelines for assessment. In this paper our formalisation of cognitive dimensions examines and illustrates the dimensions of 'viscosity' -- resistance to change. We demonstrate the appropriateness of the measures developed as a means of assessing notational resistance to change and the general results that their formalization enables. %M C.BCSHCI.97.337 %T Direct Object Manipulation vs. Direct Concept Manipulation: Effect of Interface Style on Reflection and Domain Learning %A Kamran Sedighian %A Marv Westrom %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 337-357 %K Interface, Direct manipulation, Reflection, Children, Education, Learning, Motivation, Mathematics, Problem solving, Human-computer interaction, Transformation geometry %* (c) Copyright 1997 Springer Verlag %X This paper investigates the effects of interface style on children's domain learning and reflective thought. It argues that the educational deficiencies of Direct Manipulation (DM) interfaces are not necessarily caused by their "directness", but by their directness towards objects rather than embedded educational concepts. This paper furthers our understanding of the DM metaphor in educational software by proposing a shift of approach from Direct Object Manipulation (DOM) to Direct Concept Manipulation (DCM). A number of pedagogical strategies for supporting the DCM metaphor are offered. Results reported from a study using three variations of an educational software application are used to support these points. %M C.BCSHCI.97.359 %T HyperAT: HCI and Web Authoring %A Yin Leng Theng %A Cecile Rigny %A Harold Thimbleby %A Matthew Jones %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 359-378 %K "Lost in hyperspace", Authoring tool, World Wide Web, Multi-disciplinary approach %* (c) Copyright 1997 Springer Verlag %X We review HCI problems with hypertext, and for authoring World Wide Web documents in particular. We suggest that a framework is required to understand the usability issues, and that these issues cannot be seen as psychological or computing: they are multi-disciplinary. We discuss HyperAT, a prototype authoring tool, being implemented to test these ideas. %M C.BCSHCI.97.379 %T Separating User Knowledge of Domain and Device: A Framework %A Peter Timmer %A John Long %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 379-395 %K Mental representation, Domain, Problem diagnosis, Air traffic management %* (c) Copyright 1997 Springer Verlag %X A framework for modelling user-device interaction is presented. Models constructed with the framework explicitly separate 1) what the operator knows about the work (domain) being carried out, from 2) what the operator knows about the state of the devices used to carry out that work. Using an illustration from Air Traffic Management (ATM), the value of such separation is shown, for the diagnosis of operator behaviour that leads to system ineffectiveness. The design implications of using such worksystem models, in conjunction with domain models, are discussed. %M C.BCSHCI.97.397 %T Eliciting Information Portrayal Requirements: Experiences with the Critical Decision Method %A William B. L. Wong %A Philip J. Sallis %A David O'Hare %B Proceedings of the HCI'97 Conference on People and Computers XII %D 1997 %P 397-415 %K Display design, Cognitive task analysis, Critical Decision Method, Ambulance dispatch management %* (c) Copyright 1997 Springer Verlag %X This study is part of research that is investigating the notion that human performance in dynamic and intentional decision making environments, such as ambulance dispatch management, can be improved if information is portrayed in a manner that supports the decision strategies invoked to achieve the goal states of the process being controlled. Hence, in designing interfaces to support real-time dispatch management decisions, it is suggested that it would be necessary to first discover the goal states and the decision strategies invoked during the process, and then portray the required information in a manner that supports such a user group's decision making goals and strategies. The purpose of this paper is to report on the experiences gleaned from the use of a cognitive task analysis technique called Critical Decision Method as an elicitation technique for determining information portrayal requirements. This paper firstly describes how the technique was used in a study to identify the goal states and decision strategies invoked during the dispatch of ambulances at the Sydney Ambulance Coordination Centre. The paper then describes how the interview data was analysed within and between cases in order to reveal the goal states of the ambulance dispatchers. A brief description of the resulting goal states follows, although a more detailed description of the goals states and their resulting display concepts has been reported elsewhere (Wong et al., 1996b). Finally, the paper concludes with a set of observations and lessons learnt from the use of the Critical Decision Method for developing display design concepts in dynamic intentional environments. %M C.BCSHCI.98.3 %T Usable Software and Its Attributes: A Synthesis of Software Quality, European Community Law and Human-Computer Interaction %S Usability Testing: Methods and Empirical Studies %A Ronan Fitzpatrick %A Catherine Higgins %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 3-21 %K Software quality, European law, International standards, Quality factors, Usability, Usability models, Usability attributes %* (c) Copyright 1998 Springer Verlag %Y Introduction Facets of Software Usability Definitions and Models of Usability Definitions of Usability Usability Models Problems with Usability Definitions and Models Three Strands that Influence Usability Software Quality Strand Quality Models and Quality Factors International Quality Standards Statutory Obligations Strand European Display Screen Directive Human-Computer Interaction Strand Human Dimensions in HCI The Computer's Capabilities in HCI Users Interacting with Systems Principles and Guidelines for Dialogue Design Equipment and Environment The Usability Attributes of a Software Product Conclusion %X Strategic managers and IS professionals who are responsible for specifying, acquiring and producing quality software products are not supported by the endless flow of new international standards, legislation and user requirements. In order to clarify the current situation for everybody concerned with software quality, and especially those interested in usability, there is a need for a new review and evaluation of the various strands that contribute to software quality. By way of review this paper recalls the original software quality factors which were defined twenty years ago by McCall et al. (1977) and presents a methodical analysis and synthesis of three modern strands which influence these factors. The three strands relate to software quality, statutory obligations and human-computer interaction. All three strands rely on well respected sources which include the European Council Directive on minimum safety and health requirements for work with display screen equipment (Council Directive, 1990), ISO 9241-10 (ISO, 1993) and ISO 9000-3 (ISO, 1997). This synthesis produces a new set of quality factors, and the paper provides a new perspective of software usability by showing that the external quality factors in this new set are the usability attributes of a software product. New attributes like suitability, adaptability, functionality, installability and safety are identified and other attributes like usability and integrity are clarified within the three strands. %M C.BCSHCI.98.23 %T Analysis of Problems Found in User Testing Using an Approximate Model of User Action %S Usability Testing: Methods and Empirical Studies %A Wai On Lee %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 23-35 %K Iterative design, User testing, Usability reports, Approximate phases of user action %* (c) Copyright 1998 Springer Verlag %Y Introduction Data Set and Background Results What Problems Were Revealed? Problems found in Goal Formation Problems found in Action Specification Problems found in Action Execution Problems within the Approximate Phases of User Action What Recommendations Were Made? Recommendations for Supporting Goal Formation Recommendations for Supporting Action Specification Recommendations for Supporting Action Execution Local and Global Recommendations Summary and Discussion %X This paper describes an analysis of user testing using an approximate model that separates user action into Goal Formation, Action Specification, and Action Execution. It was found that the majority of the problems found in user testing, as reported within 30 usability reports, were within the Action Specification phase of user action. In particular, problems in finding an action or object and in understanding names used were most prevalent. The implication is that user testing as carried out in an industrial setting might be beneficial to easing Action Specification whilst neglecting potential problems in other phases of user action. %M C.BCSHCI.98.37 %T Software Support for Usability Measurement: An Application to Systems Engineering Data Exchange Development %S Usability Testing: Methods and Empirical Studies %A James Britton %A Linda Candy %A Ernest Edmonds %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 37-52 %K Usability, Qualitative data analysis, NUD*IST, Context of use, Evaluation, Systems engineering, Data exchange %* (c) Copyright 1998 Springer Verlag %Y Introduction Context of Use Computer Aided Systems Engineering Exchanging Design Information between Sites, Teams and Tools The SEDRES Context: Objectives and Methods SEDRES Evaluation Approach Usability Standards and Methods Evaluation Context: Tailoring Existing Methods to Industrial Constraints Nature of Data Collected Applying NUD*IST to Qualitative Data Analysis Overview of the NUD*IST Software NUD*IST Support for the Analysis Process Coding Data Analysing Data NUD*IST Support for the SEDRES Project Storing and Structuring Data Deriving Quantitative Measures from Usability Data Deriving Insights from Usability Data Analysis The Role of NUD*IST: Discussion Support to Analysis Process Support to Project Development Proposed Enhancements to NUD*IST Conclusions %X The goal of ensuring that usability measurement results can contribute to the ongoing development of a software product in a formative way is, in practice, difficult to achieve. The paper presents an innovative approach to supporting that process exemplified in SEDRES, a large European Aerospace collaborative project on developing a data exchange capability for systems engineering design tools. The main subject is the role of a software tool called NUD*IST (Non-numerical Unstructured Data Indexing Searching and Theorizing), in providing a method for longitudinal data collection and analysis and support for feedback to the project partners about the product under development. It describes the analysis techniques employed, the main features and operational use, followed by examples of results that can be obtained. The implications of the use of this tool for both the analysis process and support for formative evaluation are discussed and recommendations for improvements made. %M C.BCSHCI.98.53 %T The Persona Effect: How Substantial Is It? %S Usability Testing: Methods and Empirical Studies %A Susanne van Mulken %A Elisabeth Andre %A Jochen Muller %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 53-66 %K Personified interface agents, Persona effect, Empirical evaluation %* (c) Copyright 1998 Springer Verlag %Y Introduction Method Subjects and Design Materials Presentations Tests Operationalization of the Independent Variables Apparatus Procedure Results Comprehension and Recall Subjective Assessment Discussion and Conclusions %X Personification of interface agents has been speculated to have several advantages, such as a positive effect on agent credibility and on the perception of learning experience. However, important questions less often addressed so far are what effect personification has on more objective measures, such as comprehension and recall, and furthermore, under what circumstances this effect (if any) occurs. We performed an empirical study with adult participants to examine the effect of the Ppp Persona not only on subjective but also on objective measures. In addition, we tested it both with technical and non-technical domain information. The results of the study indicate that the data from the subjective measures support the so called persona effect for the technical information but not for non-technical information. With regard to the objective measures, however, neither a positive nor a negative effect could be found. Implications for software development are discussed. %M C.BCSHCI.98.67 %T The Influence of Target Size, Distance and Direction on the Design of Selection Strategies %S Usability Testing: Methods and Empirical Studies %A Xiangshi Ren %A Shinji Moriya %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 67-82 %K Mobile computing, Pen-based systems, Pen-input interfaces, Target selection strategies, Small targets, Variations in differences %* (c) Copyright 1998 Springer Verlag %Y Introduction Tablet Structure and the Six Strategies Method Subjects Equipment Procedure Design and Data Processing Subject Preferences Results Selection Times Error Rates Analysis of Subject Preferences Discussion The Best Strategy Target Size Pen-Movement-Distance and Pen-Movement-Direction General Consideration and Future Study Usage of Selection Strategies Additional Analyses Planned Future Research Challenges %X The influence of various parameters on the design of selection strategies was investigated. Our question is, do changes in the size, distance or direction to a target affect the differences in performance between selection strategies? We performed an experiment on a pen-based system to evaluate the effect of size, distance and direction on six strategies for selecting a target. Three target sizes, three pen-movement-distances, and eight pen-movement-directions were applied to all six strategies. The results show that the differences between selection strategies are affected by target size (when target size decreases below a certain size, differences between selection strategies appear; conversely, differences between selection strategies disappear when target sizes are increased beyond a certain size). The results also show that the differences between selection strategies are not affected by pen-movement-distance and pen-movement-direction. Issues relating to the merits of individual strategies will be the focus of planned future investigations. %M C.BCSHCI.98.83 %T A Study of Two Keyboard Aids to Accessibility %S Usability Testing: Methods and Empirical Studies %A Shari Trewin %A Helen Pain %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 83-97 %K Disability access, Keyboard configuration, Sticky keys, Repeat keys, Motor disabilities, Empirical studies of users %* (c) Copyright 1998 Springer Verlag %Y Introduction Repeat Keys Sticky Keys A Study of Users Participants Materials Procedure Data Analysis Results Repeat Keys Long Key Press Errors Fatigue and Practice Effects Increasing the Key Repeat Delay Sticky Keys Use of Modifier Keys Fatigue and Practice Effects Using Sticky Keys Discussion Repeat Keys Sticky Keys Summary %X Sticky Keys and Repeat Keys are two important keyboard configuration facilities intended to improve keyboard access for users with motor disabilities. While the value of such facilities has long been recognized, there has been very little empirical research examining their use. This paper reports on a study in which both facilities were found to be effective in eliminating certain input errors. While Repeat Keys did not introduce any difficulties in the tasks studied, some important difficulties with Sticky Keys were observed. Suggestions for modifications to Sticky Keys which may reduce users' difficulties are made. %M C.BCSHCI.98.101 %T Combining Goals and Functional Requirements in a Scenario-Based Design Process %S Design: Process, Task Analysis, Requirements and Specification %A Hermann Kaindl %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 101-121 %K Scenarios, Design techniques %* (c) Copyright 1998 Springer Verlag %Y Introduction Our Combined Model A Design Process Based On Our Model Known Goals Known Scenarios Known Functions Detecting Redundancy and Improving Completeness and Understandability Real-world Experience with Our Approach Related Work Discussion Conclusion %X While promising approaches to early system design using scenarios have been proposed, no design process is available that guides scenario-based development. We present a model that combines scenarios both with functions and goals. Functions are required to make the desired behaviour of some scenario happen in order to achieve one or more goals. Using this model, we propose a systematic and concrete design process that is both model-driven and data-driven. Our design process supports the transition from the current to a new system and guides the design of a new system. In addition, this process makes it possible to detect redundancy and to improve both completeness and understandability of the resulting design. We have applied our approach in real-world projects, and our experience suggests the utility of this approach. %M C.BCSHCI.98.123 %T Understanding a Task Model: An Experiment %S Design: Process, Task Analysis, Requirements and Specification %A Nadine Ozkan %A Cecile Paris %A Sandrine Balbo %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 123-137 %K Task analysis, Task modelling, Usability of task models, Empirical study %* (c) Copyright 1998 Springer Verlag %Y Introduction Context and Aims of the Study The Adopted Task Notation: DIANE+ Methodology Choice of Method Participants and Tasks Results Interpretation Task Generation Task Analysis and Discussion Current and Future Work %X The HCI community advocates task analysis as a useful technique for user requirements analysis and system design, and has shown that task models should be developed collaboratively with users. The question of the usability and readability of task models for end-users is therefore an important one. In addition, we were specifically interested in this question in the context of our current project, Isolde (An Integrated Software and On-Line Documentation Environment). Isolde is an authoring tool for technical writers whose user interface relies heavily on a specific task notation, DIANE+. We undertook an empirical study aimed at testing the readability and usability of DIANE+. Two experimental tasks are performed by end-users with no previous exposure to task models. Results show that DIANE+ is largely readable but that its usability is somewhat more problematic. This can be attributed to the task description notation rather than to the concepts themselves. %M C.BCSHCI.98.139 %T Analysing Requirements to Inform Design %S Design: Process, Task Analysis, Requirements and Specification %A Michele Ryan %A Alistair Sutcliffe %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 139-157 %K Reuse, Usability, Evaluation, Frameworks, Methods, Requirements gathering %* (c) Copyright 1998 Springer Verlag %Y Introduction Analytical Framework of Requirements Multimedia Broker Early Requirements and Evaluation Early Concept Demonstrator Evaluation Results Further Requirements Using Scenarios and Focus Groups Scenario 1 Scenario 2 Evaluation Results Analysis Method Conclusion %X Publications, guidelines and methodologies have proliferated on usability engineering in the HCI literature while an extensive literature exists on methods in requirements engineering. Requirements analysis and usability are inextricably linked yet few methods exist to integrate the two approaches. In this paper we propose a framework for analysing requirements of systems and user interfaces, and report its use in requirements capture. Inadequacies resulting from the application of the framework are described leading to development of a method for requirements elaboration. Use of the method is illustrated by applying it retrospectively to the requirements capture exercise. %M C.BCSHCI.98.159 %T Generalizing Claims and Reuse of HCI Knowledge %S Design: Process, Task Analysis, Requirements and Specification %A Alistair Sutcliffe %A John Carroll %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 159-176 %K Knowledge reuse, Task-artefact cycle, Domain models, Claims, Design process %* (c) Copyright 1998 Springer Verlag %Y Introduction An Ontology for Claims Knowledge Generalizing Claims Grounded Domains Meta-domains Generic Tasks Reusing Claims Discussion %X A framework for classifying claims and indexing them for reuse with generic models is proposed. Claims are classified by a schema that includes design issues, dependencies, usability effects, with links to scenarios and the artefact associated with the claim. Generic models describe classes of application and tasks. Claims are associated with appropriate model components. Models which match a new application are retrieved from a library by using keyword searches or browsing the model hierarchy. Claims are reused on applications sharing the same generic application. Artefacts associated with claims may also be reused although user interfaces need customizing because of domain specific features. Claims evolution and reuse are illustrated with an information retrieval case study. %M C.BCSHCI.98.177 %T Detecting and Resolving Temporal Ambiguities in User Interface Specifications %S Design: Process, Task Analysis, Requirements and Specification %A Paul Chesson %A Lorraine Johnston %A Philip Dart %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 177-188 %K User interface, Dialogue specification, Requirements %* (c) Copyright 1998 Springer Verlag %Y Introduction An Introduction to Temporal Ambiguities Resolving Temporal Ambiguities Objectives and Approaches Using Natural Language Using the Principle of Ordered Events Summary Automated Detection of Temporal Ambiguities The Black-box FLUID Specification Model Detecting Ambiguous Sub-dialogues Presentation of Results Conclusion %X Temporal ambiguities occur in user interface specifications when the application of multiple requirements can be interpreted in more than one way depending on when their conditions are evaluated. This paper discusses the resolution of temporal ambiguities using two approaches. The first approach involves the writer clarifying the intention of statements in an informal natural language specification. The second approach involves the use of a principle of ordered events to guide the writing and rewriting of the specification to avoid the ambiguity. A method for automatically detecting such ambiguities is presented, using an abstract specification model based on the language FLUID. %M C.BCSHCI.98.189 %T The Design of New Technology for Writing On-Line Help %S Design: Process, Task Analysis, Requirements and Specification %A Cecile Paris %A Nadine Ozkan %A Flor Bonifacio %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 189-206 %K Participatory design, Technical writing, Task modelling, Emerging technology, Requirements analysis, Work practices %* (c) Copyright 1998 Springer Verlag %Y Introduction Trends in Tools for Technical Writing Description of the Isolde Prototype System Isolde's Architecture Usage of Isolde The Design Methodology Help Generated by Isolde: Technical and End-user Motivations Types of On-Line Help The Focus of Isolde: Procedural Help Task Models as Input to Isolde: Technical and End-user Motivations Why a Task Modelling Notation? The Expressiveness of DIANE+ The Readability and Usability of DIANE+ The Scope of Use for Isolde Discussion %X This paper presents an instance of the design of new technology in the domain of technical writing. We are proposing a novel tool for technical writers called Isolde (An Integrated Software and On-Line Documentation Environment). Isolde has the potential to change substantially the technical writing process as well as the place of technical writers in a software development team. Consequently, Isolde has been designed through the collaboration of end-users and human computer interaction specialists. This paper shows how its design has evolved from technical and user related considerations, ensuring that Isolde is both feasible and desirable. The paper also discusses the use and place of this new technology in the technical writers' work environment. %M C.BCSHCI.98.209 %T Representation Matters: The Effect of 3D Objects and a Spatial Metaphor in a Graphical User Interface %S Visual Interfaces %A Wendy Ark %A D. Christopher Dryer %A Ted Selker %A Shumin Zhai %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 209-219 %K 3D interface, Graphical interface, Spatial metaphor, Icon, Ecological layout, Regular layout %* (c) Copyright 1998 Springer Verlag %Y Introduction Theoretical Background Placement External Shapes Colour Landmarks Semantics Method Design Subjects Procedure Results Discussion %X As computer graphical user interfaces (GUIs) are loaded with increasingly greater numbers of objects, researchers in HCI are forced to look for the next step in constructing user interface. In this paper, we examine the effects of employing more 'natural' representations in GUIs. In particular, we experimentally assess the impact of object form (2D iconic versus 3D realistic) and layout (regular versus ecological) have on target acquisition time. Results indicate that both form and layout significantly affect performance; subjects located targets more quickly when using interfaces with 3D objects and ecological layouts than they do with 2D objects and regular layouts. An interface with an ecological layout, realistic objects, or both may be an improvement over traditional interfaces. %M C.BCSHCI.98.221 %T The Effect of Layout on Dispatch Planning and Decision Making %S Visual Interfaces %A William B. L. Wong %A David O'Hare %A Philip J. Sallis %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 221-238 %K Display design, Proximity-compatibility principle, Mental model, Ambulance dispatch management %* (c) Copyright 1998 Springer Verlag %Y Introduction The Screen Re-design Process Task Model of the Dispatch Management Process Process 1 and 2: Receive Call and Determine Urgency Process 3 and 4: Assess Situation and Plan Course of Action Process 5: Assign Ambulance to Job Process 6: Dispatch and Coordinate Ambulance Data Model Goal States Deficiencies in Old Interface Design Rationale for Re-design The Task and Goals The Appearance The Experiment Displays and Apparatus Task Procedure Results Differences in Response Performance between Old and New Size of the Improvement in Performance Errors in Dispatch Mental Models of Disposition of Ambulance Stations Discussion Conclusion %X This paper reports on an experiment conducted to determine whether the manner in which information is portrayed affects ambulance planning and dispatch decision making performance. Based the outcomes of a series of cognitive task analysis, deficiencies in an actual ambulance status display used for dispatch management was identified. The display was then re-designed by applying cognitive engineering principles to achieve task-to-display compatibility. The new display was then evaluated and it was found to improve dispatch decision making performance by 40%. %M C.BCSHCI.98.239 %T Distortion-Oriented Workspace Awareness in DOME %S Visual Interfaces %A Philip Weir %A Andy Cockburn %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 239-252 %K Groupware, Collaborative workspace awareness, Distortion-oriented visualization %* (c) Copyright 1998 Springer Verlag %Y Introduction DOME: A Distortion-Oriented Multi-user Editor Fisheye Views for Tailorable Workspace Awareness Tailoring Levels of Awareness Tightly Coupled Interaction Annotation Evaluation Observations 'Jumping' Text caused by Fish-eyes Location versus Semantic Distortion Discussion and Further Work Related Work Conclusions %X Distortion-oriented visualization techniques such as magnification-lenses, zooming functions and fish-eye views are useful in a wide range of single-user computing systems. They assist visualization of large information spaces by easing the transition between high-levels of detail in a local area of interest and the global context of the information space. In real-time groupware environments, distortion-oriented visualizations offer additional benefits. By providing one distorted region for each user of a groupware workspace, users can maintain an awareness of the location and activities of their colleagues while simultaneously having a focused area of detail for their own work. We describe the design and evaluation of DOME, a fully-functional distortion-oriented multi-user editor. Unexpected usability problems and potential solutions are discussed. %M C.BCSHCI.98.255 %T Towards Principles for the Design and Evaluation of Multimedia Systems %S Innovative User Interfaces: Multimedia and Multi-modal User Interfaces, Wearable Computers and Virtual Reality %A Peter Johnson %A Fabio Nemetz %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 255-271 %K Multimedia system design, Evaluation of multimedia systems, Principles for multimedia design %* (c) Copyright 1998 Springer Verlag %Y Introduction Is There a Problem with Multimedia Design? From Features Towards Multimedia Design Principles Naturalness Media Allocation Redundancy Significant Contribution of the Media Exploration Quality of Information Representation Next Steps, Small and Large Discussion and Conclusion %X The rapid growth of multimedia technology has made it possible to deliver high quality audio, graphics, video and animation to the user. However, this growth in technology has not been met by a growth in design knowledge. While it is possible to have multimedia it is not at all obvious that we know how to design high-quality multimedia systems that are fully usable to the degree we should expect. To improve the situation much work is under way to develop guidelines, style guides and principles for multimedia design. This paper illustrates the problem facing designers (and users) of multimedia systems by examining some of the design mistakes that have been made in one public information system (as an example of one class of multimedia systems). We then consider what design features any such principles should address. %M C.BCSHCI.98.273 %T How Can Multimedia Designers Utilize Timbre? %S Innovative User Interfaces: Multimedia and Multi-modal User Interfaces, Wearable Computers and Virtual Reality %A Dimitrios I. Rigas %A James L. Alty %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 273-286 %K User interfaces, Multimedia, Auditory, Music, Timbre, Instruments %* (c) Copyright 1998 Springer Verlag %Y Introduction Relevant Work Experiments with Timbre Survey Recall Experiment Recognition Experiment Recall Experiment Using a 'Musical Dictionary' Discussion and Guidelines Conclusion %X When musical sound is required during development of auditory or multimedia interfaces, designers often need to utilize different musical voices or timbre (usually produced via a multiple timbre synthesizer or a sound card) in order to communicate information. Currently, there is a limited set of guidelines assisting multimedia designers to select appropriate timbre. This paper reports a set of recall and recognition experiments on timbres produced by a multiple timbre synthesizer. Results indicate that a number of instruments were successfully recalled and recognized. A set of empirically derived guidelines are suggested to assist multimedia designers in selecting timbre. %M C.BCSHCI.98.287 %T Using Earcons to Improve the Usability of a Graphics Package %S Innovative User Interfaces: Multimedia and Multi-modal User Interfaces, Wearable Computers and Virtual Reality %A Stephen Brewster %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 287-302 %K Earcons, Sonically-enhanced widgets, Sound, Interface sonification %* (c) Copyright 1998 Springer Verlag %Y Introduction Previous Uses of Sound Overall Structure of the Sounds Used Problems with Tool Palettes Overcoming the Problems of Tool Palettes Earcons for the Tool Palette Problems when Drawing Earcons for Drawing Experiment Hypotheses Task Experimental Design and Procedure Workload Results Error Results Discussion Conclusions %X This paper describes how non-speech sounds can be used to improve the usability of a graphics package. Sound was specifically used to aid problems with tool palettes and finding the current mouse coordinates when drawing. Tool palettes have usability problems because users need to see the information they present but they are often outside the area of visual focus. An experiment was conducted to investigate the effectiveness of adding sound to tool palettes. Earcons were used to indicate the current tool and when tool changes occurred. Results showed a significant reduction in the number of tasks performed with the wrong tool. Therefore users knew what the current tool was and did not try to perform tasks with the wrong tool. All of this was not at the expense of making the interface any more annoying to use. %M C.BCSHCI.98.303 %T A New Concept Touch-Sensitive Display Enabling Vibro-Tactile Feedback %S Innovative User Interfaces: Multimedia and Multi-modal User Interfaces, Wearable Computers and Virtual Reality %A Masahiko Kawakami %A Masaru Mamiya %A Tomonori Nishiki %A Yoshitaka Tsuji %A Akito Okamoto %A Toshihiro Fujita %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 303-312 %K Touch-sensitive display, Vibro-tactile feedback, GUI, LCD, HMI %* (c) Copyright 1998 Springer Verlag %Y Introduction Concept of Vibration Touch Structure and Operation Principle of Vibration Touch Characteristics of Vibration Touch User Research Experimental Procedure Results and Discussion Evaluation Results Results on Vibration Frequency Conclusion %X This paper describes the concept and the characteristics of a newly developed touch-sensitive display which supports vibro-tactile feedback. This new touch-sensitive display named 'Vibration Touch' was developed to improve the uneasy operation of touch-sensitive displays due to lack of tactile feedback. Vibro-tactile feedback is realized by a combination of solenoid and spring which is directly attached to touch-sensitive panel. Vibration Touch is operated by a two-step input operation which enables certain operations and prevents mis-operation. %M C.BCSHCI.98.313 %T Preliminary Investigations into the Use of Wearable Computers %S Innovative User Interfaces: Multimedia and Multi-modal User Interfaces, Wearable Computers and Virtual Reality %A Chris Baber %A David Haniff %A Lee Cooper %A James Knight %A Brian Mellor %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 313-325 %K Wearable computers, Head-mounted displays, Speech technology %* (c) Copyright 1998 Springer Verlag %Y Introduction Technical Considerations Processors Displays Interaction Devices Multi-modal Computing for Multi-modal Work Wearable Computers and Maintenance Work Comparison Studies Study 1: Signal Detection Task Method Equipment and Procedure Results Conclusions Study 2: Inspection Support Method Equipment Results Conclusions Discussion %X In this paper, we investigate human factors which could have a bearing on the use of wearable computers. The first study examines performance on a reaction time task using a head-mounted display in comparison with performance on a sVGA visual display unit. While the number of missed targets was not significantly different, there were significant differences in reaction time to displays. The second study shows performance time of participants using a wearable computer to be superior to those using paper-based manual and recording, but there is a trend for more errors to be made when using the wearable computer. %M C.BCSHCI.98.327 %T On the Problems of Validating DesktopVR %S Innovative User Interfaces: Multimedia and Multi-modal User Interfaces, Wearable Computers and Virtual Reality %A Chris Johnson %B Proceedings of the HCI'98 Conference on People and Computers XIII %D 1998 %P 327-338 %K DesktopVR, 3D interfaces, VRML, QuicktimeVR %* (c) Copyright 1998 Springer Verlag %Y Introduction DesktopVR Criteria for the Evaluation of 3D Interfaces Task Fit Subjective Satisfaction Navigational Support The Problems in Applying Criteria The Problems of Task Fit The Problems of Evaluating Subjective Satisfaction The Problems of Evaluating Navigational Support Further Work and Conclusions %X For the last twenty years, human-computer interfaces have been dominated by two-dimensional interaction techniques. Things are changing. Techniques that were previously restricted to specialized CAD/CAM tools and immersive VR systems are now being extended to the mass market. The photo-realistic facilities offered by QuicktimeVR and the model based renderings of VRML (Virtual Reality Mark-up Language) provide sophisticated tools for interface design. As a result, three dimensional visualization techniques are being widely exploited in the financial services industry, airports and even off-shore oil production. In January 1997, there were some 2,000 VRML models on the web. By January 1998, this number had grown to over 20,000. Research in human-computer interaction has, however, lagged behind these developments. Few guidelines can be applied to support the design of desktopVR. This paper, therefore, describes three criteria that can be applied to assess the usability of these interfaces. We then go on to validate these criteria against a number of case studies. Unfortunately, it is concluded that standard measures of task performance, successful navigation and subjective satisfaction cannot easily be applied to assess the utility of 3D systems. %M J.BIT.1.1.1 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1982 %V 1 %N 1 %P 1-2 %* (c) Copyright 1982 Taylor & Francis Ltd. %X N/A %M J.BIT.1.1.3 %T Pictures of Programs and Other Processes, or How to Do Things with Lines %A T. R. G. Green %J Behaviour and Information Technology %D 1982 %V 1 %N 1 %P 3-36 %* (c) Copyright 1982 T. R. G. Green %X The familiar flowchart has been widely used not only to explicate programs but also to present many other kinds of algorithms, rules and instructions. With the rise of structured programming, a number of competing notations have been produced, each trying to improve on flowcharts. Several of these notations are compared and empirical evidence is reviewed as to their success or failure, and some of the difficulties that arise with the new notations are pointed out. To emphasize the wide applicability of these notations illustrations are taken from everyday algorithms. %M J.BIT.1.1.37 %T Designing Interactive Systems for the Office of the Future %A G. F. Coulouris %J Behaviour and Information Technology %D 1982 %V 1 %N 1 %P 37-42 %* (c) Copyright 1982 Taylor & Francis Ltd. %X This paper describes an approach to the design of interactive information systems based on a 'total activity model', that is, a description of activities performed by the user and activities performed for the user. The system is illustrated by outlining the approach in relation to existing word-processing systems and by describing in more detail its application in an experimental filing and task management system. The second part of the paper addresses the question: what hardware and software resources are needed in order to implement effective interactive systems of the type described? %M J.BIT.1.1.43 %T Data Base Navigation: An Office Environment for the Professional %A Robert Spence %A Mark Apperley %J Behaviour and Information Technology %D 1982 %V 1 %N 1 %P 43-54 %* (c) Copyright 1982 Taylor & Francis Ltd. %X The potential of the computer to assist in the everyday information handling activities of professional people has received little attention. This paper proposes a number of novel facilities to produce, for his purpose, an office environment in which needed item of information can rapidly be sought and identified. It involves a new display technique which overcomes the classical "windowing" problem, and the use of natural dialogues utilizing simple actions such as pointing, gesturing, touching and spoken commands. The simple dialogue makes the scheme well suited to the professional person, who is most likely unwilling to learn complex command languages. Little disturbances to the appearance of the office need be involved. %M J.BIT.1.1.55 %T What Do Professional Persons Think About Computers? %A Elizabeth Zoltan %A Alphonse Chapanis %J Behaviour and Information Technology %D 1982 %V 1 %N 1 %P 55-68 %* (c) Copyright 1982 Taylor & Francis Ltd. %X A 64-item questionnaire was distributed through the mail to certified public accountants (CPAs), lawyers, pharmacists and physicians in the Baltimore City area to determine their experience with, and attitudes towards, electronic computers. Return rates were not significantly different for the four groups and averaged 27.7 per cent for all groups combined. The data analyses are based on 521 replies. Analyses of the background information supplied by the four groups show that CPAs in general have more training on, are more familiar with, and have greater access to computers than do the other professional groups. Lawyers in general have the least exposure to computers. A factor analysis of the responses to the attitude items yielded six factors. Three of the more important clusters of attitudes are associated with: (a) a view of computers as efficient and beneficial machines; (b) dissatisfaction with their depersonalizing nature; and (c) enthusiasm for working with computers. Finally, a multivariate analysis of variance indicated significant differences in attitudes among the four groups. CPAs and pharmacists tend to view computers more positively than do the other two groups. Lawyers are most likely to describe computers with negative terms, such as depersonalizing, formal and difficult. %M J.BIT.1.1.69 %T An Ergonomic Evaluation of VDTs %A Th. Fellmann %A U. Brauninger %A R. Gierer %A E. Grandjean %J Behaviour and Information Technology %D 1982 %V 1 %N 1 %P 69-80 %* (c) Copyright 1982 Taylor & Francis Ltd. %X Eight VDTs of different trademarks were analyzed in relation to the following properties: (a) Contrasts of luminance between the screens on the one hand and source documents, as well as other surfaces of the VDT, on the other. (b) Oscillation degree, sharpness and stability of characters. (c) Face and legibility of characters. (d) Dimensions, mobility and reflection degrees of the keyboards. Special equipment was developed and standardized conditions were applied to the measurements. The eight VDTs showed essential differences for all the parameters, which might be partially responsible for eye strain and postural complaints. It can be concluded that customers should pay more attention to ergonomic qualities when choosing a VDT. But such an endeavour remains useless if the customer does not, at the same time, look for a proper design of the whole workstation including the working environment. %M J.BIT.1.1.81 %T The Computer in the Consulting Room: A Psychological Framework %A M. J. Fitter %A P. J. Cruickshank %J Behaviour and Information Technology %D 1982 %V 1 %N 1 %P 81-92 %* (c) Copyright 1982 Taylor & Francis Ltd. %X The use of an interactive computer system to aid the doctor with history taking and diagnosis is described. The system is developed for dyspepsia cases and is designed to be flexible enough to give the doctor considerable choice in the way it is used in the consulting room. We have observed and analyzed its use by doctors in two very different settings; registrars and SHOs in an outpatient clinic, and GP trainers in a simulation exercise. All the doctors found individual ways of using the computer in the consultation, some chose to use it 'conversationally', alternating their attention between patient and computer, whilst others attempted to minimize its use while the patient was present. Patients' reactions to the use of computers in general, and to their experience of this system specifically are described. The ways in which the computer imposes structure on the consultation and seems to influence the doctors' decision processes are discussed. The complex dynamics of the interaction between patient, doctor and computer are outlined and are related to the cognitive load imposed. We raise 'human factors' issues, specific to the medical consultation environment, which need consideration in the design of future systems. %M J.BIT.1.1.93 %T Computer Recognition of Textual Keyboard Inputs from Naive Users %A Martin Maguire %J Behaviour and Information Technology %D 1982 %V 1 %N 1 %P 93-111 %* (c) Copyright 1982 Taylor & Francis Ltd. %X The case for interactive computer dialogues for naive users to be based upon textual keyboard inputs is supported. A number of problems associated with this approach are highlighted relating to the fact that a single input may be entered in a variety of ways. A computer procedure, called TEX, is proposed which is designed to tolerate this variance and to successfully recognize textual inputs. %M J.BIT.1.1.113 %T Symposium on Video Display Terminals and Vision of Workers %S Report %A E. Grandjean %J Behaviour and Information Technology %D 1982 %V 1 %N 1 %P 113-114 %* (c) Copyright 1982 Taylor & Francis Ltd. %X N/A %M J.BIT.1.1.115 %T "The Micro-Electronics Revolution; The Complete Guide to the New Technology and its Impact on Society," edited by T. Forester %S Book Review %A K. Eason %J Behaviour and Information Technology %D 1982 %V 1 %N 1 %P 115-116 %* (c) Copyright 1982 Taylor & Francis Ltd. %X N/A %M J.BIT.1.2.119 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1982 %V 1 %N 2 %P 119 %* (c) Copyright 1982 Taylor & Francis Ltd. %X N/A %M J.BIT.1.2.121 %T Video Display Terminals and Vision of Workers: Summary and Overview of a Symposium %A Barbara S. Brown %A Key Dismukes %A Edward J. Rinalducci %J Behaviour and Information Technology %D 1982 %V 1 %N 2 %P 121-140 %* (c) Copyright 1982 Taylor & Francis Ltd. %X This summary discusses issues raised at a National Research Council symposium on vision and VDT work, held at the request of the National Institute for Occupational Safety and Health. Symposium participants critically reviewed laboratory studies of visual function and field surveys of visual complaints of VDT operators to determine what conclusions can be drawn about the prevalence, severity, causes of, and possible remedies for reported difficulties. Although speakers' perspectives differed, a number of points appeared to gain consensus: (i) properly designed epidemiological studies comparing the incidence of visual problems in VDT operators with that in non-VDT workers are needed. (ii) Visual issues are closely interrelated with ergonomic and job design variables, and use of multivariate statistical analysis is necessary to determine what specific aspects of work involving VDTs may contribute to visual and other complaints. (iii) No scientifically valid study has establish that VDT use causes harm, in the sense of damage, to the visual system. (iv) Existing knowledge indicates a number of measures that could be taken to improve worker comfort and performance: use of high-quality displays; control of workplace lighting conditions; application of principles of anthropometric design; and consideration of workers' needs in design of jobs. (v) Surveys of radiation emissions from VDTs indicate that levels of radiation are far below U.S. occupational exposure standards. Published data provide no evidence that cateracts are associated with VDT use. (vi) Standards should be based on research. Differing opinions on whether setting standards is useful and appropriate point to the need for caution in this area. Needs for further research were identified. %M J.BIT.1.2.141 %T Occupational Stress Factors in Visual Display Terminal (VDT) Operation: A Review of Empirical Research %A Marvin J. Dainoff %J Behaviour and Information Technology %D 1982 %V 1 %N 2 %P 141-176 %* (c) Copyright 1982 Taylor & Francis Ltd. %X A review of the literature involving empirical research (experimental and field investigations) on stressful aspects of visual display terminal (VDT) operation is presented. Studies reviewed included assessment of visual fatigue and/or performance, musculoskeletal symptoms and operator attitudes towards job demands and quality of working life. In addition, some investigation included discussions and evaluations of the physical attributes of VDT workplaces; including ergonomic factors (task lighting, glare conditions, anthropometric configuration of VDT and accompanying furniture), environmental factors (temperature, humidity, radiation) and psychosocial factors (job demand, work content, work-rest schedules). The literature reveals that levels of visual and musculoskeletal complaints among VDT operators are high. Moreover, ergonomic field assessment of VDT workplaces indicate that the majority of those examined were suboptimal with respect to existing recommendations regarding lighting, glare control and anthropometric dimensions of screen, keyboard, desk and chair. Nevertheless, evidence of causal linkages between specific ergonomic attributes of the workplace and specific patterns of symptomatology are lacking. Finally, work demand and task structure attributes of the VDT operation were demonstrated to have strong effects on incidences of reports of visual and postural symptoms as well as on psychosocial attitudinal indicators. Hence, i is argued that approaches toward stress reduction must include job contents as well as ergonomic factors. %M J.BIT.1.2.177 %T Patterns of Manuscript Revisions %A Robert B. Allen %J Behaviour and Information Technology %D 1982 %V 1 %N 2 %P 177-184 %* (c) Copyright 1982 Bell Laboratories %X Revisions made by authors to their own manuscripts were studied in order to derive general principles of editing behavior and factors that might be useful in the design of text editors. Among the dependent variables were the amount of material in each edit and the frequency of different classes of edits. Edits of single words were found to be especially common and the most frequent class of edit was changes. Furthermore, edits were not randomly distributed throughout the papers but tended to be clustered. %M J.BIT.1.2.185 %T The Impact of a Computerized Conferencing System on the Productivity of Scientific Research Communities %A Starr Roxanne Hiltz %J Behaviour and Information Technology %D 1982 %V 1 %N 2 %P 185-195 %* (c) Copyright 1982 Taylor & Francis Ltd. %X This is a case study of five scientific research communities which used EIES (the Electronic Information Exchange System, a computerized conferencing system) for 2 years. Relying primarily upon the subjective reports of the participating scientists, it describes: (i) increases in 'connectivity' (the size and density of the communication networks in which the scientists are embedded); and (ii) qualitative changes in the ways in which the scientists think and work; and (iii) reported changes in such productivity-related factors as increases in the available 'stock of ideas' and in the availability of references and other information useful in their work. %M J.BIT.1.2.197 %T The Process of Introducing Information Technology %A K. D. Eason %J Behaviour and Information Technology %D 1982 %V 1 %N 2 %P 197-213 %* (c) Copyright 1982 Taylor & Francis Ltd. %X This paper outlines the strategies adopted by the psychologists and ergonomists of the HUSAT Research Group to help organizations learn about information technology and systematically review and plan its organizational ramifications. An essential point is that it is not enough to understand the technology; effective implementation demands the ability to establish organizational needs and to choose a form of technology which will meet them. The paper examines three ways of designing systems. Firstly, a technology-led approach which leads to 'fire fighting' when the negative organizational effects become apparent. A second method has tried to compensate for this by involving users in the design process. Unfortunately by the time the users have come to terms with their new task and are able to make a contribution, the system has usually been designed. The third method of design expressly seeks to give users the time and opportunity to learn how to contribute to design, by making the design process evolutionary; i.e. by building slowly from small systems to large ones and retaining the flexibility to change. Within this concept user learning and adaptation is promoted by pilot systems, user design exercises, user support and evaluation procedures. It is only by these methods that users can be given the confidence and knowledge to exploit the potential of the new technology. %M J.BIT.1.3.215 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1982 %V 1 %N 3 %P 215-216 %* (c) Copyright 1982 Taylor & Francis Ltd. %X N/A %M J.BIT.1.3.217 %T An Overview of Contemporary Office Automation Technology %A Amar Gupta %J Behaviour and Information Technology %D 1982 %V 1 %N 3 %P 217-236 %* (c) Copyright 1982 Taylor & Francis Ltd. %X Technological innovations have, until recently, had little impact on the office environment. The advent of the microelectronic revolution has generated devices and mechanisms that support a wide spectrum of administrative functions and increase both the efficiency and effectiveness of office workers. This paper presents a state-of-the-art perspective on the newer technological aids developed specifically for the office environment. The speed and versatility of these aids is a tribute to recent innovations in the field of computers and communications. %M J.BIT.1.3.237 %T The Future of Interactive Systems and the Emergence of Direct Manipulation %A Ben Shneiderman %J Behaviour and Information Technology %D 1982 %V 1 %N 3 %P 237-256 %* (c) Copyright 1982 Ablex Publishing Co. %X This paper suggests three motivations for the strongest interest in human factors' aspects of user interfaces and reviews five design issues: command language versus menu selection, response time and display rates, wording of system messages, on-line tutorials, explanations and help messages and hardware devices. Five methods and tools for system development are considered: participatory design, specification methods, software implementation tools, pilot studies and acceptance tests and evolutionary refinement based on user feedback. The final portion of the paper presents direct manipulation, an approach which promises to become widely used in interactive systems. Direct manipulation involves representation of the object of interest, rapid incremental reversible actions and physical action instead of complex syntax. %M J.BIT.1.3.257 %T Cognitive Factors in Human Interaction With Computers %A Robert B. Allen %J Behaviour and Information Technology %D 1982 %V 1 %N 3 %P 257-278 %* (c) Copyright 1982 Bell Laboratories %X Designing computer interfaces to match human cognitive processes is increasingly important as computer systems become more sophisticated. This paper examines experimental results, models and research strategies relevant to cognitive processes in user interfaces for topics including query languages, command languages, programming, problem solving, editing and displays. %M J.BIT.1.3.279 %T Graphical Presentation of Boolean Expressions in a Database Query Language: Design Notes and an Ergonomic Evaluation %A A. Michard %J Behaviour and Information Technology %D 1982 %V 1 %N 3 %P 279-288 %* (c) Copyright 1982 Taylor & Francis Ltd. %X A new query language designed to improve ease-of-use and ease-of-learning for 'naive' users is presented. Its main interest is to avoid the explicit use of boolean operators for set operations by pointing on Venn diagrams. A human factors comparison with a more traditional design has been performed, using a query writing task. Results show that graphical representation of selected subsets allows less error-prone queries in a single relation database. %M J.BIT.1.3.289 %T A Laboratory Study on Preferred and Imposed Settings of a VDT Workstation %A E. Grandjean %A K. Nishiyama %A W. Hunting %A M. Piderman %J Behaviour and Information Technology %D 1982 %V 1 %N 3 %P 289-304 %* (c) Copyright 1982 Taylor & Francis Ltd. %X Thirty trained female typists performed several consecutive 10 min typing tasks on an adjustable VDT workstation. The experiments were conducted with preferred as well as with imposed settings. The body postures were determined during the typing tasks and the subjects filled out questionnaires at the end of the tasks. The study discloses that the preferred workstation dimensions are associated with mainly 'relaxed' sensations, while imposed dimensions -- even if they are similar to the mean values of preferred settings -- cause an increased incidence of static load symptoms in the sense of increased tension or impairments in the neck-shoulder-arm-hand area. The preferred keyboard levels are mainly distinctly higher than those recommended in standards and brochures. A chair with a high backrest and a proper support to rest forearms and wrists are preconditions for the preferred postures at VDT workstations. %M J.BIT.1.3.305 %T Using Technical Intervention to Behavioural Advantage %A James A. Birrell %A Patrick N. White %J Behaviour and Information Technology %D 1982 %V 1 %N 3 %P 305-320 %* (c) Copyright 1982 Taylor & Francis Ltd. %X In many fields of human endeavour the group discussion has become the standard forum for solving problems and making decisions. That individuals would and still do travel many miles at great personal inconvenience to attend such meetings is testimony to their importance. However, in the past decade psychologists have been producing evidence that the group, as a decision making entity, is flawed. This paper presents a short selective review of that evidence and reports on work which shows how the intervention of an electronic alternative to groups meeting face-to-face may be used to increase the decisionmaking effectiveness of working groups. One such alternative is video-teleconferencing. %M J.BIT.1.4.321 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1982 %V 1 %N 4 %P 321 %* (c) Copyright 1982 Taylor & Francis Ltd. %X N/A %M J.BIT.1.4.323 %T A Rose by Any Other Alphanumeric Designator Would Smell as Sweet %A J. Thomas %A M. Schneider %J Behaviour and Information Technology %D 1982 %V 1 %N 4 %P 323-325 %* (c) Copyright 1982 Taylor & Francis Ltd. %X N/A %M J.BIT.1.4.327 %T Learning, Using and Designing Filenames and Command Paradigms %A John M. Carroll %J Behaviour and Information Technology %D 1982 %V 1 %N 4 %P 327-346 %* (c) Copyright 1982 IBM %X What are names for computer files and commands like? How do people go about naming them? How do the properties such names can have affect the ease with which they can be learned and used? This paper sketches a general view of names and naming in which the linguistic forms that names take are deliberately structured to reflect functional interrelations between their referents. This view is then applied to an analysis of personal filenames chosen by CMS users and to a series of experimental studies of command languages. %M J.BIT.1.4.347 %T Learning and Remembering Interactive Commands in a Text-Editing Task %A P. J. Barnard %A N. V. Hammond %A A. MacLean %A J. Morton %J Behaviour and Information Technology %D 1982 %V 1 %N 4 %P 347-358 %* (c) Copyright 1982 Taylor & Francis Ltd. %X Users of interactive computer systems often experience difficulty in learning and remembering the command vocabulary needed to communicate with the system. This study investigates how task and vocabulary differences affect initial learning and subsequent memory for commands used in a simple editing task. Systems with semantically specific terms were learned no more quickly than systems with semantically general terms, but the nature of the command vocabulary induced different learning strategies. Users of the specific vocabulary made less use of help (provided in the form of a command menu and definitions of operations) than did users of the general command vocabulary. However, users of the specific vocabulary appeared to make more time actively considering options before deciding to consult HELP. These strategy differences were reflected in users' memory for the commands and the task operations 2 weeks later. In addition, the learning strategies adopted were dependent on users' predispositions as measured by individual difference questionnaires. %M J.BIT.1.4.359 %T An Experimental Evaluation of Abbreviation Schemes in Limited Lexicons %A K. Hirsh-Pasek %A S. Nudelman %A M. L. Schneider %J Behaviour and Information Technology %D 1982 %V 1 %N 4 %P 359-369 %* (c) Copyright 1982 Taylor & Francis Ltd. %X Five abbreviation schemes (simple truncation, vowel drop, minimum to distinguish, phonics and user defined) were analysed for learning, encoding and decoding. Forty subjects were each tested on two schemes, using two different 20 word lexicons. Simple truncation was the easiest to learn, based upon a trials to criteria experiment. Using a modified tachistoscopic display, simple truncation was the best for encodability. Either vowel drop or phonics was the best scheme for decoding. It appears that information content is important in decoding, but not in encoding. %M J.BIT.1.4.371 %T Evaluating the Suggestiveness of Command Names %A Jarrett K. Rosenberg %J Behaviour and Information Technology %D 1982 %V 1 %N 4 %P 371-400 %* (c) Copyright 1982 Taylor & Francis Ltd. %X Optimally naming commands involves maximizing the ability to convey an implicit model of system actions and relationships by choosing names which suggest those actions and relationships. Suggestiveness is hypothesized to be based upon the semantic similarity of the names and commands, which can be usefully formulated in terms of Tversky's model of featural similarity. To test this model of suggestiveness, three experiments were conducted. In the first experiment, 14 computer-naive subjects made semantic judgements about three sets of command names, and their responses were compared with judgements made by programmers about the corresponding set of editor commands. The judgements were used to create features to assign to each name and command. The suggestiveness of each name was then computed, using a simple context-free version of Tversky's similarity model. In the second experiment, another group of 12 computer-naive subjects was asked to pair the names from the first experiment with before-after pictures showing the actions of the editor commands. As expected, the frequency with which subjects picked the correct pictures was correlated with the suggestiveness of the names, with suggestiveness accounting for roughly half the variance in subjects' choices. In the third experiment, another group of 17 computer-naive subjects used an alternative method of obtaining features for the command names. Suggestiveness calculated from this second set of features produced similar correlations with accuracy. Inspection of the model's inaccuracies reveals that they are due to its lack of context sensitivity, and that simple context-sensitive versions of it will have even greater predictive power. %M J.BIT.1.4.401 %T Generation Effect, Structuring and Computer Commands %A Dominique L. Scapin %J Behaviour and Information Technology %D 1982 %V 1 %N 4 %P 401-410 %* (c) Copyright 1982 Taylor & Francis Ltd. %X Computer commands have been created from natural language words for a broad range of naive and occasional users. These command languages have been investigated for their ease-of-use according to different perspectives. The approach developed here concerns the design of commands by the users themselves. A number of methodological problems are highlighted. The experimental simulation that was run supports both evidence of a generation effect and the importance of structuring the commands. %M J.BIT.1.4.411 %T Human Factors in Computing Systems, Gaithersburg, Maryland 15-17 March 1982 %S Conference Report %A David Whitfield %J Behaviour and Information Technology %D 1982 %V 1 %N 4 %P 411-419 %* (c) Copyright 1982 Taylor & Francis Ltd. %X N/A %M J.BIT.1.4.421 %T "Man-Machine Dialogue Design," by A. L. Kidd %S Book Review %A Stephen Payne %J Behaviour and Information Technology %D 1982 %V 1 %N 4 %P 421 %* (c) Copyright 1982 Taylor & Francis Ltd. %X N/A %M J.BIT.2.1.1 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1983 %V 2 %N 1 %P 1-2 %* (c) Copyright 1983 Taylor & Francis Ltd. %X N/A %M J.BIT.2.1.3 %T User-Friendly Computer Systems? A Critical Examination of the Concept %A G. C. Stevens %J Behaviour and Information Technology %D 1983 %V 2 %N 1 %P 3-16 %* (c) Copyright 1983 Taylor & Francis Ltd. %X The term 'user-friendly' is now widely used in connection with the design of computer systems. This paper argues that as at present defined, explicitly or through common usage, the concept is not helpful to system designers. A critical examination of a typical definition is used to show that whilst elements of the concept represent reasonable aims, each requires significant modification and/or extension. No redefinition of the term 'user-friendly' is offered, nor any alternative term proposed; it is argued that a broader set of criteria is needed to express the aspirations revealed by its widespread use. Prominence is given to changes in approaches to software interface design that might result from giving greater consideration to some factors in system use which at present receive comparatively little attention. %M J.BIT.2.1.17 %T Secretarial Attitudes Towards Word Processors as a Function of Familiarity and Locus of Control %A Stephan Arndt %A Joan Feltes %A Joyce Hanak %J Behaviour and Information Technology %D 1983 %V 2 %N 1 %P 17-22 %* (c) Copyright 1983 Taylor & Francis Ltd. %X The purpose of the present study was to investigate dimensions of secretarial anxiety, eagerness, and curiosity with respect to word processing equipment. Such variables as familiarity, formal training, physical proximity to the equipment, degree of influence in the decision to acquire a word processor, and frequency of use were seen as potential predictors of such attitudes. Additionally, two trait-like dimensions were measured, locus of control and complexity. Questionnaires were sent to 408 secretaries employed at a mid-western university. The response rate was 59 per cent (n=241). People who had not used word processing equipment were more anxious than those individual who had. Moreover, frequency of use for people with experience was related to greater change in anxiety levels. While familiarity reduced anxiety, it also tended to reduce curiosity. Frequency of word processor use was related to several variables. For instance, frequency of use was related to how positively the person evaluated the processor as affecting their work capabilities. Heavy users felt that the manuals were less helpful. Internally controlled individuals were more eager, curious and less anxious, while cognitively complex individuals were more curious about word processors. The applied implications of the findings are discussed. %M J.BIT.2.1.23 %T Friendly Interfacing to Simple Speech Recognizers %A T. R. G. Green %A S. J. Payne %A D. L. Morrison %A A. Shaw %J Behaviour and Information Technology %D 1983 %V 2 %N 1 %P 23-38 %* (c) Copyright 1983 Taylor & Francis Ltd. %X We describe improvements to the recognition performance of a simple commercial speech recognizer. Topics include the selection of acoustically distinct words; a method of 'training' (storing utterances for later use as templates) which mimics the real task, and therefore reduces the difference in diction between training and task; the representation of variability in diction by storing repeated examples of each utterance separately, instead of using a simple statistical average; and the construction of an adaptive algorithm which updates its templates at appropriate moments. The results of empirical investigations with the adaptive algorithm show a very considerable improvement in performance. We argue that the development of speech recognizers has given the hardware undue attention, and that a rigorous attack on adaptive recognition, treated as a problem in control theory, would lead to a sophisticated interface to complement sophisticated hardware. The system we describe has been successfully used in an experimental voice-operated text-editing system (Morrison and Green 1982). %M J.BIT.2.1.39 %T Introducing the Interactive Computer at Work: The Users' Views %A J. Long %A N. Hammond %A P. Barnard %A J. Morton %A I. Clark %J Behaviour and Information Technology %D 1983 %V 2 %N 1 %P 39-106 %* (c) Copyright 1983 Taylor & Francis Ltd. %X This study had two aims: (i) to document the problem of interface usability in terms of the users' views and (ii) to characterize the context within which usability operates by identifying the general set of variables underlying the attitudes of both users and non-users to the introduction of an interactive computer system into their place of work. The particular system studied included an interactive planning package designed for professionals with no programming skills. An in-depth discussion technique was used to collect the views of 16 professional employees working for a large local authority. A total of 440 'statements' were classified in a hierarchy (main headings: pre-planning introduction; effects of the system; use of the system; assessment of the system; general attitudes). Twenty-seven variables (e.g. decisionmaking involvement; skill change; specialist language) and nine contexts over which they operated (e.g. computer applications; departmental relations) were generated from the statements. The study indicated a general problem of usability at the level of the interface, individual relations and group relations. Cognitive and linguistic difficulties in using the system appeared to depend on the command language, the type of user and the class of application. Selective issues are discussed including non-use of the interactive system; the role of the link man; the spread of computer knowledge and skills; and the extent of user insight. Further discussion centres on differing levels of impact, uses of data and an evaluation of the study's methodology. %M J.BIT.2.1.107 %T The QMC Message System %S Technical Note %A George F. Coulouris %J Behaviour and Information Technology %D 1983 %V 2 %N 1 %P 107-109 %* (c) Copyright 1983 Taylor & Francis Ltd. %X N/A %M J.BIT.2.2.111 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1983 %V 2 %N 2 %P 111-112 %* (c) Copyright 1983 Taylor & Francis Ltd. %X N/A %M J.BIT.2.2.113 %T Human Factoring a Text Editor Manual %A Marc A. Sullivan %A Alphonse Chapanis %J Behaviour and Information Technology %D 1983 %V 2 %N 2 %P 113-125 %* (c) Copyright 1983 Taylor & Francis Ltd. %X This article describes how we rewrote a manual for a text editor following human-factors guidelines and revised it according to the results of developmental testing. The new manual was then evaluated with secretaries who were given either the original or the rewritten manual and asked to do the two editing tasks. We measured the quality of the finished text; the number of different commands used; the amount and type of assistance requested; and attitudes towards the manuals, program and tasks. There were significant differences between the two groups of users on the performance measures and on attitudes towards the manuals in favour of the new manual. We propose a model of user-documentation interaction and suggest a methodology for preparing computer documentation. %M J.BIT.2.2.127 %T Guidelines for 'Manipulative' Text Editing %A Harold Thimbleby %J Behaviour and Information Technology %D 1983 %V 2 %N 2 %P 127-161 %* (c) Copyright 1983 Taylor & Francis Ltd. %X The term 'manipulative' text editing is introduced to describe the low level aspect of text input/editing user interfaces, where editing commands are almost entirely manipulative rather than symbolic, primarily for editing at a word and character level. Manipulative editing covers the use of function keys such as 'rubout', cursor motion and various methods for inserting text. A variety of methods commonly used for manipulative editing are critically reviewed in order to gather together a number of relevant guidelines. This paper proposes the basis for an effective standard which encourages the ready acquisition of skill. %M J.BIT.2.2.163 %T A Comparison of Command, Menu-Selection and Natural-Language Computer Programs %A Alexander G. Hauptmann %A Bert F. Green %J Behaviour and Information Technology %D 1983 %V 2 %N 2 %P 163-178 %* (c) Copyright 1983 Taylor & Francis Ltd. %X An experiment compared three man-machine language interfaces to the same interactive computer program: command language, menu selection and natural language. No significant differences were found between language modes for time, error and attitudes measures. Significant task differences were found for word and line counts as well as for several two-way interactions. The results suggest that the interface to the program (natural language, menu selection or commands) may not be as important as the structure and constraints of the underlying program. %M J.BIT.2.2.179 %T Communication Control and Leadership in Telecommunications by Small Groups %A Peter D. Pagerey %A Alphonse Chapanis %J Behaviour and Information Technology %D 1983 %V 2 %N 2 %P 179-196 %* (c) Copyright 1983 Taylor & Francis Ltd. %X Sixteen teams of four persons each solved four realistic problems, one on each of 4 days, by communicating over a closed-circuit television system with an audio capacity. Teams were assigned to conditions which either did or did not have centrally controlled switching so that only one person could talk at a time, and which either did or did not have one subject appointed to help perform some of the experimenter's tasks. Teams were paid bonuses depending on how well they solved each problem. Dependent measures include time to solution, the quality of solution, measures of verbal communication and questionnaire responses. Teams in the switch condition took longer to solved problems and used fewer but longer messages than did subjects in the non-switched condition. There were no striking differences between the quality of the solutions achieved in the two conditions. Designating a helper for the experiment produced fewer significant results than anticipated. It appears that mechanical variables such as those manipulated here are less important than other variables, perhaps personality, in the emergence of leadership. %M J.BIT.2.2.197 %T Attitudes Towards Specific Uses of the Computer: Quantitative, Decisionmaking and Record-Keeping Applications %A Kenneth W. Kerber %J Behaviour and Information Technology %D 1983 %V 2 %N 2 %P 197-209 %* (c) Copyright 1983 Taylor & Francis Ltd. %X A survey of 203 undergraduates indicated that there are three clusters of computer applications about which respondents hold similar attitudes: quantitative applications (e.g. processing bills), decisionmaking applications (e.g. diagnosing medical problems) and record-keeping applications (e.g. storing information about criminals). Respondents were favourable towards quantitative and record-keeping applications but rejected decisionmaking applications, especially those involving decisions traditionally made by psychologists. Experience with computers and perceptions of the computer as efficient, humanizing and enjoyable were correlated significantly with attitudes towards specific applications. Locus of control and interpersonal trust were not related to attitudes. Interpretations of potentially dehumanizing effects of computers were discussed, along with implications of attitudes towards specific applications for decisions about how computers ought to be used. %M J.BIT.2.2.211 %T "Dichotomies of the Mind: A Systems Science View of the Mind and Personality," by Walter Lowen, with the assistance of Lawrence Miike %S Book Review %A John Benjafield %J Behaviour and Information Technology %D 1983 %V 2 %N 2 %P 211-212 %* (c) Copyright 1983 Taylor & Francis Ltd. %X N/A %M J.BIT.2.3.213 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1983 %V 2 %N 3 %P 213 %* (c) Copyright 1983 Taylor & Francis Ltd. %X N/A %M J.BIT.2.3.215 %T Typing Our Way to Freedom: Is it True that New Office Technology Can Liberate Women? %A Janine Morgall %J Behaviour and Information Technology %D 1983 %V 2 %N 3 %P 215-226 %* (c) Copyright 1983 Taylor & Francis Ltd. %X N/A %M J.BIT.2.3.227 %T Proof-Reading Texts on Screen and Paper %A P. Wright %A A. Lickorish %J Behaviour and Information Technology %D 1983 %V 2 %N 3 %P 227-235 %* (c) Copyright 1983 Taylor & Francis Ltd. %X This study examined the speed and accuracy of proof-reading a text presented on a CRT, relative to performance with print on paper. Two groups of 16 people each proof-read four published texts, roughly 1500 words per text. For all readers, half the texts were presented as print on paper and half were presented on a 12 in. CRT screen. The two groups differed in whether the errors found in the screened text were recorded on the screen or on paper. The results suggested that the method of recording errors on the screen was quickly learned, but that both speed and accuracy were impaired when the text was presented on the screen. The implications of this for refereeing electronic journals is discussed. %M J.BIT.2.3.237 %T The Effect of System Response Delay and Delay Variability on Inexperienced Videotex Users %A Robert P. Murray %A David S. Abrahamson %J Behaviour and Information Technology %D 1983 %V 2 %N 3 %P 237-251 %* (c) Copyright 1983 Taylor & Francis Ltd. %X To test the effects of system response delay and delay variability on users of videotex it was decided to experiment in a context close to that of the service under consideration. Accordingly 165 subjects were drawn from the general public to try videotex in a series of four experiments. An emphasis on performance-related outcome measures was deemed inappropriate. Accordingly, a strategy using stepwise multiple regression followed by factor analysis selected 11 important variables from an original 38. Then these were clustered into four linear combinations or scales labelled session length, passivity, speed of response and difficulty. All four experiments failed to find any significant effects due to mean response delay. Two of the three experiments that tested ranges of randomized delay with rectangular distributions found significant disruptive effects on users. These results replicate earlier studies, and extend their generality to the context of naive users of videotex. The results also support the concept of using response-style scales rather than performance measures in non-work settings, and they contribute to the construct validity of the scales. %M J.BIT.2.3.253 %T Designing for the Day After Tomorrow: I. The Interaction Between Communications Systems Design and Social Change %A K. P. Szlichcinski %J Behaviour and Information Technology %D 1983 %V 2 %N 3 %P 253-261 %* (c) Copyright 1983 Taylor & Francis Ltd. %X Social and behavioural changes usually follow the introduction of new communications services or systems. These changes may in turn affect the way the system is used and therefore have implications for system design. The social and behavioural changes promoted by the introduction of the electric telegraph, the telephone, tele-conferencing, electronic mail and communicating office systems are reviewed and their impacts on system design discussed. Users' interactions with the telegraph and telephone are relatively simple and the social changes they brought about occurred over long timescales, so that their impact on system design is difficult to isolate. Computer conferencing and office automation systems require more complex interactions between the user and the system, and, in the case of office systems, play an intimate role in the users' work. Substantial changes in behaviour occur quite rapidly, and need to be taken into account in system design. %M J.BIT.2.3.263 %T Review and Reappraisal of Human Aspects in Planning Robotic Systems %A Gavriel Salvendy %J Behaviour and Information Technology %D 1983 %V 2 %N 3 %P 263-287 %* (c) Copyright 1983 Taylor & Francis Ltd. %X The social issues of worker displacement and worker retraining due to introduction of robotics are discussed and the impact of industrial robots on organization design and job design are reviewed and safety issues mentioned. The impact of human industrial work performance on designing robotics systems is reviewed with special reference to the range of human performance abilities; human information-processing, memory and decision making capabilities; paced-work; supervisory control of robotics systems; and, social and management impacts of robot diffusion. %M J.BIT.2.3.289 %T The Dangers of Fifth-Generation Ballyhoo %S Comment %A Malcolm Peltu %J Behaviour and Information Technology %D 1983 %V 2 %N 3 %P 289-295 %* (c) Copyright 1983 Taylor & Francis Ltd. %X N/A %M J.BIT.2.4.297 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1983 %V 2 %N 4 %P 297 %* (c) Copyright 1983 Taylor & Francis Ltd. %X N/A %M J.BIT.2.4.299 %T Human Factors in Teleinformatics %S Introduction %A Ken Eason %J Behaviour and Information Technology %D 1983 %V 2 %N 4 %P 299-300 %* (c) Copyright 1983 Taylor & Francis Ltd. %X N/A %M J.BIT.2.4.301 %T International Studies of Human Factors in Teleinformatics %A Willy Jensen %A Ken Eason %J Behaviour and Information Technology %D 1983 %V 2 %N 4 %P 301-311 %* (c) Copyright 1983 Taylor & Francis Ltd. %X This paper presents the history and context of the COST II bis work on human factors in teleinformatics. It describes the technical developments to be expected in networked systems which will change the capabilities that will be available to users and discusses the range of human-factors issues which will arise if users are to be able to master complex systems. The paper concludes by reporting the early debates of the working group and the classification of issues which identified the problems requiring human-factors attention. %M J.BIT.2.4.313 %T On the Implications of User Variability in Open Systems: An Overview of the Little We Know and of the Lot We Have to Find Out %A Bert Van Muylwijk %A Gerrit Van Der Veer %A Yvonne Waern %J Behaviour and Information Technology %D 1983 %V 2 %N 4 %P 313-326 %* (c) Copyright 1983 Taylor & Francis Ltd. %X As the use of computers increases, the cost of educating computer users rises. Therefore the need for extensive education of users should be avoided as much as possible. Instead computer systems should be adapted to the requirements and characteristics of computer users. Hereby the need to identify user characteristics arises. The less computer educated the users, the more their requirements of the systems will differ. Where user characteristics are difficult to change, it will be worthwhile to attend to user differences in the design of systems. The implications of user differences may vary depending upon the type of task to be performed. The present paper presents an analysis of different user characteristics and their possible interactions with different task requirements. Hereby some recommendations regarding the need to educate users or adapt systems to the user were derived. %M J.BIT.2.4.327 %T Data Communication -- Some Interorganizational Aspects %A Jostein Fjalestad %J Behaviour and Information Technology %D 1983 %V 2 %N 4 %P 327-333 %* (c) Copyright 1983 Taylor & Francis Ltd. %X The need for integrating human factors into the design of data-communication systems is discussed. This should be extended to comprise also inter- and intraorganizational aspects. Various patterns of communication and communication strategies are discussed. Electronic funds transfer is presented as an example of some interorganizational problems to be encountered when designing data-communication systems. %M J.BIT.2.4.335 %T Human Factors in and Requirements of the OSI Environment %A Timothy Wheeler %A Peter Innocent %J Behaviour and Information Technology %D 1983 %V 2 %N 4 %P 335-344 %* (c) Copyright 1983 Taylor & Francis Ltd. %X This paper examines the ISO open systems interconnection model as promulgated, from the standpoint of human factors research rather than from the traditional telecommunications perspective. It argues that the model needs refining in its top layer and that this layer should be considered as a general 'function' layer oriented towards users rather than just an applications layer. The vertical relationship between layers and the horizontal relationships within a layer are discussed with regard to the implications that a small change in user behaviour has for the technical specifications of the system and vice versa. Particular stress is placed on the need for a core 'native' language which would operate at any level to support human factors requirements. The surface features of the system that need to be optimized for the user are defined in the context of existing human factors research. The paper concludes by specifying the human factors requirements for OSI. %M J.BIT.2.4.345 %T Human-Factors Standards: The Design of Conceptual Language Interfaces to Open Computer Network Application and Management Systems %A Gisle Hannemyr %J Behaviour and Information Technology %D 1983 %V 2 %N 4 %P 345-356 %* (c) Copyright 1983 Gisle Hannemyr %X The justification for standardization of human-computer and control interfaces is discussed. Various approaches are explored. Special emphasis is placed on the functionality of user interfaces in network environments of interconnected, heterogeneous, open computer systems. Finally, a linguistic and functional model of the user interface is proposed as a basis for further research. %M J.BIT.2.4.357 %T Methodological Issues in the Study of Human Factors in Teleinformatic Systems %A Ken Eason %J Behaviour and Information Technology %D 1983 %V 2 %N 4 %P 357-364 %* (c) Copyright 1983 Taylor & Francis Ltd. %X The rapid technological developments in teleinformatics and their many implications for their users means that a human-factors contribution to both research and application is very pressing. This paper reviews the methodological problems confronting human-factors specialists in making this contribution. It examines methodological issues in research and design at the levels of (i) the man-computer interface and (ii) the organizational implications. The paper ends by presenting an idealized, integrated strategy which emphasizes action research to give priority to multidisciplinary teams of information technologists and human and social scientists working together to construct and evaluate teleinformatic systems. %M J.BIT.2.4.365 %T "Language as a Cognitive Process. Volume 1: Syntax," by Terry Winograd %S Book Review %A Stephen Payne %J Behaviour and Information Technology %D 1983 %V 2 %N 4 %P 365-366 %* (c) Copyright 1983 Taylor & Francis Ltd. %X N/A %M J.BIT.3.1.1 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1984 %V 3 %N 1 %P 1-2 %* (c) Copyright 1984 Taylor & Francis Ltd. %X N/A %M J.BIT.3.1.3 %T Tolerant Software for the Recognition of User-Defined Commands in a Data-Base Environment %A Perry R. Morrison %A Grant Noble %J Behaviour and Information Technology %D 1984 %V 3 %N 1 %P 3-12 %* (c) Copyright 1984 Taylor & Francis Ltd. %X The need for software which tolerates errors in user input is discussed and a particular piece of software is described which accepts inadequacies and extreme abbreviations in keywords stored in easily prepared dictionary files. Though its previous application has been in the recognition of user-defined commands, evaluation shows that it can be easily adapted to other more general applications, provided that the hardware and software environment of the installation is compatible. %M J.BIT.3.1.13 %T Enhancing NOTEPAD Teleconferencing for the BLEND Electronic Journal %A D. J. Pullinger %J Behaviour and Information Technology %D 1984 %V 3 %N 1 %P 13-23 %* (c) Copyright 1984 Taylor & Francis Ltd. %X The BLEND experimental programme on electronic communication and 'electronic journals' is based on the computer teleconferencing software suite NOTEPAD. Although this allowed several levels of communication, it was found necessary to enhance the facilities to aid users in their tasks, authors in editing and sending manuscripts to the host computers, to aid readers in skipping round a journal paper and to make the interaction more simple and consistent. This paper describes the process, rationale and extent of these enhancements. Although the changes made are modest (by the standards feasible in computer systems designs), they have made a considerable differences to the ease of use and amount of use. %M J.BIT.3.1.25 %T OAM: An Office Analysis Methodology %A Marvin Sirbu %A Sandor Schoichet %A Jay S. Kunin %A Michael Hammer %A Juliet Sutherland %J Behaviour and Information Technology %D 1984 %V 3 %N 1 %P 25-39 %* (c) Copyright 1984 Taylor & Francis Ltd. %X OAM is a functionally oriented office analysis methodology which provides guidance in preparing an office study, collecting information from office staff, and organizing and presenting the results. It is well suited to semi-structured offices and provides the appropriate level of detail for making decisions regarding the design and justification of a computerized office information system. An evaluation of OAM by several using organizations shows it to be an efficient, effective, teachable methodology. OAM was perceived by users to improve significantly the functionality of office information systems implemented after an OAM study by comparison with task oriented study methodologies. %M J.BIT.3.1.41 %T Videotext Technology: An Overview with Special Reference to Transaction Processing as an Interactive Service or Everything You Never Wanted to Know About Text on TV and Were Terrified that Someone Would Tell You %A Peter Gilligan %A John Long %J Behaviour and Information Technology %D 1984 %V 3 %N 1 %P 41-71 %* (c) Copyright 1984 Taylor & Francis Ltd. %X This paper presents a comprehensive overview of videotex technology with specific reference to transaction processing. Transaction processing is taken to include: banking, shopping, ticket booking and the downline loading of software. The overview characterizes the interactive transaction services offered by videotext systems. First, the hardware aspects of delivery of the information are considered including broadcast delivery and telephone and cable network delivery. Second, the software aspects of the construction of the information are discussed, including character and graphics (picture) generation. Last, the interactive services offered on videotext systems are reviewed, including transaction modes, dialogue types, task elements and user classification. Conclusions are drawn with respect to the suitability of videotext systems for different modes of transaction processing. %M J.BIT.3.1.73 %T Text-to-Speech Conversion in Telecommunications %A Rolf Carlson %A Bjorn Granstrom %J Behaviour and Information Technology %D 1984 %V 3 %N 1 %P 73-78 %* (c) Copyright 1984 Taylor & Francis Ltd. %X Text-to-speech systems have attracted a lot of research and development during the last decade. Recently, this work has resulted in relatively inexpensive products with decent speech quality. Text-to-speech systems offer an alternative to presenting text information on screens or paper. The telephone could hence be used as a computer terminal. Very little information is at present available on human factors in the use of these new devices. In this paper we will discuss the use of a multilingual text-to-speech system in various applications related to telecommunications. %M J.BIT.3.1.79 %T Some Human-Factors Implications of Expert Systems %S Comment %A V. David Hopkin %J Behaviour and Information Technology %D 1984 %V 3 %N 1 %P 79-83 %* (c) Copyright 1984 Taylor & Francis Ltd. %X N/A %M J.BIT.3.1.85 %T What Individuality Means for Systems Design %S Comment %A J. H. F. Huddleston %J Behaviour and Information Technology %D 1984 %V 3 %N 1 %P 85-91 %* (c) Copyright 1984 Taylor & Francis Ltd. %X N/A %M J.BIT.3.2.95 %T Editorial %S Ergonomics of the User Interface %A Tom Stewart %J Behaviour and Information Technology %D 1984 %V 3 %N 2 %P 95 %* (c) Copyright 1984 Taylor & Francis Ltd. %X N/A %M J.BIT.3.2.97 %T Introduction: The Ergonomics of the User Interface %S Ergonomics of the User Interface %A E. A. Edmonds %A T. R. G. Green %J Behaviour and Information Technology %D 1984 %V 3 %N 2 %P 97-98 %* (c) Copyright 1984 Taylor & Francis Ltd. %X N/A %M J.BIT.3.2.99 %T Wayfinding: An Approach Using Signposting Techniques %S Ergonomics of the User Interface %A I. D. Benest %A M. H. N. Potok %J Behaviour and Information Technology %D 1984 %V 3 %N 2 %P 99-107 %* (c) Copyright 1984 Taylor & Francis Ltd. %X One of the major problems that affects a person's ability to make effective use of an interactive program is the level at which its manipulation affects the intellectual process necessary to solve his current problem. For example, in a computer-aided circuit design system, the user often has to spend so much time manipulating the system or thinking about how he will manipulate the system next, that he is unable to direct his full attention to the actual design of his circuit. Without the use of the computer, the mundane numerical calculations that need to be performed in order to do the design, interfere with the engineering design process. By assisting with these mundane calculations and thus enabling the engineer to consider many more possible designs, the engineer should be able to fully concentrate on the design goals. Instead, however, he must sacrifice some of his mental effort to manipulating the system. Programs which are developed to assist the user in doing highly innovative tasks (Benest and Fidler 1981) must be designed so that they provide an 'aura' that enables the user to realize almost subconsciously what is expected of him. Such a system would therefore be simple and straightforward to learn, simple and straightforward to use, promote confidence and exhibit an unhurried work environment. These laudable aims have been investigated during the development of the passive filter design program FIDES, which serves to provide a graphical demonstration of the man-machine interface techniques discussed in this paper. %M J.BIT.3.2.109 %T Fatal Error in Pass Zero: How Not to Confuse Novices %S Ergonomics of the User Interface %A Benedict Du Boulay %A Ian Matthew %J Behaviour and Information Technology %D 1984 %V 3 %N 2 %P 109-118 %* (c) Copyright 1984 Taylor & Francis Ltd. %X All novice programmers find that their initial programs are rejected by the compiler in a flurry of incomprehensible error messages. Some messages are even hostile (e.g. fatal error in pass zero) and leave the novice sadder and certainly no wiser. The quality of error messages is usually the loser when the compiler writer attempts to balance conflicting design constraints such as size, speed, quality of target code and utility of use by competent programmers. We believe that novices' programs should be passed through a series of checkers which are designed to trap and comment on the particular kinds of errors made by them. Such systems may have to make several passes through the program, even to provide an apposite comment on a syntactic error. For logic checking such systems will need access to a description (in some form) of what the novice's program is supposed to do. Only when a novice's program passes through all the checkers successfully should it be submitted to the standard compiler. This paper surveys existing attempts to build 'intelligent' compilers which are considerate of novices' difficulties. It then describes our own progress towards the construction of program checkers for use by undergraduates learning Pascal. %M J.BIT.3.2.119 %T The Application of Path Algebras to Interactive Dialogue Design %S Ergonomics of the User Interface %A J. L. Alty %J Behaviour and Information Technology %D 1984 %V 3 %N 2 %P 119-132 %* (c) Copyright 1984 Taylor & Francis Ltd. %X The CONNECT interactive dialogue system is briefly described and the path-algebra technique explained. Its relevance to interactive dialogue design is illustrated by a number of examples. The analysis and usefulness of multilayered networks is briefly explained and a possible extension to step retracing is outlined. %M J.BIT.3.2.133 %T Towards the Experimental Study of Usability %S Ergonomics of the User Interface %A K. D. Eason %J Behaviour and Information Technology %D 1984 %V 3 %N 2 %P 133-143 %* (c) Copyright 1984 Taylor & Francis Ltd. %X Usability is presented as a concept which can limit the degree to which a user can realize the potential utility of a computer system. A field study is presented to illustrate the manner in which usability problems inhibit usage. The study examined a banking system which provided staff with 36 ways of extracting information from a customer's account. The usage log shows that four 'codes' accounted for 75% of usage and many 'codes', although designed specifically for known banking tasks, were virtually unused. An investigation was undertaken in 15 branches to identify what happened when staff were confronted by tasks for which unused facilities had been designed. The results showed that staff were able to use a small set of well-known facilities for most purposes, albeit inefficiently and sometimes ineffectively. The strategy adopted was to avoid searching unknown facilities except as a last resort. From this and other field studies a framework is presented to summarize the variables affecting the usability of a system. It portrays the user making a series of implicit cost-benefit assessments as he undertakes tasks, attempting to minimize search effort 'costs' rather than trying to optimise 'benefits'. The paper ends by examining the methodological implications of this framework. It is suggested that many of the variables which influence usability are excluded from normal experimental paradigms with the result that usability issues are often not evident in the results of experimental studies. It is advocated that more attention be paid to realistic simulation studies and to field experiments in order to submit the concept of usability to thorough scientific scrutiny. %M J.BIT.3.2.145 %T Automatic Speech Recognition -- A Solution in Search of a Problem? %S Ergonomics of the User Interface %A Jeremy B. Peckham %J Behaviour and Information Technology %D 1984 %V 3 %N 2 %P 145-152 %* (c) Copyright 1984 Taylor & Francis Ltd. %X Automatic speech recognition technology has been around for well over a decade. Despite its availability there has been little significant demand from end users. This paper examines where we are in speech-recognition technology and discusses its relevance to building effective man-machine interfaces. Major factors characterizing applications benefiting from the technology are discussed. %M J.BIT.3.2.153 %T Use of Flexible Voice Output Techniques for Machine-Man Communication %S Ergonomics of the User Interface %A A. P. Stephens %A J. N. Holmes %J Behaviour and Information Technology %D 1984 %V 3 %N 2 %P 153-161 %* (c) Crown Copyright 1984 %X Techniques of speech synthesis potentially suitable for machine voice output were demonstrated in research laboratories 20 years ago (see, for example, Holmes et al. 1964), but have so far been restricted in application by the difficulty of generating acceptable speech with a sufficiently flexible vocabulary. JSRU's current laboratory system produces highly intelligible speech from an unlimited English vocabulary. The technique of speech synthesis by rule enables synthetic speech to be generated from conventionally spelled English text, with provision for using modified spelling or phonetic symbols for the small proportion of words that would otherwise be pronounced incorrectly. Recent advances in electronic technology have made it feasible to implement the most advanced systems for flexible speech synthesis in low-cost equipment. In addition to research towards improving the speech quality, JSRU is shortly expecting to demonstrate synthesis by rule in a self-contained voice output peripheral based on inexpensive microprocessor and signal processing integrated circuits. This paper considers some of the operational constraints which must be placed on the use of such a device if speech synthesis is to take place as a general-purpose machine-man communication medium. %M J.BIT.3.2.163 %T Interaction with Machines by Voice: A Telecommunications Perspective %A J. A. Waterworth %J Behaviour and Information Technology %D 1984 %V 3 %N 2 %P 163-177 %* (c) Copyright 1984 Taylor & Francis Ltd. %X Speech has a number of advantages as a medium of communication with computers, and its use could, in principle, convert every telephone into a low-cost remote terminal. But man-machine vocal interaction gives rise to several problems that make this a fertile area for human-factors research. This paper attempts to set these issues within a telecommunications context, and provides a review of some of our experimental studies in the area. Three main aspects are considered; the perception of machine-generated speech (both concatenated, stored-waveform and truly synthetic) and the problems inherent in auditory information presentation, the user difficulties associated with automatic speech recognition, and the design of voice-based interactive information services. %M J.BIT.3.2.179 %T "Office Technology in the 1980's: Office Workstations," by M. A. Condon %S Book Reviews %A F. R. Brigham %J Behaviour and Information Technology %D 1984 %V 3 %N 2 %P 179-181 %* (c) Copyright 1984 Taylor & Francis Ltd. %X N/A %M J.BIT.3.2.179 %T "Planning and Understanding: A Computational Approach to Human Reasoning," by Robert Wilensky %S Book Reviews %A Andy Whitefield %J Behaviour and Information Technology %D 1984 %V 3 %N 2 %P 179-181 %* (c) Copyright 1984 Taylor & Francis Ltd. %X N/A %M J.BIT.3.3.183 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1984 %V 3 %N 3 %P 183-184 %* (c) Copyright 1984 Taylor & Francis Ltd. %X N/A %M J.BIT.3.3.185 %T Ease of Annotation in Proof-Reading Tasks %A P. Wright %A A. Lickorish %J Behaviour and Information Technology %D 1984 %V 3 %N 3 %P 185-194 %* (c) Copyright 1984 Taylor & Francis Ltd. %X Two models of proof-reading tasks are explored by varying the procedures for annotating a text. One model assumes that the processes of detecting errors, recording annotations and resuming proof-reading are sets of serial processes. The other model assumes that annotation processes may overlap with reading the text. Performance when proof-reading a vertically displayed text (as on a CRT) and recording the errors on a separate sheet was compared with reading a horizontal text (as on a desk top) and recording annotations in the margins. The data supported the serial model and showed that variations in annotation procedures can yield differences in proof-reading speed of comparable magnitude to those found in an earlier study where CRT and printout displays were contrasted and the differences were attributed to legibility factors. The implications of these findings and this model of proof-reading are related to the wider issues of using electronic texts. %M J.BIT.3.3.195 %T The User Interface to Computer-Based Information Systems: A Survey of Current Software Design Practice %A Sidney L. Smith %A Jane N. Mosier %J Behaviour and Information Technology %D 1984 %V 3 %N 3 %P 195-203 %* (c) Copyright 1984 Taylor & Francis Ltd. %X From a survey of 201 people concerned with information-system design, estimates for 83 systems indicate that on average 30-35 per cent of operational software is devoted to the user-system interface (USI). In the design of USI software, survey responses indicate that improvements are needed in requirements definition, design documentation and design guidelines. %M J.BIT.3.3.205 %T Beyond User Friendly -- Towards the Assimilation of Multifunctional-Workstation Capabilities %A Jill Smith %J Behaviour and Information Technology %D 1984 %V 3 %N 3 %P 205-220 %* (c) Copyright 1984 Taylor & Francis Ltd. %X This paper develops, describes and critiques an integrated, theoretical model which provides a framework for studying and planning performance-improvement programs for users working with the capabilities of multifunctional workstations. The performance-improvement block interaction model focuses on three facets of performance improvement: (i) individual and group substitution and augmentation skills, (ii) man-computer interface design, and (iii) organizational philosophy. The variables depicted in the model are derived largely from two existing models and a previous empirical study which are also described in the paper. These variables will interact with the above three facets to determine the extent of multifunctional-workstation utilization. One variable, the concept of user augmentation skills, is unique to the performance-improvement block interaction model. Thus, one section of the paper explains augmentation skills and the relationship of these skills to multifunctional-workstation utilization. %M J.BIT.3.3.221 %T Office Planning and Design: The Impact of Organizational Change Due to Advanced Information Technology %A Peter Ellis %J Behaviour and Information Technology %D 1984 %V 3 %N 3 %P 221-233 %* (c) Copyright 1984 Taylor & Francis Ltd. %X The paper reports a recent study of the impact of information technology (I.T.) on the planning and design of office building. Advanced I.T. is associated with changes to organizational structure which in turn affect space planning requirements. Recent research is reviewed to indicate trends in organizational change. Then the implications for planning and design are discussed. Conclusions are drawn for the future layout and design of office buildings suitable for organizations with advanced I.T. %M J.BIT.3.3.235 %T Computer Power to the People: Computer Resource Centres or Home Terminals? Two Scenarios %A Bo Hedberg %A Marilyn Mehlmann %J Behaviour and Information Technology %D 1984 %V 3 %N 3 %P 235-248 %* (c) Copyright 1984 Taylor & Francis Ltd. %X Computer power will become widely available in industrialized societies by the end of the 1980s. Hardware costs are still falling. High-level languages, tools, and software packages make the equipment easier to use. National mainframe computers or separate microcomputers in homes, shops, and offices offer personal computing and networking to a rapidly growing number of citizens. But how should the new resources be utilized? What kind of society do we want to build? How will work, family life, and societal services and obligations be organized in the late 1980s? One strategy is to deliver computer power and computer services through home terminals so that many people can handle their affairs, and maybe even work, from home. Another is to encourage computer resource centres in suburbs, towns and villages and to develop a more collective pattern of computer use. The paper spells out these two approaches and discusses their respective advantages and disadvantages, and the mechanisms at work in Sweden favouring the one or the other development. %M J.BIT.3.3.249 %T An Approach to IKBS Development Based on a Review of "Conceptual Structures: Information Processing in Mind and Machine" by J. F. Sowa %A Dan Diaper %J Behaviour and Information Technology %D 1984 %V 3 %N 3 %P 249-255 %* (c) Copyright 1984 Taylor & Francis Ltd. %X A critical commentary is offered on the nature and development of IKBSs. The commentary was prompted by a review of Sowa's book which is also presented. The book is used to introduce many of the relevant issues. Sowa concentrates on the architecture of IKBSs, however, this commentary argues that the social and psychological impact of these systems will increasingly be determined by IKBSs' abilities and functions. Furthermore, a distinction is made between an IKBS itself and its interface with the human user. %M J.BIT.3.4.259 %T Editorial %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: %A Tom Stewart %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 259-260 %* (c) Copyright 1984 Taylor & Francis Ltd. %X N/A %M J.BIT.3.4.261 %T Foreword %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: %A Etienne Grandjean %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 261 %* (c) Copyright 1984 Taylor & Francis Ltd. %X N/A %M J.BIT.3.4.263 %T Information Technology -- A Challenge to Ergonomics and Design %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 1. Review and Introductory Papers %A B. Shackel %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 263-275 %* (c) Copyright 1984 B. Shackel %X The growth and some characteristics of information technology (IT) are outlined, and the importance of ergonomics in the design of IT systems is illustrated. Some immediate questions for the next 7 years are discussed, including research gaps and needs, the development of design procedures, a suggested ergonomics framework and some industrial design aspects. Longer-term questions discussed are the passing of paper, the reduction of writing, the victory of voice and the wired society. Finally, some of the important broader issues are mentioned and the need for collaborative synergy by ergonomists, computer professionals, architects and industrial designers is emphasized. %M J.BIT.3.4.277 %T The Integration of Ergonomics into Design -- A Review %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 1. Review and Introductory Papers %A Tomas A. R. Berns %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 277-283 %* (c) Copyright 1984 Taylor & Francis Ltd. %X This paper examines the role of ergonomics in product and systems design. Market requirements as well as legislation have increased the use of ergonomics in design. This has increased the demands upon both ergonomists and designers. The ergonomist must learn to participate in the product development team. In return the design team must find the time and resources necessary for the inclusion of ergonomics in the development programme. This paper discusses the different roles played by the ergonomist in each stage of product and systems design. The need to give designers, engineers and management a fundamental education in ergonomics is highlighted as is the need for the ergonomist to consider the financial consequences of his work. %M J.BIT.3.4.285 %T Standards Related to the Design of VDT Workstations and Their Environment %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 1. Review and Introductory Papers %A Bengt Asker %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 285-289 %* (c) Copyright 1984 Taylor & Francis Ltd. %X The European Computer Manufacturers Association (ECMA) has traditionally dealt with technical standards for interfaces between technical devices. In ergonomics the interface is between a device and a human being. This is a new task for ECMA and as consequence it was decided to start with recommendations only. Two radically different approaches could be envisioned: the jury method and the measurement method. Although the first holds several merits ECMA chose the latter method. The resulting report treats the human characteristics that are of relevance for the task at a VDU workstation, the suitable environment, as well as the equipment itself, i.e. the VDU and its keyboard. The committee that produced the report is now preparing a standard for VDUs from it. %M J.BIT.3.4.291 %T Lighting Characteristics, Legibility and Visual Comfort of Displays %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 1. Review and Introductory Papers %A Helmut Krueger %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 291-299 %* (c) Copyright 1984 Taylor & Francis Ltd. %X In future, as well as visual human-computer interfaces, acoustic interfaces will get more and more important. However, the visual channel will be the more important channel due to its capacity. Therefore, it is necessary not only to optimize the display with regard to performance and time, but also to acceptance and subjective workload. On the one hand the single character (luminance, geometry, shape, colour) and on the other hand the arrangement of characters (distance of characters, image distortions, structure of text) should be adapted to human psychophysiological abilities. Moreover, the influence of the environment (lighting) and time-dependent phenomena (flicker, jitter) should be taken into consideration. Good ergonomists should imply the use of all possibilities which the flexible new technology offers for workplaces, including sensory or muscularly handicapped people. %M J.BIT.3.4.301 %T Postures and the Design of VDT Workstations %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 1. Review and Introductory Papers %A Etienne Grandjean %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 301-311 %* (c) Copyright 1984 Taylor & Francis Ltd. %X With the introduction of VDTs many office employees became part of a man-machine system with close physical binding to the workstation. Constrained postures associated with muscle fatigue and sometimes with impairments involving joints or tendons can occur. Field studies revealed a certain incidence of physical discomfort in the neck-shoulder-arm-hand area. These troubles may also occur in other strenuous office jobs. An increased incidence of physical discomfort and medical findings is observed when keyboard levels are too low, when forearm and wrists cannot rest on an adequate support and when the design of the keyboard itself is too high. A study of preferred settings and postures at adjustable VDT workstations under practical conditions revealed the need for relatively wide ranges of adjustable dimensions. The operators prefer postures similar to those of car drivers: they lean backwards with upper arms kept higher than expected and slightly opened elbow angles. Recommendations are drawn from these studies for the proper design of VDT workstations concerning the ranges of adjustability, the leg room and the chair. %M J.BIT.3.4.313 %T Aspects Ergonomiques du Logiciel et de la Structuration du Travail %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 1. Review and Introductory Papers %A Jacques Inguenaud %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 313-318 %* (c) Copyright 1984 Taylor & Francis Ltd. %X The introduction of VDT workstations into everyday office situations necessitates the design of interactive dialogues for non-specialized operators. These dialogues must be developed by a detailed analysis of the operators' work and concerted understanding between operators, ergonomists and computer specialists. The result will be improved tasks and adapted software. %M J.BIT.3.4.319 %T The Role of Ergonomics in Office-Systems Design %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 1. Review and Introductory Papers %A Tom Stewart %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 319-327 %* (c) Copyright 1984 Taylor & Francis Ltd. %X The office is a major target for the suppliers of computer systems but it is rather more than the 'paperwork factory' of the advertisements. Various items of 'new' technology promise all manner of benefits from electronic filing to video conferencing. However, many of the components of the advanced office system are similar to the displays, keyboards, printers, black boxes and wiring of traditional computing and bring with them the same ergonomic problems for the users when they interact with the office environment. Solving these problems involves taking a systems approach to the office. A key concept is the system life cycle and in this paper eight ergonomics inputs relevant to the different stages of office-system design are identified. %M J.BIT.3.4.329 %T Planning for the Future Office -- Today %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 1. Review and Introductory Papers %A Don Korell %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 329-340 %* (c) Copyright 1984 Taylor & Francis Ltd. %X Office electronics is driving the change in the modern office, but is neither the solution nor the source of office problems. Office change will continue at an increasing rate and office planning must start with a holistic consideration of the four basic office elements and their interaction if it is to be successful. These elements are: technology/computers, facilities/furniture, work/job function and social/people issues. Increasing office technology will result in more computers and other hardware directly in the workstation. Paper growth will continue and communication technology will increase in importance and sophistication. Buildings will be less able to support the increasing demands for automation in many ways, including lighting, wiring, cabling, heating, cooling and privacy. Furniture will assume more of these functions to save building renovation costs. Furniture systems must retain maximum flexibility to adapt to these changing needs. Automated information systems will allow decentralization of the office. Total office ergonomics will become increasingly important. Job functions will change with automation. The work force will require fewer clerical and more 'knowledge' workers. Jobs must be redesigned to account for boredom and to make better use of a worker's potential. Workers will need to rehumanize the workplace in the face of increasing high technology. Management needs to view workers as a valued investment, which will lead to improved relations. Unless worker health and safety concerns are adequately addressed, increased union and legislative involvement is likely as the white-collar work force grows. The rapid office changes we now see offer great opportunities to increase worker effectiveness, but several conditions must be met. (1) Senior management must be active in developing office automation plans because of the potential huge costs and benefits. (2) Human resources specialists must be involved in the planning process to ensure that proper orientation and training are given and to gain maximum advantage from office changes. The impact of the changes on corporate culture must be integrated into the planning process. (3) Financial resources must be committed to update office systems. (4) A holistic consideration of the four basic elements of the office is critical to the successful anticipation of future needs. (5) Change is continual and the office plan must be updated. (6) A team of specialists must assist senior management in developing, implementing and updating the plan. %M J.BIT.3.4.341 %T Ergonomic Studies in Computer-Aided Design %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 2. Field Studies, Office Furniture and Hardware %A G. H. Van Der Heiden %A E. Grandjean %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 341-346 %* (c) Copyright 1984 Taylor & Francis Ltd. %X This paper describes the results of an ergonomic survey on interactive graphics workstations for computer-aided design (CAD). A work-sampling study was carried out to characterize the use of keyboard, digitizer tablet and video display. Subjective impressions of CAD software, CAD hardware and health aspects were collected by means of a questionnaire. Working methods and working postures were recorded on videotape. The two most important differences in comparison with other office terminals are: (i) dynamic working methods result in an absence of constrained postures in CAD operators and allow full-body exercise; (ii) CAD operators spend more time (46-68 per cent of working hours) viewing the video display than the average office terminal operator. Some ergonomic recommendations have been deduced for the construction of CAD terminals, as well as for the ergonomic improvement of existing workstations. %M J.BIT.3.4.347 %T Prevalence of Data Operators' Musculoskeletal Symptoms During the Workday and Workweek %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 2. Field Studies, Office Furniture and Hardware %A Ritva Kukkonen %A P. Huuhtanen %A P. Hakala %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 347-351 %* (c) Copyright 1984 Taylor & Francis Ltd. %X The aim of this report, which is part of a study on the factors of mental load in office work, was to determine whether 30 data operators' musculoskeletal symptoms varied during the workday and workweek. An ergonomic survey was also carried out to find measures to improve the workstations and to motivate the operators to recognize problem areas. The results showed that all musculoskeletal symptoms increased during the workday, but symptoms in the neck and shoulders most of all. There were no differences in the prevalences of symptoms between the beginning and the end of the workweek. In response to the questions on mental-load factors, operators described their work as not mentally demanding but as very pressing at times. They felt they received insufficient feedback and that their work was not appreciated by the work organization. These results led to the following recommendations: job rotation; increased feedback; more instruction on how to adjust the worksite. Exercises for relaxation and the improvement of muscle awareness were also recommended. %M J.BIT.3.4.353 %T Electromyography and Office-Chair Design; A Pilot Study %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 2. Field Studies, Office Furniture and Hardware %A A. K. Burton %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 353-357 %* (c) Copyright 1984 Taylor & Francis Ltd. %X A pilot study is described which investigates the feasibility of using spinal electromyography as a means of discriminating between the effects of various office-chair designs on spinal muscle activity. The results support the view that the use of a back rest reduces spinal muscle activity but also suggest that when working (typing), the technique adopted by the worker has a greater effect on muscle activity than the design of the chair. Simple electromyographic studies may not be sufficiently sensitive to discriminate between the effects of individual chairs on spinal health, but it is suggested that ergonomic consideration may be more important than individual design concepts of office chairs. %M J.BIT.3.4.359 %T A New Concept in Chair Design %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 2. Field Studies, Office Furniture and Hardware %A Erwin Hort %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 359-362 %* (c) Copyright 1984 Taylor & Francis Ltd. %X What is to be expected from the office chair of the future? One thing is certain: office seating is taking on increasingly dynamic dimensions. Office work today is based on a multitude of activities requiring frequent changes in position, and added to this are flexible organizational forms -- technically complex office systems are often used by a number of people. Thus, the working chair has become a prime target for an ergonomic approach in the office environment. %M J.BIT.3.4.363 %T Improving VDT Workplaces in Offices by Use of a Physiologically Optimized Screen with Black Symbols on a Light Background: Basic Considerations %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 2. Field Studies, Office Furniture and Hardware %A D. Bauer %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 363-369 %* (c) Copyright 1984 Taylor & Francis Ltd. %X A physiologically optimized bright screen with dark characters has been developed in an effort to eliminate the visual problems and design restrictions which are commonly found in conventional VDTs, as described in numerous publications. It is designed to give a near optimum of visual acuity. Its character sharpness is significantly better than equivalent bright characters on dark backgrounds. By choosing an appropriate black character matrix, screen characters may be made to highly resemble carbon typed characters on a white piece of paper. Inherent problems of the 50-60 Hz dark-background screen -- blackness of the background, inappropriate adaptation level, gross level differences between screen and document, sensitivity to specular and diffuse reflections -- have been eliminated by a light-background VDT, which is flicker- and jitter-free and which uses correctly designed optics. The experimental unit tolerates source luminances up to 2000 cd/m{squared} and vertical illumination levels up to 6000 lx without essential degradation of readability. Consequently, a considerable degree of freedom in designing a VDT workroom is gained: optimum office illumination without restrictions imposed by inappropriate VDUs is possible even in situations where, in one workroom, work which needs high-level illumination and VDT work exist side by side. %M J.BIT.3.4.371 %T Limits of Visual Perception in the Technology of Visual Display Terminals %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 2. Field Studies, Office Furniture and Hardware %A F. L. Van Nes %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 371-377 %* (c) Copyright 1984 Taylor & Francis Ltd. %X The limits of visual perception in present VDT technology for man-machine communication are considered. Essentially, these limits concern the reading of the displayed information and follow from the prevailing display conditions as to (i) luminous contrast, (ii) character shape, (iii) text layout and (iv) text colour. The effect of these conditions on legibility is quantitatively described from research results, and practical suggestions are given for improving display legibility, through changes in contrast polarity, character shape, layout and the way colour is used. Finally, a plea is made for including experts in visual ergonomics in the teams developing new display devices in the future. %M J.BIT.3.4.379 %T Design Aspects of the Burroughs ET 1100 Ergonomic Workstation %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 2. Field Studies, Office Furniture and Hardware %A Thomas C. Abrahamsen %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 379-380 %* (c) Copyright 1984 Taylor & Francis Ltd. %X The Burroughs ET 1100 ergonomic workstation is a general purpose data communications system composed of a display unit and a cable-connected keyboard. It is intended for use in full-time work or continuous-use situations, therefore every effort was made to take ergonomic considerations into account. This paper describes the design process, the limitations provided to the design staff and the resulting product which was released in April 1983. A number of interacting variables needed to be balanced to ensure that one feature had not been optimized to the detriment of another. In addition to the manufacturers interest in the product it was important that it be installed properly, therefore additional measures were taken to educate users and managers about desirable environmental characteristics. %M J.BIT.3.4.381 %T Contribution of Ergonomics to the Design of Antireflection Devices in the Development of VDU Workplaces %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 2. Field Studies, Office Furniture and Hardware %A A. M. Paci %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 381-385 %* (c) Copyright 1984 Taylor & Francis Ltd. %X The design of the early Olivetti VDU workplaces used the micromesh filter as an antireflection device. New ergonomic problems related to the use of the VDUs have forced the designers to adopt the etching treatment on new VDUs and to supply them with the micromesh filter only in cases of particularly highly lit environments. Afterwards, in order to give the operator the opportunity of using the preferred colour of the character, the designers set up coloured plastic filters, which also show good antireflection effectiveness. In this case, the choice of correct colours and the determination of the best compromise between antireflection effectiveness and character sharpness are the contribution of ergonomics to the design of the filters. In this paper the different antireflection devices and their ergonomic evaluation are presented and discussed. %M J.BIT.3.4.387 %T Product Development of an Ergonomic Keyboard %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 2. Field Studies, Office Furniture and Hardware %A J. Buesen %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 387-390 %* (c) Copyright 1984 Standard Telephon und Radio AG, CH-Zurich %X The first truly 'ergonomic' keyboard for modern VDUs was shown to the public in April 1983 in Zurich. This split keyboard was the result of a research programme carried out by the Department of Hygiene and Work Physiology, ETH, Zurich. The ergonomic factors of the keyboard were convincing to the press, computer manufacturers and users. The steps from models of this keyboard to the final product and related problems of industrial design and engineering are explained. This will help in understanding the distinctive time lags between the results of scientific research and the availability of a product in the market-place. %M J.BIT.3.4.391 %T Skyline Self-Service Ticketing Terminal: Design and Ergonomics %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 3. Ergonomics Applied to Design %A Douglas F. Kelley %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 391-397 %* (c) Copyright 1984 Taylor & Francis Ltd. %X Within the next few years, most airlines worldwide will be adopting sophisticated self-service automated systems to enable staff to cope with the predicted increase in airline travel. NCR's new Skylink terminal, designed by Douglas Kelley Associates (DKA), London, is a highly flexible self-service passenger system that can handle flight inquiries, make reservations through the airline's central computer, electronically debit payment for tickets and print and issue tickets. It can also function as a check-in and boarding terminal, providing passes and baggage tags. This case study paper outlines the many unique factors pertinent to self-service sales terminals. It will then plot the development work undertaken by DKA in conjunction with the NCR Corporation in achieving practical results applicable for installations worldwide. Particular attention will be devoted to the airline ticketing and check-in terminals emphasizing the vital importance for ergonomic considerations to be integrated into the engineering and appearance design activities from the beginning. Physical factors of ergonomic concern are carefully illustrated together with the more abstract psychological aspects of anxiety and privacy. The customer interface by means of VDU screen expression is also discussed and specially programmed computer graphics dialogues shown to illustrate its importance. Other aspects of environmental installation, queueing practices, media replenishment, etc., are included. A future overview of such systems is explained showing its adaptation to hotel checking-in, car rental control as well as to variations of ticketing, from travel agents to executive offices of the future. %M J.BIT.3.4.399 %T Behavioural Data in the Design of Ergonomic Computer Terminals and Workstations -- A Case Study %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 3. Ergonomics Applied to Design %A Charles N. Abernethy %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 399-403 %* (c) Copyright 1984 Taylor & Francis Ltd. %X Manufacturers of office automation equipment, in their design of ergonomic computer terminals and office furniture, are encountering needed design data which is sometimes weak, absent, erroneous or inapplicable to the office-worker situation under consideration. In some instances, office automation manufacturers simply follow standards. In others, manufacturers make assumptions as to the best design, and in others, design decisions were based on testing results and conclusions. The paper reviews the ergonomic tools and features incorporated into the design of one office automation manufacturer's terminals and workstations. The short fall of applicable design data relevant to comfort versus extremes of motion in biomechanics, to keyboard home row height and slope angle to viewing distance, as well as to reverse video and surface colour are presented, along with the design resolution of these parameters. Further, certain aspects of posture recently published are discussed. %M J.BIT.3.4.405 %T A Study of a Modified VDT-Stand Arrangement %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 3. Ergonomics Applied to Design %A T. Marek %A C. Noworol %A A. Gedliczka %A L. Matuszek %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 405-409 %* (c) Copyright 1984 Taylor & Francis Ltd. %X The aim of this study was to establish an optimal keyboard and data space arrangement for data-entry operators using a VDT. The location of the keyboard and data was investigated in two ways: (1) An experimental model with a straight-line arrangement of operator, keyboard, data to be entered and screen. Entry data in that model were located between the keyboard and the screen, on a special inclined support. A sliding ruler, making reading easier, was an additional piece of equipment of the support. The keyboard was placed in front of the desk, below its surface. (2) A traditional model with a lateral arrangement of operator, keyboard, screen and with data to be entered either on the right or on the left of the keyboard. The test carried out to compare the two arrangements proved the assumption that there is a difference in operators' efficiency depending on the type of arrangement used. While operating the straight-line VDT stand operators were more efficient than when using the lateral one and found the former arrangement more comfortable. %M J.BIT.3.4.411 %T ComforTable -- A Generic Desk for the Automated Office %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 3. Ergonomics Applied to Design %A Olov Ostberg %A Bengt Warell %A Leif Nordell %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 411-416 %* (c) Copyright 1984 Taylor & Francis Ltd. %X The Swedish Telecommunications Administration (STA) has designed and marketed ComforTable, a generic workstation for visual display terminals (VDTs). Among its features are pushbutton, electrically operated height adjustment for the table top and a digital display showing the operational height in centimetres. ComforTable meets current user needs and demands for flexibility, and it is designed to accommodate the newer models of VDTs in Sweden, virtually all of which come with tiltable, height-adjustable screens and thin, detachable keyboards. This paper presents a rationale for the development and use of this generic workstation. %M J.BIT.3.4.417 %T Designing for Users: Implications for Manufacturers and Employers %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 3. Ergonomics Applied to Design %A Karen Lee Kessel %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 417-422 %* (c) Copyright 1984 Taylor & Francis Ltd. %X Ergonomic design of computer workstations requires an understanding of user needs by manufacturers and employers. Manufacturers must develop equipment allowing users to maximize their efficiency while minimizing stress. Employers must arrange proper workstation configurations. The 'best' design can fail if it is not appropriate for the task or the specific population of users. At one company requesting an evaluation of its adjustable computer workstations, employer and manufacturer failed to address simple user requirements. Job analyses were not adequately performed, and test procedures comparing workstations were probably biased. Casually questioning workers revealed little preference for these newer workstations compared with their older, more traditional, workstations. Recommendations for this company stressed task requirements, likely future changes in task demands and user needs. Emphasis on single factors, such as the universal use of adjustable desks, was substituted for a more coherent picture of the entire job and its requirements. %M J.BIT.3.4.423 %T Workstation Design for VDT (Product Design Project) %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 3. Ergonomics Applied to Design %A K. Munshi %A N. R. Joseph %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 423-430 %* (c) Copyright 1984 Taylor & Francis Ltd. %X Activity and photoergonomic analysis was carried out on 21 VDTs, while the operators were performing usual VDT tasks, at three computer centres in Bombay. Studies confirmed that failure to apply the knowledge of ergonomics to the design of workstations results in unnecessary fatigue and discomfort. Among the various factors which contribute to the efficiency, comfort and well-being of operators, the postural and visual factors are closely related (inseparable) and are important. Document holders, though very important, are not used at all. The aim of the workstation design was to obtain maximum postural/visual efficiency, bearing in mind environmental, manufacturing and marketing constraints. %M J.BIT.3.4.431 %T Ergonomics in India: A Case Study on Workspace Design for an Alphacomp Phototypesetting Machine %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 3. Ergonomics Applied to Design %A G. G. Ray %A D. V. K. Sudhakar %A K. Trivedi %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 431-438 %* (c) Copyright 1984 Taylor & Francis Ltd. %X Ergonomics in India is a newly emerging discipline -- having made inroads to the people of India very recently. Most of the Indians are absolutely unaware of using ergonomics to achieve an efficient man-machine-environment system for better productivity with less human cost. The present case study on workspace design for a phototypesetting machine in India indicates that people from the printing sector are ready to spend money importing modern machinery to achieve twofold objectives; (i) improvement of printing quality and (ii) faster publication. However, lack of ergonomic awareness hinders the design of a proper work environment, without which they cannot reach their goals. The present study is aimed at designing a proper workplace for an Alphacomp model K-II phototypesetting machine, which is going to be imported by several organizations in Bombay in the near future. The equipment consists of a printer, a floppy-disc drive, a keyboard and a power-supply unit. Only a single set-up out of three existing set-ups in Bombay was studied. As well as the existing workplace arrangement, three other concepts of arranging the equipment were generated and evaluated through mock-up studies. Evaluations were based on time-movement analysis, postural problems and anthropometric requirements by using video technique, questionnaires and personal observations. Strains imposed on thighs, lumbar and shoulder regions in existing conditions were eliminated by redesigning the workspace. The time required to complete the same task in different reorganized workspace arrangements was about 14-20 min less than that of the existing condition. Considering the existing machine design as constrained and based on concept 1, a prototype for a working table has been fabricated from the viewpoint of industrial design which will be patented in the near future. %M J.BIT.3.4.439 %T Elan Scala: A Proposal for an Office Furniture System %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 3. Ergonomics Applied to Design %A Joh Holenstein %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 439-443 %* (c) Copyright 1984 Taylor & Francis Ltd. %X Fundamental to the development was accurate research in the form of an analysis of the requirements of actual and future needs to be satisfied and an outline (resulting from the analysis) of the ergonomical and functional design options. The design of Elan Scala incorporates the following guidelines: (i) plain-level system, (ii) column system, (iii) furniture not machine, (iv) tendency and application=increased use of data equipment. The main functional options were leg freedom, height and inclination adjustability, freedom of movement for body and hands and for the data equipment to be placed on an independent, well-defined position. %M J.BIT.3.4.445 %T Integrating Technology and Environment %S Ergodesign 84 -- Ergonomics and Design in the Electronic Office: 3. Ergonomics Applied to Design %A Neville Osrin %J Behaviour and Information Technology %D 1984 %V 3 %N 4 %P 445-449 %* (c) Copyright 1984 Taylor & Francis Ltd. %X This paper examines some of the practical issues involved in the effective integration of technology and environment. User-research data are presented, including the development of a new office facilities questionnaire aimed at obtaining empirical evidence to determine what factors are associated with employee satisfaction with the office facility. A second, large-scale survey on seating comfort suggests that the current levels of dysfunction are significantly higher than one could reasonably regard as satisfactory. A series of illustrated case studies demonstrate how the user-related factors identified above contribute to the creation of dysfunctional environment and the erosion of employee satisfaction with the total office environment. The paper concludes with a review of the major areas in which office furniture is able to assist in the more effective integration of technology and environment, specifically: correct of dysfunction; productivity improvement; responsiveness to change; compensation for building inadequacy and, organization development. %M J.BIT.4.1.1 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1985 %V 4 %N 1 %P 1-2 %* (c) Copyright 1985 Taylor & Francis Ltd. %X N/A %M J.BIT.4.1.3 %T Context and Self-Selection Effects in Name Learning %A W. P. Jones %A T. K. Landauer %J Behaviour and Information Technology %D 1985 %V 4 %N 1 %P 3-17 %* (c) Copyright 1985 Taylor & Francis Ltd. %X In laboratory learning tasks, people's spontaneously chosen responses to stimuli have been found to be more memorable than equivalent responses chosen by someone else. In a computing situation, this suggests that it might be desirable to let new users select their own names for commands. However, it can also be argued that new users cannot name a command effectively, because they lack sufficient knowledge concerning the overall structure of the command set and its referents. Since existing psychological research has little to say about the relationship between contextual or structural knowledge and selection mode (self versus other), these factors were crossed in an experiment where subjects learned names for different objects (personnel data categories and descriptions of text-edit operations). In subsequent recall tests, beneficial effects were observed both for context knowledge and for the self-selection of names. Several interactions involving these factors were also significant. For personnel data categories, the context manipulation had no effect on performance when subjects were allowed to select their own names, but helped if they had to learn assignments made by others. For the less familiar text-editing descriptions, context information helped performance in general and considerably enhanced the benefits of self-selection. %M J.BIT.4.1.19 %T Human Information-Processing Strategies and Style %A Ivan T. Robertson %J Behaviour and Information Technology %D 1985 %V 4 %N 1 %P 19-29 %* (c) Copyright 1985 Taylor & Francis Ltd. %X The interactions that take place between the human and artificial aspects of information-technology systems are basically cognitive. Research in cognitive psychology conducted over the past 30 years or so has demonstrated that people exhibit significant individual differences in the information-processing strategies that they adopt during problem solving and other decision making activities. The different strategies that have been observed are outlined and some ideas concerning the theoretical bases of these strategies are discussed together with the implications that such human characteristics have for the operation and design of man-machine systems. %M J.BIT.4.1.31 %T Adaptive Personalized Interfaces -- A Question of Viability %A Saul Greenberg %A Ian H. Witten %J Behaviour and Information Technology %D 1985 %V 4 %N 1 %P 31-45 %* (c) Copyright 1985 Taylor & Francis Ltd. %X It is widely accepted that interfaces between computers and users should differ to accommodate individual, or group, needs. One method of 'personalizing' an interface is to have the system form a limited model of the user and employ it to fashion the dialogue to his needs. Unfortunately, little is known about the effect of adaptation on the man-machine interface. Although obvious advantages accrue from 'personalized' interfaces, there are also obvious disadvantages to presenting users with a changing, adapting and perhaps apparently inconsistent interface. The goal of this work is to determine the viability of an adaptive interface through a human-factor pilot study of a simple, specially designed, interactive computer system. The system uses menu-driven selection to retrieve entries from a large ordered telephone directory. This simple task has several advantages: it is a realistic application area for interactive computers; plausible adaptive modelling methods exist and have been studied theoretically; and previous work has determined the best way to display the menus to users. The results of this empirical study support the use of adaptive user modelling. In the (admittedly highly constrained) example system, a computer interface can indeed adapt successfully to every user. Although it does not necessarily generalize to other user interfaces, the result supplies evidence to refute published objections to adaptive user modelling in general. %M J.BIT.4.1.47 %T Introducing CAD Systems. Problems and the Role of User-Developer Communication in Their Solution %A Wilhelm Schaffitzel %A Uwe Kersten %J Behaviour and Information Technology %D 1985 %V 4 %N 1 %P 47-61 %* (c) Copyright 1985 Taylor & Francis Ltd. %X Every introduction process of a CAD system calls, at least potentially, for user-developer communication (UDC), since CAD systems always require adaptations and completion of the software to meet the specific requirements of a company. Furthermore, there is a principal demand for the redesign of the organization in which CAD is to operate. On the other hand, quite a few methods and procedures of UDC have been developed and tested, though not in the field of CAD. An empirical study of CAD applications in the West German mechanical engineering industry shows that the typical conditions under which CAD is introduced and the problems which arise in connection with the introduction in practice call for methodical guidance of the process and particularly for increased UDC. At the same time managers, developers and users are not aware of the methods of UDC and their potential. The question whether UDC would, in fact, have positive effects on the introduction process remains unanswered. As a conclusion some principal conditions are tentatively stated which must be fulfilled before methods and procedures of UDC can gain practical importance. It is suggested that with respect to the introduction of CAD systems UDC should not, in practice, be restricted to the process of software development, but should much rather comprise the process of organization development as well. %M J.BIT.4.1.63 %T Identifying Causes of Failure: A Case Study in Computerized Stock Control %A Christopher J. Rowe %J Behaviour and Information Technology %D 1985 %V 4 %N 1 %P 63-72 %* (c) Copyright 1985 Taylor & Francis Ltd. %X This case study considers the introduction of a computerized stock control system at a chocolate factory that is part of a large foods group. It focuses upon the problems faced by management and argues that such installations involve not merely quantifiable, technological issues, but also, qualitative, human concerns which management are apt to ignore. Management searched for a single causal factor -- the reason why the computer was causing problems -- which was to detract from the multiplicity of factors that were interacting and compounding to create system malfunctioning. %M J.BIT.4.1.73 %T "Human Aspects of Office Automation," edited by B. G. F. Cohen %S Book Review %A Ken Eason %J Behaviour and Information Technology %D 1985 %V 4 %N 1 %P 73-74 %* (c) Copyright 1985 Taylor & Francis Ltd. %X N/A %M J.BIT.4.1.75 %T Ergodesign 84, Montreux, 6-9 November 1984 %S Conference Report %A E. Grandjean %J Behaviour and Information Technology %D 1985 %V 4 %N 1 %P 75-76 %* (c) Copyright 1985 Taylor & Francis Ltd. %X N/A %M J.BIT.4.2.79 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1985 %V 4 %N 2 %P 79-80 %* (c) Copyright 1985 Taylor & Francis Ltd. %X N/A %M J.BIT.4.2.81 %T Learning a Menu Selection Tree: Training Methods Compared %A Diana Parton %A Keith Huffman %A Patty Pridgen %A Kent Norman %A Ben Shneiderman %J Behaviour and Information Technology %D 1985 %V 4 %N 2 %P 81-91 %* (c) Copyright 1985 Taylor & Francis Ltd. %X Menu selection systems sometimes present learning problems for novice users. This comparison of four training methods for novice users found that the global tree diagram of the menu system was superior to command sequence and frame presentation methods, and somewhat better than trial and error. Methods were evaluated on the basis of (1) number of target nodes found, (2) mean number of selections to a target node, (3) recall of the menu structure, and (4) subjective rating of ease of learning. %M J.BIT.4.2.93 %T Characterizing User Navigation Through Complex Data Structures %A David Canter %A Rod Rivers %A Graham Storrs %J Behaviour and Information Technology %D 1985 %V 4 %N 2 %P 93-102 %* (c) Copyright 1985 Taylor & Francis Ltd. %X As part of the general study of user navigation through interactive data-bases, a set of indices is proposed to characterise users' search sequences. These indices are presented as an attempt to capture some of the psychologically significant aspects of the movement of users within interactive data-bases. An example of the use of the indices is given in reference to an experiment to compare front-ends to a data-base program. Their strengths and weaknesses are discussed in the light of this experiment. Their potential as a basis for the precise definition of search strategies such as browsing and scanning is also considered. %M J.BIT.4.2.103 %T Keywords for Information Retrieval on Interactive Videotex %A Bernard A. Weerdmeester %A Rolf H. Van Velthoven %A Toon G. M. Vrins %J Behaviour and Information Technology %D 1985 %V 4 %N 2 %P 103-112 %* (c) Copyright 1985 Taylor & Francis Ltd. %X Searching within public information systems is one of the most complex forms of information retrieval. The use of keywords can facilitate this. The Netherlands PTT has developed an alphanumerically operated keyword search method for Viditel, the Dutch videotex system. Laboratory experiments with untrained users have shown an increase in correctly answered questions and a decrease in search time compared with one of the existing search methods, the numerically operated subject list. Some suggestions for further improvement are given. Implementation of the method in videotex systems is recommended. %M J.BIT.4.2.113 %T Predicting Performance in Computer Programming Courses %A Richard J. Koubek %A William K. LeBold %A Gavriel Salvendy %J Behaviour and Information Technology %D 1985 %V 4 %N 2 %P 113-129 %* (c) Copyright 1985 Taylor & Francis Ltd. %X Currently available methods for selecting computer programmers are reviewed. The academic achievement, in high school and in the university, of over 3000 students is reviewed and correlated with their performance in the different computer programming courses. The results revealed that performance in high school and college mathematics and science courses account for up to 50 per cent of the variance in computer programming course performance. The implications of these results for training and selection are discussed. %M J.BIT.4.2.131 %T The Association between Visual Discomfort and the Use of Visual Display Units %A Peter Alan Howarth %A Howell Owen Istance %J Behaviour and Information Technology %D 1985 %V 4 %N 2 %P 131-149 %* (c) Copyright 1985 Taylor & Francis Ltd. %X This paper reports the results of a two-year survey of the visual problems associated with the use of visual display units (VDUs). The survey examined both discomfort levels and visual function, and asked whether there were differences in these measures between subjects who used a VDU in the completion of their tasks and controls who did not. In total, 202 subjects were examined. The main study examined four groups of which two, Data Preparation and Word Processing (WP) used a VDU in the completion of their tasks, while the other two, General Clerical and Typing (TY), did not. Subjective measures of visual discomfort and objective measures of visual function were taken at both the beginning and end of the day. Two analyses were performed on the data; the first considered all four groups together, and the second directly compared the WP and TY groups -- these two groups being considered well matched. The first analysis showed that statistically significant differences existed between the groups at the end of the day. However, differences were also shown between the groups at the beginning of the day, and when the measure 'change over the day' was used, no significant differences attributable to the VDU were found. The second analysis found no significant differences between the TY and WP groups, nor were any trends apparent. A further study was done on ten subjects who alternated on a daily basis between using a word processor and a typewriter. No significant differences were found between the days using one and those using the other, confirming the above finding. Whilst both optometric measures of visual function and reported visual discomfort did change over the day, we conclude we have no evidence to support the idea that the VDU is in itself a causal factor of these changes to any greater extent than is the paper in a typewriter. %M J.BIT.4.2.151 %T Reducing Customer Difficulties in International Dialling %S Comment %A J. M. Clegg %J Behaviour and Information Technology %D 1985 %V 4 %N 2 %P 151-161 %* (c) Copyright 1985 Taylor & Francis Ltd. %X N/A %M J.BIT.4.2.163 %T Tentative Classification of Global Software %S Comment %A Hirokazu Negishi %J Behaviour and Information Technology %D 1985 %V 4 %N 2 %P 163-170 %* (c) Copyright 1985 Taylor & Francis Ltd. %X N/A %M J.BIT.4.2.171 %T "Office Automation, Organisation and the Nature of Work," by Judith Wainwright and Arthur Francis %S Book Reviews %A Ken Eason %J Behaviour and Information Technology %D 1985 %V 4 %N 2 %P 171-173 %* (c) Copyright 1985 Taylor & Francis Ltd. %X N/A %M J.BIT.4.2.171 %T "Transnational Data Flows in the Information Age," by C. J. Hamelink %S Book Reviews %A J. Eric Davies %J Behaviour and Information Technology %D 1985 %V 4 %N 2 %P 171-173 %* (c) Copyright 1985 Taylor & Francis Ltd. %X N/A %M J.BIT.4.2.171 %T "Computer Networks: Fundamentals and Practice," by M. D. Bacon, A. V. Stokes, and J. Bacon %S Book Reviews %A Bill Tuck %J Behaviour and Information Technology %D 1985 %V 4 %N 2 %P 171-173 %* (c) Copyright 1985 Taylor & Francis Ltd. %X N/A %M J.BIT.4.3.175 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1985 %V 4 %N 3 %P 175-176 %* (c) Copyright 1985 Taylor & Francis Ltd. %X N/A %M J.BIT.4.3.177 %T Viewers' Responses to Delays in Simulated Teletext Reception %A William C. Treurniet %A Paul J. Hearty %A Miguel A. Planas %J Behaviour and Information Technology %D 1985 %V 4 %N 3 %P 177-188 %* (c) Copyright 1985 Taylor & Francis Ltd. %X In a teletext service, information is retrieved from a sequence of pages broadcast cyclically on a video channel and the mean and variance of system response times are directly related to the number of pages in the cycle. Two experiments were conducted to investigate the maximum tolerable range of such delays. Three degrees of negative viewer response were defined by progressively more conservative criteria for annoyance. Results showed that both the proportion of delays noticed and the proportion of negative viewer responses at each criterion increased linearly with the square root of the system response time. As an example of the effect of criterion, 50 per cent of observers were slightly annoyed or worse with a mean response time of approximately 13 s, while 20 per cent were moderately annoyed or worse with the same delay. In limiting the duration of the broadcast cycle, teletext service providers apparently should consider what proportion of viewers to annoy and to what degree. %M J.BIT.4.3.189 %T Human Factors Design Considerations for Public Videotex Input Devices %A D. Goodman %A J. Dickinson %A M. J. Francas %J Behaviour and Information Technology %D 1985 %V 4 %N 3 %P 189-200 %* (c) Copyright 1985 Taylor & Francis Ltd. %X Eight experiments which formed an integral part of a comprehensive human factors investigation on the design of an input device for public videotex services are reported. Results of the first phase led to the design and construction of two simple keypad devices: a linear configuration, with function keys and numerics arranged in horizontal rows, and a square arrangement, with the function keys clustered around a touch-telephone numeric layout. Evaluation of these keypads with 130 novice users was carried out in Phase Two. While there was little difference in performance between the two pads, an interaction between user preference and duration of use was apparent. A slight preference was indicated for the linear pad on initial presentation but preference shifted towards the square arrangement as the duration of use increased. In the third, and major, phase of the research programme, the two simple keypads were compared with a small alphanumeric keypad and a full-sized keyboard. Results showed that novice users consistently performed best with the simple pads and showed a clear preference for these devices over the alphanumeric keypad and full keyboard. The experienced users, who had been trained on the full-sized keyboard, showed no advantage in performance with this device over the simple pads or the alphanumeric keypad but did indicate a clear preference for the keyboard. These results confirm that, with respect to input devices for public videotex systems, differential requirements exist for different types of users. For a diverse group such as the general public, a minimal function keypad appears to be the best compromise device for simple information retrieval tasks. %M J.BIT.4.3.201 %T Prospective Work Design of a Human-Centred CNC Lathe %A J. M. Corbett %J Behaviour and Information Technology %D 1985 %V 4 %N 3 %P 201-214 %* (c) Copyright 1985 Taylor & Francis Ltd. %X In the operation of many automated systems, the control functions are performed concurrently by human operator and computer. This paper discusses the importance of man-machine interface design for overall system efficiency and described how interface software enables operator and machine to help each other to achieve an effect of which each is separately incapable. Guidelines for the design of a computer numerically controlled (CNC) lathe interface are outlined and the implications for interface design methodology are discussed. %M J.BIT.4.3.215 %T Analysis of the VDT-Worker Interface %A D. G. Wyatt %J Behaviour and Information Technology %D 1985 %V 4 %N 3 %P 215-230 %* (c) Copyright 1985 Taylor & Francis Ltd. %X A three-dimensional spatial analysis of the VDT-worker interface is given. The relationships between the various parameters involved and the variables in the manual and visual fields are computed, using anthropometric measurements taken from 14 individuals. The effects of different postures are discussed. Fixed-keyboard and separate-keyboard VDTs are compared. %M J.BIT.4.3.231 %T A Structural Model of the Impact of Physicians' Perceptions of Computers on the Use of Hospital Information Systems %A James G. Anderson %A Stephen J. Jay %A Harlan M. Schweer %A Marilyn A. Anderson %J Behaviour and Information Technology %D 1985 %V 4 %N 3 %P 231-238 %* (c) Copyright 1985 Taylor & Francis Ltd. %X A structural model is developed to specify the effects of physician perceptions of the impact of computers on their use of a computer-based hospital information system (HIS). The overall model consists of a measurement model, which assumes that the observed variables are generated by a small number of unobserved variables or factors, and a structural equation model that relates exogenous and endogenous variables hypothesized as characterizing physician use of the HIS. Parameters of the model are estimated with data from 477 physicians. This approach demonstrates a powerful means of modelling processes involving variables of theoretical interest that cannot be directly observed. %M J.BIT.4.3.239 %T The Development of a Standardized, Computer-Based Abbreviation Algorithm %A Dennis K. McBride %A Joseph V. Lambert %A Norman E. Lane %J Behaviour and Information Technology %D 1985 %V 4 %N 3 %P 239-247 %* (c) Copyright 1985 Taylor & Francis Ltd. %X Based upon three simple assumptions about the information-conveying properties of consonants, vowels, syllables and the relative positions of letters and letter groups within parent words, a prototype abbreviation-generating algorithm was constructed. It was reasoned, based on previous studies (Streeter et al. 1980, Reber 1976) and because of the invariant rules which are fundamental to the algorithm, that abbreviations produced by the algorithm should be more readily decoded than naturally produced, popular abbreviations. Experiment I revealed that popular abbreviations were more easily reconstructed than were their ruled-based counterparts, although the margin was reliable only for abbreviations of parent words of relatively long letter length. Results of experiment II demonstrated that when feedback was provided to the subject following each reconstruction, accuracy in decoding the algorithm abbreviations improved with practice. No improvement was observed for subjects who were not provided knowledge of performance. The parent words chosen for study were sampled from a population of commonly used, general communication terms. Consideration is given to the effectiveness of ruled-based procedures when applied to hierarchically defined contexts, as in labelling instrumentation in modern aircraft cockpits and in producing abbreviated commands for advanced, computer-interactive systems. The findings provide an empirical foundation for continued development of the algorithm. %M J.BIT.4.3.249 %T Icons in Man-Machine Communications %S Comment %A Herman Ruge Jervell %A Kai A. Olsen %J Behaviour and Information Technology %D 1985 %V 4 %N 3 %P 249-254 %* (c) Copyright 1985 Taylor & Francis Ltd. %X N/A %M J.BIT.4.3.255 %T Are Computer Programmers Knit-Wits? %S Comment %A David Fryer %J Behaviour and Information Technology %D 1985 %V 4 %N 3 %P 255-257 %* (c) Copyright 1985 Taylor & Francis Ltd. %X N/A %M J.BIT.4.3.259 %T "Computers in Health Care. Volume 1. Concepts and Issues in Health Care Computing," by H. D. Covvey, N. H. Craven, and N. H. McAlister %S Book Review %A Mark Douglas %J Behaviour and Information Technology %D 1985 %V 4 %N 3 %P 259 %* (c) Copyright 1985 Taylor & Francis Ltd. %X N/A %M J.BIT.4.4.261 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1985 %V 4 %N 4 %P 261-262 %* (c) Copyright 1985 Taylor & Francis Ltd. %X N/A %M J.BIT.4.4.263 %T Ergonomics in Information Technology in Europe -- A Review %A B. Shackel %J Behaviour and Information Technology %D 1985 %V 4 %N 4 %P 263-287 %* (c) Copyright 1985 B. Shackel %X This review of Ergonomics in Information Technology in Europe was done in three stages. (i) Scientific papers and addresses of other persons/groups were requested from 52 persons/groups initially contacted. (ii) Visits were made to the more important groups in nine European countries, and use was made of opportune visits to the U.S.A. (iii) The papers received, and the extensive data gathered during the visits, were appraised and the review report was written. After discussing the importance of ergonomics for information technology (IT), and outlining the interrelation of human-factors aspects to the total IT system, the growth of research in ITE is documented. The domains and subdomains of ITE are then described and the state of research in these domains is reviewed; at least half of the subdomains of ITE are little researched as yet in Europe. The principal research gaps are recorded. The current state of ITE in Europe and the U.S.A. is then reviewed and compared. As a result it is suggested that a Strategic Programme for Research in ITE (SPRITE) is needed. Such a co-ordinated programme will greatly enlarge the scope of such research in Europe, will develop collaboration between researchers and, especially, will increase the researchers' contact with and value for the European IT industry. %M J.BIT.4.4.289 %T On the Interaction between System and User Characteristics %A Gerrit C. Van Der Veer %A Michael J. Tauber %A Yvonne Waern %A Bert Van Muylwijk %J Behaviour and Information Technology %D 1985 %V 4 %N 4 %P 289-308 %* (c) Copyright 1985 Taylor & Francis Ltd. %X The development of a representational framework, based on Moran's Command Language Grammar, for constructing adaptive computer systems is the main topic of this paper. A model of the user interface is developed of which two aspects are discussed: the mental model in the mind of the user and the perceptual model on the side of the machine. Cognitive style and personality factors are considered in their relation to the development of the mental model. The concept of metacommunication is analysed and discussed on all levels of Moran's CLG. %M J.BIT.4.4.309 %T A Network User Interface: Incorporating Human Factors Guidelines into the ISO Standard for Open Systems Interconnection %A G. Hannemyr %A P. R. Innocent %J Behaviour and Information Technology %D 1985 %V 4 %N 4 %P 309-326 %* (c) Copyright 1985 Taylor & Francis Ltd. %X The introduction of standards will hopefully ensure that users can access particular computer resources through a communications network for their own purposes without major problems. The International Standards Organisation (ISO) has developed a seven-layer reference model which is to be used for the purpose of incorporating standards relating to the interconnection of open systems (OSI). It is important that the human factors requirements are considered in relation to this model if the aim of generality of use is to be achieved. This paper considers some of the major human factors requirements and describes an approach to translating them into design standards which can be implemented. The approach starts from a consideration of user activity and develops into a language interface which could reside in layers of the reference model. %M J.BIT.4.4.327 %T Predicting the Usage of an Advanced Communication Technology %A Charles E. Grantham %A Jerry J. Vaske %J Behaviour and Information Technology %D 1985 %V 4 %N 4 %P 327-335 %* (c) Copyright 1985 Taylor & Francis Ltd. %X Despite the advantages associated with computer-mediated communication technologies, many people do not use such systems even when they are readily available. Efforts to identify the variables which mediate the relationship between the introduction of such technologies and their use have only recently become the focal point of systematic investigation. This paper explores the effects of three categories of predictor variables on the usage of a voice store and forward communication system. The variables include the individuals' attitudes toward the technology, their prior experiences with the voice message system, and the nature of their communication pattern. Data for this analysis were obtained from a mailed survey (N=279, response rate=78 per cent) of employees who were listed as subscribers of the company's voice mail (i.e., VOX). Regression analyses indicate that the strongest predictor of VOX usage was the respondent's attitude toward the system. Length of prior experience was also positively associated with the extent of current usage. Respondents, however, were less likely to use the system when communicating with subordinates. Implications for the design and implementation of computer-mediated communication channels are discussed. %M J.BIT.4.4.337 %T Generating English Paraphrases from Relational Query Expressions %A Barry G. T. Lowden %A Anne De Roeck %J Behaviour and Information Technology %D 1985 %V 4 %N 4 %P 337-348 %* (c) Copyright 1985 Taylor & Francis Ltd. %X Of the many problems facing the casual user of a data-base enquiry system probably the most difficult is gaining a competent understanding of the associated query language. Given that he manages to construct a well-formed query expression there is no guarantee that it exactly reflects the original question. The research described here concerns the design of an interpreter from a formal query language to natural language to aid query verification in a relational data-base environment. The system is being developed to work in conjunction with the ICL Natural Language enquiry interface NEL which translates English query expressions into the formal query language QUERYMASTER. The requirements of a natural-language paraphraser are first discussed and the nature of an intermediate representation is defined and motivated with respect to an applied relational calculus. Consideration is then given to choosing a suitable underlying framework with which to underpin the practical work and the choice of Lexical Functional Grammar as the guiding theory is explained. Finally, the research is set in the context of a longer-term programme to construct a multi-purpose user interface incorporating facilities for handling data-base metaknowledge and query building. %M J.BIT.4.4.349 %T Some Psychological Attributes of Potential Computer Command Names %A Yvonne Rogers %A D. J. Oborne %J Behaviour and Information Technology %D 1985 %V 4 %N 4 %P 349-365 %* (c) Copyright 1985 Taylor & Francis Ltd. %X One of the major difficulties that users may experience when interacting with computer systems is remembering the system functions that relate to particular command names. This paper considers the problem by evaluating various semantic attributes of a set of verbs in relation to the underlying psychological processes involved in a naming task. An initial investigation carried out to obtain imagery and concrete-abstractness ratings for the verbs (most of which were also existing computer commands) showed not only a wide range of ratings for attributes of the stimuli, but also that the majority of 'command' verbs were rated as being highly abstract and low in imagery. A second experiment investigated the factors of imagery and word frequency as a function of the ease with which 'command' verbs were elicited from an appropriate verbal description. The results demonstrated a complex interaction, in so far as low frequency, high imagery verbs were elicited more easily than those which have high frequency and low imagery attributes. The findings of these two investigation were discussed in relation to the ways in which imagery associations for verbs may influence user performance in memory tasks involving computer systems. %M J.BIT.5.1.1 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1986 %V 5 %N 1 %P 1-2 %* (c) Copyright 1986 Taylor & Francis Ltd. %X N/A %M J.BIT.5.1.3 %T System Response Time Effects on User Productivity %A Gale L. Martin %A Kenneth G. Corl %J Behaviour and Information Technology %D 1986 %V 5 %N 1 %P 3-13 %* (c) Copyright 1986 Eastman Kodak Company %X The present study tested the proposal that reducing computer system response times from a few seconds to sub-second levels results in dramatic increases in user productivity. Subjects completed data-entry and problem-solving tasks using a computer statistical package, under a range of computer response times from 0.1 to 5 seconds. Results indicated that some increase in productivity does occur as system response time deceases; however, (1) the size of the effect is considerably smaller than previously indicated, (2) the effect occurred only for data entry tasks, disappearing in problem-solving situations and declining in strength as the data-entry task became more complex, and (3) the relationship between response time and productivity was linear rather than exponential, as was indicated previously. These results suggest that an attentional/automatic processing model of the user is more appropriate than a model proposing that users do not need time to think between entries to the computer. %M J.BIT.5.1.15 %T Expert-Novice Differences for Software: Implications for Problem-Solving and Knowledge Acquisition %A Woodrow Barfield %J Behaviour and Information Technology %D 1986 %V 5 %N 1 %P 15-29 %* (c) Copyright 1986 Taylor & Francis Ltd. %X Experts differ from non-experts in how they acquire knowledge, solve problems and process information. In the study reported here three levels of program organization (executable order, random lines, random chunks) are manipulated in order to distinguish expert from non-expert (intermediate, novice, naive) performance in a software recall task. Implications for problem-solving and knowledge acquisition are discussed. %M J.BIT.5.1.31 %T Word Processing Technology and Perceptions of Control among Clerical Workers %A Anat Rafaeli %A Robert I. Sutton %J Behaviour and Information Technology %D 1986 %V 5 %N 1 %P 31-37 %* (c) Copyright 1986 Taylor & Francis Ltd. %X A set of four hypotheses about the relationships between word processor attributes and employee perceptions of control and satisfaction are developed and then tested in a sample of 109 clerical workers. Findings from this preliminary study support the first hypothesis, that electronic word processors, in contrast to typewriters, increase an employee's ability to control his or her work. The second hypothesis, that users of both word processors and typewriters will report the highest levels of control, was not supported. The second part of the study concerns attributes of electronic word processors. The third hypothesis was that employees who use computers that are more dependable, easier to use, and have higher quality screen will report higher levels of control. This hypothesis was only partially supported. Support was found for the fourth hypothesis, that the above trio of computer attributes would be positively related to employee satisfaction with the word processor. Practical implications and suggestions for future research are discussed. %M J.BIT.5.1.39 %T Application of Guidelines for Designing User Interface Software %A Jane N. Mosier %A Sidney L. Smith %J Behaviour and Information Technology %D 1986 %V 5 %N 1 %P 39-46 %* (c) Copyright 1986 Taylor & Francis Ltd. %X A survey was conducted of people who had received a report on guidelines for designing user interface software. Analysis of questionnaire responses indicates that respondents considered guidelines useful, that they have used guidelines in various stages of design, and that they plan to use guidelines again. However, respondents also reported significant problems in the practical application of guidelines. Respondents had difficulty locating relevant guidelines within the report, choosing which guidelines would actually be used, establishing priorities among the selected guidelines, and translating generally worded guidelines into specific design rules. %M J.BIT.5.1.47 %T Standards versus Guidelines for Designing User Interface Software %A Sidney L. Smith %J Behaviour and Information Technology %D 1986 %V 5 %N 1 %P 47-61 %* (c) Copyright 1986 Taylor & Francis Ltd. %X There are significant differences between designing hardware and software for the user interface to computer-based information systems. Formal standards may improve hardware design but may prove ineffective for aiding software design. Our present knowledge supports development of flexible design guidelines for user interface software, but does not justify imposition of standards. Effective application of guidelines will require a process of translation into system-specific design rules, and/or future incorporation into computer-based design algorithms. %M J.BIT.5.1.63 %T Towards an Ergonomic Design of Software %S Short Paper %A Ahmet Cakir %J Behaviour and Information Technology %D 1986 %V 5 %N 1 %P 63-70 %* (c) Copyright 1986 Taylor & Francis Ltd. %X N/A %M J.BIT.5.1.71 %T Ergonomic Procurement Guidelines for Visual Display Units as a Tool for Progressive Change %A Olov Ostberg %A Lennart Moller %A Gunnar Ahlstrom %J Behaviour and Information Technology %D 1986 %V 5 %N 1 %P 71-80 %* (c) Copyright 1986 Taylor & Francis Ltd. %X The Swedish Telecommunications Administration (STA) has put together a set of requirement specifications for general purpose Visual Display Units (VDUs), and in particular for VDUs to be used in telephone directory services and similar computer supported customer services. For VDUs based on Cathode Ray Tube technology, a rationale is presented for ergonomic requirements such as dark characters on a light background, a minimum refresh rate of 70Hz, limits for acceptable levels of electric and magnetic field strengths, and full tilt, swivel and height adjustability of the VDU. Standardized measurement methods for e.g. legibility and resolution are needed in further developing the ergonomic procurement process. %M J.BIT.5.1.81 %T How a Real-Life System Stands Up to the Commandments %S Short Paper %A Bharat Malde %J Behaviour and Information Technology %D 1986 %V 5 %N 1 %P 81-87 %* (c) Copyright 1986 Taylor & Francis Ltd. %X Many expert academics and practitioners have recommended some basic principles of good system design in organizational settings. This paper presents a case-study whose findings relate to many such principles. It is written with no other purpose than to serve as a reminder of these principles to those involved in the business of designing successful systems for human use. %M J.BIT.5.1.89 %T The Role of Graphics in Item Selection from Menus %S Short Paper %A Paul Muter %A Candace Mayson %J Behaviour and Information Technology %D 1986 %V 5 %N 1 %P 89-95 %* (c) Copyright 1986 Taylor & Francis Ltd. %X The present experiment addressed the question of whether the addition of graphics to the alternatives on computer choice pages facilitates user performance. Twenty-one subjects made choices from pages that resemble videotex choice pages. One third of the time the alternatives were displayed in the usual way (Text-Only condition); one third of the time the alternatives were arranged in a nonlinear fashion and each alternative was accompanied by an illustration (Graphics condition); and one third of the time the alternatives were arranged in a nonlinear fashion but there were no illustrations (Control condition). Graphics had no effect on response time, but a reliable effect on accuracy: the error rate in the Graphics condition was half that in the Text-Only condition. Apparently, videotex information providers and other software designers would be well advised to consider adding simple graphics to alternatives on choice pages. %M J.BIT.5.2.97 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1986 %V 5 %N 2 %P 97-98 %* (c) Copyright 1986 Taylor & Francis Ltd. %X N/A %M J.BIT.5.2.99 %T Space, Colour and Typography on Visual Display Terminals %A F. L. Van Nes %J Behaviour and Information Technology %D 1986 %V 5 %N 2 %P 99-118 %* (c) Copyright 1986 Taylor & Francis Ltd. %X Some guidelines are given to meet the observed need for rules about layout, the use of colour and typography on display screens so as to create texts with optimal legibility. Examples of videotex pages are used to illustrate right and wrong layouts, applications of colour and of letter type. The guidelines can be generalized to other types of display such as those used in personal computers and, to a more limited extent, to the use of graphics instead of text. Finally, figures are given on the general public's subjective appreciation of some alternative display layouts. %M J.BIT.5.2.119 %T Strategies and Biases in Human Decision-Making and Their Implications for Expert Systems %A Varghese S. Jacob %A Larry D. Gaultney %A Gavriel Salvendy %J Behaviour and Information Technology %D 1986 %V 5 %N 2 %P 119-140 %* (c) Copyright 1986 Taylor & Francis Ltd. %X This paper reviews the stages of the human decision-making process with an emphasis on evaluation strategies. A comparison between the components utilized in human and computer decision-making is outlined. The role of biases and risk in human decision-making is discussed. Finally, the issue of the impact of human evaluation strategies and biases in the construction and use of expert systems is considered. %M J.BIT.5.2.141 %T Ethical Dilemmas Constraining the Use of Expert Systems %A Gordon J. Speller %A John A. Brandon %J Behaviour and Information Technology %D 1986 %V 5 %N 2 %P 141-143 %* (c) Copyright 1986 Taylor & Francis Ltd. %X N/A %M J.BIT.5.2.145 %T Formalizations in Systems Development %A Lars Mathiassen %A Andreas Munk-Madsen %J Behaviour and Information Technology %D 1986 %V 5 %N 2 %P 145-155 %* (c) Copyright 1986 Taylor & Francis Ltd. %X Formalizations are related both to types of expression and to types of behaviour. The limits to applying formalizations in these two senses are discussed and illustrated by examples from practical systems development. It will be established that formalizations are valuable in some situations, but insufficient in others. The alternative to uncritically using formalizations is that system developers analyse the situations in which they find themselves, and from there plan a combination of a formal and an informal approach. %M J.BIT.5.2.157 %T Content and Representation Effects with Reasoning Tasks in PROLOG Form %A T. C. Ormerod %A K. I. Manktelow %A E. H. Robson %A A. P. Steward %J Behaviour and Information Technology %D 1986 %V 5 %N 2 %P 157-168 %* (c) Copyright 1986 Taylor & Francis Ltd. %X Two experiments were carried out to examine human reasoning performance in the context of the logic programming language PROLOG. Two factors, "content" (familiar versus unfamiliar) and "representation" (diagrammatic versus PROLOG-like list) were investigated. Subjects answered questions about hierarchical relationships in each condition. A significant interaction was obtained in both experiments, subjects making fewer errors in the familiar-diagram and unfamiliar-list conditions than in the familiar-list and unfamiliar-diagram conditions. It is hypothesized that a lower percentage of correct responses was given in familiar-list and unfamiliar-diagram conditions because the representation of information prevented successful use of an appropriate reasoning strategy. Working memory limitations provide a basis for understanding constraints on reasoning strategies for solving task questions. These strategies may involve either a serial or a spatial solution process. One strategy may require a larger working memory load than another, depending on the representation and content of task information. Implications for PROLOG programming instruction are discussed. %M J.BIT.5.2.169 %T What's on the Menu? The Influence of Menu Content on the Selection Process %S Short Paper %A Luc Giroux %A Rachel Belleau %J Behaviour and Information Technology %D 1986 %V 5 %N 2 %P 169-172 %* (c) Copyright 1986 Taylor & Francis Ltd. %X This paper focuses on the distinction between the selection process in a computer command menu and in an information retrieval menu. We argue that the cognitive processes involved in these two tasks are different and consequently, that performance cannot be explained by the same factors. Preliminary experimental results are presented to support this claim. %M J.BIT.5.2.173 %T The Importance of Item Distinctiveness on Performance Using a Menu Selection System %A Jeffrey P. Schwartz %A Kent L. Norman %J Behaviour and Information Technology %D 1986 %V 5 %N 2 %P 173-182 %* (c) Copyright 1986 Taylor & Francis Ltd. %X Novice computer users searched an interactive menu system given either an explicit target phrase or a subject-matter topic. Two menus were used: an original menu as designed by a commercial timesharing service and a slightly modified version intended to increase the distinctiveness of same-level items. Subjects acquired knowledge about the system through one of four study methods: trial-and-error exploration, study of a diagram of the menu structure, trial-and-error exploration with documentation, or study of the diagram with documentation. Subjects using the modified menu (a) took less time per problem: (b) found targets in a more direct path: and (c) gave up on fewer problems than subjects using the original menu. These results are consistent with a theory of choice that predicts that decision processes are facilitated by the distinctiveness of the alternatives. Overall the effect of study method was not significant. For highly meaningful menus, type of exposure, whether trial-and-error or study of the global tree, does not seem to matter. %M J.BIT.5.2.183 %T Observations on Meeting Usability Goals for Software Products %A John L. Bennett %J Behaviour and Information Technology %D 1986 %V 5 %N 2 %P 183-193 %* (c) Copyright 1986 IBM %X Making software products more usable has been stated as an industrial, national, and even international goal. Constructive exchanges between those working in universities to build theory and those working in industry to build products have been identified as one way to speed the achievement of this goal Programmes within IBM have encouraged such exchanges. Drawing on my experience in IBM, I outline some of the problems in setting and meeting software usability goals, discuss briefly the nature of collaborative work, and suggest ways to facilitate working together for mutual benefit despite possible differences in culture and purpose. %M J.BIT.5.2.195 %T "Ergonomics and Health in Modern Offices," edited by Etienne Grandjean %S Book Reviews %A James A. Boyless %J Behaviour and Information Technology %D 1986 %V 5 %N 2 %P 195-198 %* (c) Copyright 1986 Taylor & Francis Ltd. %X N/A %M J.BIT.5.2.195 %T "New Information Technology in the Education of Disabled Children and Adults," by D. Hawkridge, T. Vincent, and G. Hales %S Book Reviews %A Mark Douglas %J Behaviour and Information Technology %D 1986 %V 5 %N 2 %P 195-198 %* (c) Copyright 1986 Taylor & Francis Ltd. %X N/A %M J.BIT.5.2.195 %T "Information Systems: Theory and Practice (3e)," by John G. Burch, Jr., Felix R. Strater, and Gary Grudnitski %S Book Reviews %A Margaret Rock %J Behaviour and Information Technology %D 1986 %V 5 %N 2 %P 195-198 %* (c) Copyright 1986 Taylor & Francis Ltd. %X N/A %M J.BIT.5.3.201 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1986 %V 5 %N 3 %P 201-202 %* (c) Copyright 1986 Taylor & Francis Ltd. %X N/A %M J.BIT.5.3.203 %T Learning to Use a Word-Processing System as a Function of Training Strategy %A Sara J. Czaja %A Katka Hammond %A James J. Blascovich %A Helen Swede %J Behaviour and Information Technology %D 1986 %V 5 %N 3 %P 203-216 %* (c) Copyright 1986 Taylor & Francis Ltd. %X Three training strategies were evaluated for their effectiveness in teaching naive computer users to use a word-processing system. One hundred and thirty five women ranging in age from 25 years to 70 years participated in the study. Subjects were trained using one of three techniques (instructor, manual, computer) to perform basic word-processing tasks. The effectiveness of the training strategies was assessed by examining performance on basic word-processing tasks such as typing a letter or memo and editing an existing file. Results showed that for all subjects, computer-based training was a less effective teaching method than either instructor- or manual-based training. In general, subjects who were trained using the computer-based method attempted and completed fewer tasks, took longer to perform tasks, and also made more errors. These finding demonstrate the need for directing efforts towards the development of appropriate training methods for computer tasks. %M J.BIT.5.3.217 %T Learning Complex Computer Programs %A Carl Martin Allwood %A Torbjorn Wikstrom %J Behaviour and Information Technology %D 1986 %V 5 %N 3 %P 217-225 %* (c) Copyright 1986 Taylor & Francis Ltd. %X The nature of user's difficulties when learning either a data-base or a spread-sheet program is analysed here. Two subjects for each program were thinking aloud while following the instructions in a written tutorial. One main result was the large number of different difficulties, both procedural and conceptual, experienced by the subjects. A tentative conclusion is that it may not be possible to eliminate these difficulties by making only a small number of changes to the programs. In contrast to earlier studies, mistaken analogies were not a major source of difficulties; for example, the typewriter analogy contributed only to a very small extent. The analyses showed that subjects had more difficulties on the main command level than on the sub-command level. Despite the small number of subjects, a large variation in learning strategy was observed. %M J.BIT.5.3.227 %T Educational Aspects of Television Subtitling in Deaf Education %A R. G. Baker %A R. I. Damper %J Behaviour and Information Technology %D 1986 %V 5 %N 3 %P 227-236 %* (c) Copyright 1986 R. G. Baker, R. I. Damper and University of Southampton %X The increasing availability of microcomputers and video technology in schools is opening the way towards local 'do-it-yourself' video subtitling facilities. Over the last five years, many teachers of deaf children have begun to recognize the educational benefits of subtitled television, but the means for effective, yet low-cost, subtitling did not exist. Building on our earlier experience with broadcast-teletext subtitling we initiated work, funded by the Mountbatten Memorial Trust, to fulfill this need. To gauge the extent of interest in local subtitling, and to gather design data for the project, a national survey of the uses of television and related media in the education of deaf children was undertaken. Existing methods of adapting educational broadcasts to provide access for deaf children were of particular interest in the survey. As a result of our work, a prototype low-cost subtitling system has been developed, based on video and computer equipment already widely available in schools. Technical details of the system are described in the companion paper. A programme of technical evaluation of the equipment in schools for the deaf and units for hearing impaired children (attached to mainstream and special schools) has just been concluded. A feature of this work has been the close collaboration with teachers of the deaf. As a result of these trials, a commercial system is being produced and guidelines for effective educational subtitling are starting to emerge. %M J.BIT.5.3.237 %T Technical Aspects of Television Subtitling in the Education of the Deaf %A R. P. Dudley %A A. C. Downton %A R. W. King %J Behaviour and Information Technology %D 1986 %V 5 %N 3 %P 237-248 %* (c) Copyright 1986 R. P. Dudley, A. C. Downton, R. W. King and University of Southampton %X This paper describes the research and development which has led to the design of a modular low-cost, high-quality subtitling system based predominantly upon widely available consumer components and intended to produce open or closed captions on standard video cassette recorders. The only non-standard components of the system are a special-purpose video display mixer for combining text and picture information, and a suite of software which fully supports the subtitle preparation process. The software is menu-based for use by inexperienced users and allows any user who can type to produce high-quality teletext format subtitles. The display mixer can be upgraded to provide facilities for downloading broadcast subtitles, teletext pages and telesoftware. Four prototype units have been built and have undergone extensive evaluation in schools for the deaf and partially hearing units. Feedback from the evaluation has resulted in a finalized design which should be available commercially in 1986. %M J.BIT.5.3.249 %T User Navigation in Complex Database Systems %A D. Canter %A J. Powell %A J. Wishart %A C. Roderick %J Behaviour and Information Technology %D 1986 %V 5 %N 3 %P 249-257 %* (c) Copyright 1986 Taylor & Francis Ltd. %X Building on earlier work in which user interaction with complex databases is conceptualized in terms of 'navigation', the present study investigates users' navigational strategies and the implications for navigation of different control options (front-ends). A pilot study which gave subjects three control options showed that such a free choice caused confusion and hence the advantages of all the available options were not explored. In a second study, subjects were provided with only two control options in two separate conditions. Behaviour and performance were investigated with regard to different methods of information retrieval form a page-based system of property descriptions. In Condition 1 the control options were Direct Addressing and Linked Addressing, in Condition 2 the options were Direct Addressing and Parsed Search. Results indicate that a system of Linked Addressing (following signposts) was the most effective control option and that the different front-ends promoted the adoption of different navigational strategies. %M J.BIT.5.3.259 %T A Quantitative Assessment of Changes in Work Activities Resulting from Computer-Assisted Design %A Ann Majchrzak %A Paul Collins %A Dave Mandeville %J Behaviour and Information Technology %D 1986 %V 5 %N 3 %P 259-271 %* (c) Copyright 1986 Taylor & Francis Ltd. %X In an effort to understand how computer-assisted design (CAD) can be optimized in an organizational setting, perceptions and attitudes of CAD users about their jobs and workplace are compared with those of non-users. Results indicate that the implementation of CAD may not result in the expected benefits if CAD is not appropriately managed. Job unpredictability, job autonomy, and job interdependence are three areas in particular needing management attention if CAD benefits are to be achieved. %M J.BIT.5.3.273 %T Layout Simulation for Keyboards %A Issachar Gilad %A Moshe A. Pollatschek %J Behaviour and Information Technology %D 1986 %V 5 %N 3 %P 273-281 %* (c) Copyright 1986 Taylor & Francis Ltd. %X The oldest element on any personal computer is the keyboard: its design (the spatial position of the keys in relation to each other) and its layout (the assignment of letters, numerals, and other signs to keys). The are exactly the same as on the first typewriters of over 100 years ago...or are they? The layout has been the topic of improvement for more than 70 years but no real change has materialized. We contribute to the efforts of layout reformers in Pollatschek et al. (1986). In this paper, we introduce a simple simulation tool for evaluating layout, while in an accompanying communication we advise on a cheap and effective way to convert any given layout to any desired one. %M J.BIT.5.3.283 %T The Customizable Keyboard %A Moshe A. Pollatschek %A Issachar Gilad %J Behaviour and Information Technology %D 1986 %V 5 %N 3 %P 283-287 %* (c) Copyright 1986 Taylor & Francis Ltd. %X The need for deviations from the widely accepted QWERTY keyboard layout of usual office typewriters or workstations has been discussed in our twin paper (Gilad et al. 1986). In this paper we examine a related issue: How to customize any keyboard to a given application, cheaply and effectively. We here discuss this issue and establish why such customization is necessary and how modern technology and keyboard design solve half the problem. %M J.BIT.5.3.291 %T "Dichotomies of the Mind: A Systems Science View of the Mind and Personality," by Walter Lowen %S Book Reviews %A John Benjafield %J Behaviour and Information Technology %D 1986 %V 5 %N 3 %P 291-298 %* (c) Copyright 1986 Taylor & Francis Ltd. %X N/A %M J.BIT.5.3.291 %T "Information Technologies and Social Transformation," edited by Bruce R. Guile %S Book Reviews %A D. J. Pullinger %J Behaviour and Information Technology %D 1986 %V 5 %N 3 %P 291-298 %* (c) Copyright 1986 Taylor & Francis Ltd. %X N/A %M J.BIT.5.3.291 %T "Human-Computer Interaction. Volume 1. Advances in Human Factors/Ergonomics," edited by G. Salvendy %S Book Reviews %A Murray A. Sinclair %J Behaviour and Information Technology %D 1986 %V 5 %N 3 %P 291-298 %* (c) Copyright 1986 Taylor & Francis Ltd. %O Proceedings of the First USA-Japan HCI conference, Honolulu, August 1984 %X N/A %M J.BIT.5.3.291 %T "Vehicles: Experiments in Synthetic Psychology," by Valentino Braitenberg %S Book Reviews %A David Fryer %J Behaviour and Information Technology %D 1986 %V 5 %N 3 %P 291-298 %* (c) Copyright 1986 Taylor & Francis Ltd. %X N/A %M J.BIT.5.3.291 %T "Fundamentals of Human-Computer Interaction," edited by Andrew Monk %S Book Reviews %A Jakob Nielsen %J Behaviour and Information Technology %D 1986 %V 5 %N 3 %P 291-298 %* (c) Copyright 1986 Taylor & Francis Ltd. %X N/A %M J.BIT.5.4.299 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1986 %V 5 %N 4 %P 299-300 %* (c) Copyright 1986 Taylor & Francis Ltd. %X N/A %M J.BIT.5.4.301 %T A Workshop on Spatial and Temporal Visual Aspects of VDUs %A Peter J. Haubner %J Behaviour and Information Technology %D 1986 %V 5 %N 4 %P 301-307 %* (c) Copyright 1986 Taylor & Francis Ltd. %X This article outlines the background to a workshop on selected aspects of VDU work. The aims of the workshop are set out, and various data and views discussed concerning the topics of contrast perception, flicker perception and adaptation. The paper should harmonize with the individual contributions which follow. Experts from both standardization committees and universities took part in the workshop. %M J.BIT.5.4.309 %T Visibility Aspects of VDUs in Term of Contrast and Luminance %A S. Kokoschka %J Behaviour and Information Technology %D 1986 %V 5 %N 4 %P 309-333 %* (c) Copyright 1986 Taylor & Francis Ltd. %X Characters on VDUs exhibit specific problems in terms of contrast and visibility evaluation. The photometric properties of CRT displays were analysed, resulting in the specification of local inner, local outer and mean character contrasts. On the basis of search experiments as well as of subjective appraisals it is shown that the inner detail contrast of characters is the determinant for the effect of contrast on visual performance and acceptance. The inner contrast also provides an adequate criterion to optimize the adjustment of contrast, including the effects of lighting in the room. In order to evaluate the visibility level of VDU characters an analytical model is presented based on the threshold numbers between critical character details. Recommendations are given for optimized adjustments of character contrast and background luminance. %M J.BIT.5.4.335 %T Ergonomic Aspects of Image Polarity %A Uwe Pawlak %J Behaviour and Information Technology %D 1986 %V 5 %N 4 %P 335-348 %* (c) Copyright 1986 Taylor & Francis Ltd. %X The following paper deals with the question of whether VDUs with positive polarity or negative polarity are preferable from the ergonomic point of view. It discusses to what extent conditions are improved or impaired by changing the image polarity, using the visual performance and the sensitivity to interference as indicators. The basic visual functions of the user, adaptation flicker sensitivity, contrast sensitivity and visual acuity, are less influenced by changing the polarity than would be expected from classical investigations. The sensitivity to interference by reflections of environmental light on the VDU decreases. Because of the lower conspicuity of interference on VDUs with positive polarity, the design of VDU workplaces becomes more flexible. Together with a higher acceptance by the user, positive polarity will represent an ergonomic improvement in comfort. %M J.BIT.5.4.349 %T An Analytical Method for Predicting Perceived Flicker %A Joyce E. Farrell %J Behaviour and Information Technology %D 1986 %V 5 %N 4 %P 349-358 %* (c) Copyright 1986 Taylor & Francis Ltd. %X A method is described for predicting whether a visual display terminal (VDT) will appear to flicker given the display phosphor persistence, refresh frequency, luminance and other environmental factors such as the distance between the user and the VDT. Based of research on human temporal sensitivity (Kelly 1969), one can predict the maximum screen luminance and the minimum refresh frequency that will generate a flicker-free display for a theoretical standard observer. These predictions are tested across a range of refresh frequencies, screen luminance, screen phosphors and individual users. %M J.BIT.5.4.359 %T A Practical Guide to Flicker Measurement: Using the Flicker-Matching Technique %A Bernice E. Rogowitz %J Behaviour and Information Technology %D 1986 %V 5 %N 4 %P 359-373 %* (c) Copyright 1986 Taylor & Francis Ltd. %X We have developed an empirical technique for measuring perceived flicker on refresh displays. This technique is based in vision science, is technology independent and has proved to be a useful tool in display development and product assurance. It has been used to evaluate a large number of displays varying in size, luminance, refresh rate, phosphor decay and colour. In this paper we describe the flicker-matching technique (FMT) and provide detailed information on its operation. In the IBM flicker-matching technique, observers of known flicker sensitivity compare the amount of flicker on the display to the amount of flicker on a standard light. The temporal frequency of the standard light is then varied until the display and light appear to flicker equally. We measure this 'matching frequency' at three levels of display contrast. In the 'standard test' version of this technique, we distil a figure of merit for each display based on the performance of observers in the top 5 per cent of the population. This figure of merit corresponds well with field reports and success in receiving a 'safety label' from the German TCA (Berufsgenossenschaft). %M J.BIT.5.4.375 %T Retinal Adaptation to Non-Uniform Fields: Average Luminance or Symbol Luminance? %A Bruce A. Rupp %A Stanley E. Taylor %J Behaviour and Information Technology %D 1986 %V 5 %N 4 %P 375-379 %* (c) Copyright 1986 Taylor & Francis Ltd. %X Various lighting and video display terminal design recommendations have been based on the assumption that the eye adapts to the average luminance of the field being viewed. Other evidence suggests that for irregular patterns the eye adapts to a level biased toward the peak luminance in the field being viewed. Subjects in this study adapted to uniform fields of varying average luminance and to two test patterns, one of which (dots) had a peak luminance equal to the brightest uniform field and an average luminance equal to the least bright uniform field. Time to respond to a test pattern following adaptation to dots was intermediate between the two extreme uniform fields, but closer to that of the brighter field which had an average luminance equal to the test pattern's peak luminance. For that reason, proposed lighting differences based on image polarity or recommendations of positive image polarity do not appear to be warranted. %M J.BIT.5.4.381 %T "Advances in Human Factors/Ergonomics. Volume 2. Human-Computer Dialogue Design," edited by Roger W. Ehrich and Robert C. Williges %S Book Reviews %A Martin Maguire %A Dale Hewitt %J Behaviour and Information Technology %D 1986 %V 5 %N 4 %P 381-384 %* (c) Copyright 1986 Taylor & Francis Ltd. %X N/A %M J.BIT.5.4.381 %T "Communicating Technical Information: A New Guide to Current Uses and Abuses in Scientific and Engineering Writing," by Robert R. Rathbone %S Book Reviews %A Margaret Mann %J Behaviour and Information Technology %D 1986 %V 5 %N 4 %P 381-384 %* (c) Copyright 1986 Taylor & Francis Ltd. %X N/A %M J.BIT.6.1.1 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1987 %V 6 %N 1 %P 1-2 %* (c) Copyright 1987 Taylor & Francis Ltd. %X N/A %M J.BIT.6.1.3 %T Proof-Reading on VDUs %A Anthony Creed %A Ian Dennis %A Stephen Newstead %J Behaviour and Information Technology %D 1987 %V 6 %N 1 %P 3-13 %* (c) Copyright 1987 Taylor & Francis Ltd. %X Two experiments are reported which compared proof-reading performance cross three different modes of presentation. The results of Experiment 1 indicated that proof-reading accuracy was significantly worse on a VDU than on paper, with a photograph of the VDU display producing intermediate performance. It was also demonstrated that substitutions of visually similar errors were harder to detect than other error types. The results of Experiment 2 replicated these findings, but failed to find any difference between twin-column and single-column presentation. The findings are interpreted as indicating that character font may be a major factor in the poor performance with the VDU. It is suggested that the present experimental paradigm could be a useful assessment tool for the evaluation of display design. %M J.BIT.6.1.15 %T On the Limits of Expert Systems and Engineering Models in Process Control %A Bernhard Zimolong %A Shimon Y. Nof %A Ray E. Eberts %A Gavriel Salvendy %J Behaviour and Information Technology %D 1987 %V 6 %N 1 %P 15-36 %* (c) Copyright 1987 Taylor & Francis Ltd. %X The review is based on an analysis of current literature of expert systems and of system engineering models in dynamic process control. It starts with an analysis of the mental operations and cognitive requirements needed for supervisory control. Mental models are discussed as a function of situational requirements as well as of personal strategies. System engineering models and expert systems are briefly described and their function as decision support tools evaluated. Criteria are the overall functionality, similarity of knowledge bases and reasoning strategies of the human and the support system, adaptability to the operator's skill level and self-explanation of the support system in the interaction mode. As a result, system engineering models are only of limited value for knowledge-based process control. Expert systems seem to be very valuable tools for augmenting human decision making in process control, if the interaction problem can be solved. %M J.BIT.6.1.37 %T An Expert System within a Supportive Interface for UNIX %S Short Paper %A Jennifer Jerrams-Smith %J Behaviour and Information Technology %D 1987 %V 6 %N 1 %P 37-41 %* (c) Copyright 1987 Taylor & Francis Ltd. %X N/A %M J.BIT.6.1.43 %T Performance and Preference in Videotex Menu Retrieval: A Review of the Empirical Literature %A James N. MacGregor %A Eric S. Lee %J Behaviour and Information Technology %D 1987 %V 6 %N 1 %P 43-68 %* (c) Copyright 1987 J. N. MacGregor and E. S. Lee %X This article reviews the literature on behavioural factors in menu retrieval from computerized databases. The belief that menus are easy to learn and easy to use is questioned; in laboratory-based experiments error rates were uniformly high, success rates less than perfect, searches inefficient, and search times long. General problems with the menu method and possible cognitive factors contributing to these problems are discussed. This analysis suggests several approaches for improving menu retrieval performance: optimal index structuring, reclassification and relabelling of problem menus, the addition of descriptors on top index levels, and practice. Each was found to be effective to some degree in improving performance. A major weakness of menu systems was found to be their unsuitability for experienced users. The addition of menu keywords to a menu system overcomes this problem: menu keywords permit users, as they gain in experience, to access directly deeper and deeper levels in the menu index, substantially improving both preference and performance. The addition of user-defined keywords appears promising as another method for improving performance, particularly for experienced users. The paper concludes with a discussion of recommendations for practitioners as well as for researchers. %M J.BIT.6.1.69 %T Individual Differences and Ergonomic Factors in Performance on a Videotex-Type Task %A Perry R. Morrion %A Grant Noble %J Behaviour and Information Technology %D 1987 %V 6 %N 1 %P 69-88 %* (c) Copyright 1987 Taylor & Francis Ltd. %X This study manipulated ergonomic aspects of a videotex-type task and attempted to relate paper and pencil measures of field dependence-independence, intelligence, capacity to complete a computer science curriculum and attitudes toward computers, to the performance of novice users. Results indicated that fault-tolerant aspects of the software and the use of self-defined commands resulted in superior performance. In addition, field independence and higher intelligence were associated with better performance. No substantial relationship was found between ability to complete a computer science curriculum and performance on the task. Those subjects who expressed an 'awesome' view of the nature of computers appeared to perform less well and it was suggested that this may be related to this lack of experience, although it was not possible to statistically verify this interpretation. %M J.BIT.6.1.89 %T A Menu Selection Algorithm %S Short Paper %A Harold Thimbleby %J Behaviour and Information Technology %D 1987 %V 6 %N 1 %P 89-94 %* (c) Copyright 1987 Taylor & Francis Ltd. %X A simple algorithm for menu selection, which enhances existing methods for small menus (e.g., fewer than 20 entries) is discussed. Algorithms are presented in Pascal. %M J.BIT.6.2.95 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1987 %V 6 %N 2 %P 95-96 %* (c) Copyright 1987 Taylor & Francis Ltd. %X N/A %M J.BIT.6.2.97 %T An Evaluation of Jump-Ahead Techniques in Menu Selection %A Alan Laverson %A Kent Norman %A Ben Shneiderman %J Behaviour and Information Technology %D 1987 %V 6 %N 2 %P 97-108 %* (c) Copyright 1987 Taylor & Francis Ltd. %X Menu selection systems provide a means of selecting operations and retrieving information which requires little training and reduces the need for memorizing complex command sequences. However, a major disadvantage of many menu selection systems is that experienced users cannot traverse the menu tree significantly faster than novices. A common solution to this problem is to provide the menu selection system with a jump-ahead capability. The purpose of this research was to evaluate two jump-ahead methods (type-ahead and direct-access). In the type-ahead method the user anticipates a selection on each of several successive menus and enters as many selections at one time as desired. In the direct-access method, each menu frame is assigned a unique name which the user must enter to locate it. Thirty-two students were given training on an information retrieval system for college course information and were required to learn the two jump-ahead methods in a counterbalanced design. The direct-access method resulted in fewer traversals to learn the system, lower error rates, and reduced learning time. The subjective impressions, obtained from post-experiment questionnaires and oral comments, indicated that the direct-access jump-ahead method was also preferred in a frequently used menu selection system. %M J.BIT.6.2.109 %T Information Technology and Job Design: A Case Study on Computerized Numerically Controlled Machine Tool Working %A Nigel J. Kemp %A Chris W. Clegg %J Behaviour and Information Technology %D 1987 %V 6 %N 2 %P 109-124 %* (c) Copyright 1987 Taylor & Francis Ltd. %X A detailed case study is presented of the use of CNC machine tools in an engineering factory. This examines what choices were made regarding the management and operation of CNC machines, and why, and the impact of these choices on the firm and its employees. Contrary to a deskilling hypothesis, the findings showed that CNC machinists exercised high levels of operational control, were very skilled, satisfied with the content of their jobs, but critical of work coordinating mechanisms. These job designs are linked to internal and external contingencies. The paper concludes with predictions concerning job designs associated with the move to complex information technology systems. %M J.BIT.6.2.125 %T Proof-Reading: VDU and Paper Text Compared for Speed, Accuracy and Fatigue %A R. T. Wilkinson %A Helen M. Robinshaw %J Behaviour and Information Technology %D 1987 %V 6 %N 2 %P 125-133 %* (c) Copyright 1987 Taylor & Francis Ltd. %X Proof-reading on either a cathode ray tube visual display unit (VDU) of average quality or on conventional paper typescript was carried out for four 50-min sessions, two in each condition. The method of signaling errors in the script was identical in each case: verbally and by line reference. VDU scripts were presented in a standard Wordstar format; paper text was a normal print-out of that script. With the VDU as compared to paper, more proof-reading errors were missed, fewer pages were read, and there was a greater accumulation of fatigue during the reading session as indexed by an increase in the number of errors missed. It is suggested that (i) material be printed for proof-reading, and (ii) the present technique be used for comparison of different VDUs for speed and accuracy of reading and resistance to fatigue. %M J.BIT.6.2.135 %T Metaform: Updatable Form Screens and their Application to the Use of Office Metaphors in Query Language Instruction %A David Volk Beard %A Marilyn M. Mantei %A Toby J. Teorey %J Behaviour and Information Technology %D 1987 %V 6 %N 2 %P 135-157 %* (c) Copyright 1987 Taylor & Francis Ltd. %X A database interface language and system, called Metaform, which automatically generates multi-relational form screen interfaces for use by non-computer professionals has been developed. A form screen is a subset of the relational database, with a particular relation or combination of relations being represented. Through form screens, users can simultaneously query and update several relations in the database without having to know about its underlying structure. An overview of the Metaform system is presented and several examples of the use of the Metaform query language and update operators are described. A series of 'usability' studies were conducted on a prototype of the Metaform system to examine the claims that the form concept aids computer-naive users in building complex database queries. These studies adopted the form screen concept to present six office paper work analogies to users to help them to understand the database retrieval concepts. The analogies of a file cabinet, a file folder, a stack of forms, a single form, a table of information on a form and a field of information were used in a two-staged training module. At the end of each training sequence, users answered questions with the prototype and with paper and pencil which tapped their understanding of the database retrievals they were learning to perform. The results from these questionnaires were mixed. Users performed successful relational queries for simple retrievals and for those using existential quantifiers. They had difficulty with queries involving multiple steps and intermediate stages. Although users understood and used the analogies, they ran into difficulties with the ambiguities in the English statements of the queries, thus suggesting a need for another level of metaphors and/or problem representation tools not associated with the machine but with the user's comprehension of database retrieval problems. %M J.BIT.6.2.159 %T Characterizing User Performance in Command-Driven Dialogue %A N. V. Hammond %A P. J. Barnard %A J. Morton %A J. B. Long %A I. A. Clark %J Behaviour and Information Technology %D 1987 %V 6 %N 2 %P 159-205 %* (c) Copyright 1987 Taylor & Francis Ltd. %X To learn to use an interactive system, a person typically has to acquire a good deal of new knowledge. The ease of learning will depend on the extent to which the design of the task and the interface capitalizes on the user's pre-existing knowledge and his or her cognitive capabilities for learning. This paper explores the nature of both design decisions and user learning with a command-based system. Three studies were conducted, all involving a task in which secret messages were decoded by means of a sequence of commands (based on the task used by Barnard et al. 1981). In Study I, software specialists designed command structures for the task and gave reasons for their choices. In Study II, naive subjects chose between alternative command terms. In Study III, subjects learned to use interactive versions of the task in which dialogue factors (command terms and argument structures) were systematically varied. The results enabled the development of user knowledge of the system to be specified in detail. Comparisons across the three studies highlighted the diversity of the factors determining both design decisions and user behaviour. %M J.BIT.6.2.207 %T "Computer Ethics," by Deborah G. Johnson %S Book Review %A David J. Pullinger %J Behaviour and Information Technology %D 1987 %V 6 %N 2 %P 207-208 %* (c) Copyright 1987 Taylor & Francis Ltd. %X N/A %M J.BIT.6.3.213 %T Editorial: ERGODESIGN'86 -- The Evolution of the Electronic Workplace %S ERGODESIGN'86 %A Tom Stewart %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 213-214 %* (c) Copyright 1987 Taylor & Francis Ltd. %X N/A %M J.BIT.6.3.215 %T Conflict between Computers and Furniture %S ERGODESIGN'86 %A Karl Dittert %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 215-218 %* (c) Copyright 1987 Taylor & Francis Ltd. %X N/A %M J.BIT.6.3.219 %T Ergo Design as a Corporate Strategy %S ERGODESIGN'86 %A R. Blaich %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 219-227 %* (c) Copyright 1987 Taylor & Francis Ltd. %X N/A %M J.BIT.6.3.229 %T Methods of Planning the Electronic Workplace %S ERGODESIGN'86 %A K. D. Eason %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 229-238 %* (c) Copyright 1987 Taylor & Francis Ltd. %X Traditional data processing methods of implementing systems have led to many human problems and have often not been successful. This paper reviews a number of alternative design methods, both centralized methods such as structured design methods, and decentralized or end user-developed systems. It concludes that, whilst the new methods are all more user-centred in concept, they may still fail because the methods necessary to deal with user issues are not widely available. The paper ends by reviewing the required methods which include task analysis, prototype evaluation, interface design and continued user support. Some examples of the required methods are provided. %M J.BIT.6.3.239 %T Design as a Mirror of Culture %S ERGODESIGN'86 %A Gillo Dorfles %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 239-242 %* (c) Copyright 1987 Taylor & Francis Ltd. %X N/A %M J.BIT.6.3.243 %T Mental and Physical Strain at VDT Workstations %S ERGODESIGN'86 %A Michael J. Smith %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 243-255 %* (c) Copyright 1987 Taylor & Francis Ltd. %X There are millions of workers worldwide who use video display terminals (VDTs) on a daily basis. Over the past decade VDT users have reported a variety of health complaints that have been associated with VDTs including visual and musculoskeletal discomfort and psychological distress. In addition VDT users have expressed fears about radiation from VDTs and more recently concerns about adverse reproductive effects. This paper explores the potential health effects of working at a VDT based on an evaluation of current research literature and indicates where more research is underway or needed to better define health risks. Some conclusions about the seriousness of potential health effects are presented. %M J.BIT.6.3.257 %T Biomechanical Aspects of Sitting: An Application to VDT Terminals %S ERGODESIGN'86 %A Gunnar B. J. Andersson %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 257-269 %* (c) Copyright 1987 Taylor & Francis Ltd. %X In order to avoid musculoskeletal problems when working at a VDT terminal, biomechanical aspects of sitting and of working in a sedentary position need to be considered. This paper reviews relevant biomechanical knowledge and relates it to field studies of VDT users and their preferred workstation settings. It is concluded that even though good agreement exists between subject comfort rating and preferred postures on the one hand and biomechanical data on the other, an ergonomic work organization is necessary to achieve the best possible work conditions. %M J.BIT.6.3.271 %T Software Ergonomics of Interface Design %S ERGODESIGN'86 %A Jean-Claude Sperandio %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 271-278 %* (c) Copyright 1987 Taylor & Francis Ltd. %X This paper provides an overview of software ergonomics in human-computer interface design, with a particular emphasis on the pre-requisites concerning user and task analysis. It is stressed that a consistent ergonomical analysis has to be carried out following a top-down approach, and not as a checklist of ingredients in cookery book recipes. Several criteria and critical issues are discussed regarding the design process itself, the dialogue and alternative input/output devices. Dialogues using synthesized voice and human voice recognition are discussed. The ergonomics of programming is briefly mentioned. %M J.BIT.6.3.279 %T Office Productivity: Contributions of the Workstation %S ERGODESIGN'86 %A David L. Dressel %A Joellen Francis %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 279-284 %* (c) Copyright 1987 Taylor & Francis Ltd. %X To determine if there was an economic justification for purchasing new, task-oriented and ergonomically-suitable workstations for an office in which automation was being introduced, a study was designed which examined the effect of a more comfortable and functional office setting on employee satisfaction and productivity. This study was conducted at a United States Government installation. Through task analysis questionnaires and interviews, workstation and layout requirements were defined for an organization of procurement agents and support staff. These personnel were to receive computers at their workstations -- one terminal for every two people. Designs for typical workstations were created as well as a layout for two typical workgroups of 17 employees. The workstations and layout were implemented using two different types of furniture: one work group received Systems Furniture, while the other received additional pieces of their existing Conventional Furniture (Improved-Conventional). Four work groups within the same division served as the Control (received no environmental manipulation). Archival performance data consisting of workhours and the number of line items produced was formulated into a productivity ratio. Productivity of each group, as well as satisfaction ratings, were gathered before and after the application of the improved workstations. The results of the study supported the hypothesis that improvements to the workstations would significantly, and positively, impact both productivity and satisfaction. The Systems Furniture group demonstrated a significant increase in both productivity (20.6%) and satisfaction after moving into the new workstations, while the Improved-Conventional group showed a non-significant increase (4%) in productivity but a significant increase in workstation satisfaction. The control group did not significantly change on either measure. It can be concluded from this and other studies that satisfying office requirements can improve both productivity and employee satisfaction. This result can be translated into economic terms. The cost of providing the Systems workstations was amortized, due to space saving and increases in productivity, in only 10.8 months. %M J.BIT.6.3.285 %T Toshiba House Reorganization: The Pragmatic Use of Space in an Existing Industrial Building %S ERGODESIGN'86 %A David A. Hutchison %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 285-289 %* (c) Copyright 1987 Taylor & Francis Ltd. %X N/A %M J.BIT.6.3.291 %T The Effects of CIM on Work Structures %S ERGODESIGN'86 %A Heinz Stupp %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 291-298 %* (c) Copyright 1987 Heinz Stupp %X The present communication structures of many organizations are governed by extensive manual information transfer, long processing times and receptive recording of data. The introduction of computer-integrated manufacturing (CIM) has the aim of integrating administrative data in manufacturing data, that is to say, the operational EDP-systems of all company sections will be -- as far as possible -- cross-linked. Existing data can be used by all departments of the company for administrative operations, due the cross-linkage of data transfer. In this way, recording and processing errors will be avoided or minimized. Transition from information processing to professional (expert) systems requires new and more efficient forms of an employee-oriented work organization. %M J.BIT.6.3.299 %T The Product Development Process: The Wenger 1/1 Office Printer %S ERGODESIGN'86 %A Ansgar Brossardt %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 299-301 %* (c) Copyright 1987 Taylor & Francis Ltd. %X A product that is adapted individually to a specific market segment, that is innovative, and that is constructed aesthetically, will be successful. In this process there is a triangular relationship between designer, client, company and market, where functional communication has to be ensured. Globally the market has segmented into age groups, so that aesthetic attitudes are independent of nationality. Design should distinguish a product from the mass by accentuating its individual characteristics and so enable the consumer to identify with it. Today's design determines tomorrow's quality of life. This article describes the process of product development as exampled by the Wenger 1/1 Office Printer. The design development procedure is divided into three phases: (a) planning phase; (b) project phase; (c) realization phase. The printer market is described, and the most important product requirements defined. The design concept was that a product should be developed that combined the advantages of impact- and non-impact printing techniques with a new, market-influencing design. There were two options with regard to the Wenger 1/1; (a) mechanical and electronic parts combined in one housing; (b) mechanical and electronic parts in separate housings. In order to ensure optimal noise silencing, option (b) was chosen. The favored option was realized in a foam-rubber model, and details worked out. A 'function-model' was manufactured and tested to ensure performance and market-adjustment of the new product. The designer and the client then liaised to supervise the product through to serial manufacture. %M J.BIT.6.3.303 %T Ergonomic Keyboard Design %S ERGODESIGN'86 %A Rolf Ilg %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 303-309 %* (c) Copyright 1987 Taylor & Francis Ltd. %X The design of keyboards is still characterized by that of mechanical typewriters. This paper presents a summary of a research project dealing with the ergonomic improvement of keyboards, carried out at the IAO in Stuttgart during the past five years. Extensive laboratory evaluation of experimental keyboards, where different design parameters were tested under real life conditions, have produced a relative optimum regarding ergonomic keyboard design. An accompanying investigation of user acceptance evaluated all realized parameters. In co-operation with a keyboard manufacturer, the results were used to design a marketable product, which may be seen as an important contribution to ergonomic keyboard design. %M J.BIT.6.3.311 %T Ergonomically Determined Pointing Device (Mouse) Design %S ERGODESIGN'86 %A Charles N. Abernethy %A Diane G. Hodes %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 311-314 %* (c) Copyright 1987 C. N. Abernethy and D. G. Hodes %X Observations, comments and results of short studies indicate that daily production use of a mouse can lead to complaints of cramped hands from gripping the case tightly, and stiff finger movements from operating the button(s), plus soreness of the heel of the hand and wrist from rubbing on the work surface. A series of short studies was conducted to develop and prove out design criteria for a new mouse case design. Based on these results and a cost/performance analysis based on marketing data, a decision was made to produce this mouse design. These studies are briefly described along with the arguments used to make the decision, and a description of the ergonomic tools and features incorporated in this design are presented. %M J.BIT.6.3.315 %T A Portable Input Unit for an Electronic Workstation %S ERGODESIGN'86 %A M. Bareket %A R. Holtzman %A M. Olin %A E. Rosin %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 315-322 %* (c) Copyright 1987 M. Bareket, R. Holtzman, M. Olin and E. Rosin %X This paper describes a collaboration between industrial designers and ergonomic specialists in developing a new input unit for two Scitex prepress systems. Scitex prepress systems are operated with five input devices, most of which are fixed in the workstation, forcing the operator into a rigid sitting posture. A new portable input unit housing three of the input devices was designed in an effort to improve the ergonomic features of the system. The development entailed four states, each of which included the construction of a working model, followed by experimentation and evaluation. Each stage reinforced the positive features of the previous model while correcting its faults. This process resulted in developing a comfortable, convenient-to-use, efficient and attractive input unit. %M J.BIT.6.3.323 %T Control of Data Processing Systems by Voice Commands %S ERGODESIGN'86 %A F. F. Leopold %A F. L. van Nes %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 323-326 %* (c) Copyright 1987 Taylor & Francis Ltd. %X A spoken dialogue between a user and a computer system has to be governed by the system because of: (i) the limited capabilities of present word-recognition apparatus; and (ii) the limited possibilities of the system for 'understanding' its user. The user's part of the dialogue therefore needs to be unobtrusively controlled by the system by carefully phrased and timed prompts. Short pauses in these prompts enable the experienced user to make shortcuts through the dialogue, without forsaking complete explanations for the inexperienced user. The user is also able to control the system by utilizing other pauses in the system utterances for corrective words or protests in case of incorrect recognition. %M J.BIT.6.3.327 %T The Analysis of Stress and Strain at the Videotex Workplace %S ERGODESIGN'86 %A Kurt Landau %A Fridrun Jaercke %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 327-335 %* (c) Copyright 1987 Taylor & Francis Ltd. %X Analyses of work demands, stress and strain were carried out at videotex workplaces in the laboratory and in private households. The demand analysis showed that a high degree of information resolution and accuracy during information reception leads to high strain and eye fatigue. This effect is increased by a heavy flicker of the CRT screen, an inadequate choice of colour contrast, an inadequately low CRT resolution, and an inadequately small distance between the worker and the screen. High demands in the field of information processing are caused by the degree of difficulty in extracting relevant information from the videotex system using the search trees. In addition, the application of a checklist for CRT workplaces indicates more than 30 design faults. The analysis of the subjective perception of strain showed a significant decrease of the motivation levels following videotex sessions, and a significant increase of the strain level. The only individual factor to increase during videotex sessions was self-confidence. A comparison with findings of Udris and Barth (1976) showed that even videotex sessions which are much shorter than an eight-hour working day result in strain reactions similar to those occurring for eight hours of card-punching. %M J.BIT.6.3.337 %T Inadequate Instruction in the Electronic Workplaces as a Cause of Mental Strain %S ERGODESIGN'86 %A Ambrose Boner %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 337-341 %* (c) Copyright 1987 Taylor & Francis Ltd. %X Mental strain is still a much debated health problem for people working in the electronic workplace. Ergonomics and design help make offices user-friendly, and physical strain can be prevented. A common reason for mental strain is the lack of adequate instruction in the new technologies for employees. An investigation based upon patient information shows the method of instruction used, and recommendations are made as to which ones should be used. The investigation also shows that environmental factors have to be taken into consideration and that often side-effects have to be dealt with. %M J.BIT.6.3.343 %T On the Design of Human-Computer Interaction for Administrative Offices %S ERGODESIGN'86 %A Helmut von Benda %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 343-346 %* (c) Copyright 1987 Taylor & Francis Ltd. %X After pilot research in public sector administration offices of the FRG state Baden-Wurttemberg, the registration and update of personnel data was simulated in an experimental terminal station. The dialogue style was varied: (a) Transaction-oriented: In this mode the data of a complete mask are sent widespread to a host and checked there for input errors. The feedback is then sent back to the terminal. (b) Field-oriented: In this mode the data of every field or character is checked and feedback is sent back immediately. 25 administration officials participated in the trial sessions. They solved real tasks (full case, update) with the different program versions. The experimental data consisted of behaviour registration and interviews about learning, working style and system features. From the results certain design principles were formulated. %M J.BIT.6.3.347 %T The Influence of Furniture Height on Backpain %S ERGODESIGN'86 %A A. C. Mandal %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 347-352 %* (c) Copyright 1987 Taylor & Francis Ltd. %X Modern office furniture is constructed in such a way that nobody is able to use it correctly. Each day people sit for many hours hunched over their tables in positions harmful to the back. The main reason for this seems to be the low, backward sloping seats, which represent an effective hindrance to all types of work over the table. This naturally leads to pronounced flexion and strain of the back and neck. A higher, forward sloping seat will tend to reduce the flexion and strain of the back and bring the person into a more upright balanced position with a greater open angle between the body and the thighs. This resembles the position taken when sitting on horseback. In an experiment with data-entry personnel suffering from chronic back-pain furniture was adjusted to a height which the subjects found most comfortable. On an average they preferred to sit at a table 6.6 cm higher than recommended by European Standardization (CEN). This higher position can only be used when sitting on a forward sloping seat. The pain indication (Huskisson 1974) was for the Standard furniture 67 mm compared to 35 mm on the higher furniture. The flexion of the back was reduced from 75{deg} to 64{deg}. The evaluation was made after a two month trial period. %M J.BIT.6.3.353 %T A User-Designed Terminal Table System %S ERGODESIGN'86 %A Rindert Vellinga %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 353-361 %* (c) Copyright 1987 Taylor & Francis Ltd. %X With the introduction into the Dutch telecommunications service (PTT) of a large number of visual display units and printers as a consequence of the automation of a variety of applications, it became apparent that it was not possible to compose desired workstation lay-outs with the furniture currently in use, which, dated from the fifties; the need was apparent for a new, more up-to-date furniture. Several anthropometric and field studies with regard to the necessary adjustments and table-top shapes were performed. The results indicated that the adjustments could be restricted to one: the height of the table. The users considered shape and flexibility of the table-top very important: it should be possible to create an optimal configuration for each combination of VDU- and pen-and-paperwork. Market-research indicated that state-of-the-art furniture did not meet PTT requirements. It was therefore decided to design the table system in-house. However, because of logistical problems it was decided to call in one of the major Dutch furniture manufacturers for assistance, Gispen. The (almost complete) system is at present commercially available as the Gispen ET ('Ergonomic Table') System. %M J.BIT.6.3.363 %T Evolution and Process of the Design of the Sensor Chair %S ERGODESIGN'86 %A Paul T. Cornell %A Terry West %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 363-368 %* (c) Copyright 1987 P. T. Cornell and T. West %X The Steelcase Sensor chair was introduced in the spring of 1986. It is designed to meet the special needs of modern office workers and their technology by supporting and encouraging movements of the operator while seated. The marketing and research trends that influenced the product philosophy are discussed. The fifteen product criteria achieved in Sensor are described, as are the pertinent ergonomic principles embodied in its design. %M J.BIT.6.3.369 %T Ergonomic Field Analysis of the Software Design Workstation %S ERGODESIGN'86 %A Ivana Coniglio %A Anna Maria Paci %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 369-379 %* (c) Copyright 1987 Taylor & Francis Ltd. %X This research has been carried out in order to verify in the field the exigencies yielded by a particular task and report indications for the ergonomic optimization of the relevant workstation. The task under examination was software design executed by 127 subjects in different environments. The steps in which this research was carried out were as follows: analysis of the task; analysis of subjects; analysis of the workstation and environment; and observations on 24 subjects representative of the population. The observations were in order to discover the level of posture variability and establish the physical parameters to be optimized. Results show that, for the activity examined, the heaviest restrictions imposed by the hardware refer to the eye-screen distance, head movement and curvature of the trunk. Therefore, the physical parameters to be optimized are height, width and depth of the table, and height and design of the chair. %M J.BIT.6.3.381 %T Proxemics Field Research in Software Design Offices %S ERGODESIGN'86 %A Francesca Pregnolata Rotta-Loria %A Chiara Bandini %A Patrizia Borni %A Carlotta Lovisetto %A Rossella Ottonelli %A Marina Zaninetti %J Behaviour and Information Technology %D 1987 %V 6 %N 3 %P 381-390 %* (c) Copyright 1987 Francesca Pregnolata Rotta-Loria et al. %X N/A %M J.BIT.6.4.391 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1987 %V 6 %N 4 %P 391-392 %* (c) Copyright 1987 Taylor & Francis Ltd. %X N/A %M J.BIT.6.4.393 %T The Answer is in the Question: A Protocol Study of Intelligent Help %A Amy Aaronson %A John M. Carroll %J Behaviour and Information Technology %D 1987 %V 6 %N 4 %P 393-402 %* (c) Copyright 1987 Taylor & Francis Ltd. %X Thirty advisory interactions between computer system 'help desk' consultants and their clients were transcribed and analysed as part of a project to determine the behavioural requirements for intelligent on-line help facilities. An interesting property of these interactions is that the advice was frequently modified in response to verification requests: questions (often syntactically implicit) which contain presuppositional statements that are partial answers to the asserted query. Designs for intelligent help facilities might exploit this finding by supporting the verification strategy and attempting to extract and use the presupposed statements in these questions to generate advice. %M J.BIT.6.4.403 %T Synthetic Speech in Practice: Acceptance and Efficiency %A J. C. Roelofs %J Behaviour and Information Technology %D 1987 %V 6 %N 4 %P 403-410 %* (c) Copyright 1987 Taylor & Francis Ltd. %X The aim of this study was to determine the degree of acceptance of synthetic speech in a practical application and to clarify some of the factors which are important for its acceptance. Synthetic speech was used in two simulated telephone services. The availability of interrupt facilities, the speaking rate and service type were varied. The performance (success in writing down the requested data) and some subjective reactions were recorded. Performance was worse with synthetic speech in comparison with normal speech. Neither the interrupt facilities nor the speaking rate had any influence on performance. The interrupt facilities were appreciated, although they were hardly used. Having the possibility of interrupting the synthetic speech caused the subjects to judge the system as more flexible and to rate the experienced tempo as slower. The answers on the questions about acceptance suggested a positive effect of the interrupt variable, but this was not significant. Suggestions concerning the use of synthetic speech are given. %M J.BIT.6.4.411 %T Evidence for Global Feature Superiority in Menu Selection by Icons %A Udo Arend %A Klaus-Peter Muthig %A Jens Wandmacher %J Behaviour and Information Technology %D 1987 %V 6 %N 4 %P 411-426 %* (c) Copyright 1987 Taylor & Francis Ltd. %X A search-and-select paradigm was adopted to investigate which visual characteristics of icons are relevant for menu selection. Two icon sets (abstract icons, representational icons) were compared to a word command set. For abstract icons, global features were used in order to maximize their visual distinctiveness. For representational icons local features were used in order to ensure a high degree of representativeness and a small 'articulatory distance'. Results revealed that abstract icons were searched and selected much faster than both word commands and representational icons. In addition, response time functions indicated that abstract icons can be searched in parallel (no effect of menu size) whereas word commands and representational icons have to be searched sequentially. Error rates were small in all conditions, and there was no indication of a speed-accuracy tradeoff. Thus, when icons are used in menu selection, visual distinctiveness (due to global features) seems to override representativeness (due to local features). %M J.BIT.6.4.427 %T Eliciting Knowledge for Software Development %A Richard J. Koubek %A Gavriel Salvendy %A Ray E. Eberts %A Hubert Dunsmore %J Behaviour and Information Technology %D 1987 %V 6 %N 4 %P 427-440 %* (c) Copyright 1987 Taylor & Francis Ltd. %X A current bottleneck in the automation of cognitive tasks, such as software development, is the lack of available, standardized, reliable and valid methods for extracting knowledge from experts. This paper discusses the development of Computer Aided Protocol (CAP) to automatically collect the general and specific cognitive task components of subjects performing a programming task. The effectiveness of CAP is evaluated in a statistically balanced experimental design (n=30) by comparing it to traditional protocol analysis and a control group. Results indicate that while neither treatment significantly altered the solution process, CAP was able to collect the lower level commands while protocol analysis collected only 56% of these lower level commands. However, protocol analysis was able to obtain significantly more high level goals than CAP. This work suggests that the integration of both protocol and CAP for knowledge extraction would provide more effective information for the development of expert systems than is feasible with either system alone. %M J.BIT.6.4.441 %T A Psychological Study of Advance Manufacturing Technology: The Concept of Coupling %A J. M. Corbett %J Behaviour and Information Technology %D 1987 %V 6 %N 4 %P 441-453 %* (c) Copyright 1987 Taylor & Francis Ltd. %X The role played by technology as a discrete independent variable in shaping the design of work is explored. The concept of coupling is developed and an empirical study of work with advanced manufacturing technology (AMT), using measurement scales derived from this concept, is outlined. Results indicate that operators of tightly coupled AMT perceive stronger supervisory influence on their working methods and show signs of lower intrinsic job satisfaction and poorer mental health than operators of more loosely coupled AMT. Implications for job redesign are discussed. %M J.BIT.6.4.455 %T Introducing a Sales Order Processing System: The Importance of Human, Organizational and Ergonomic Factors %A Christopher J. Rowe %J Behaviour and Information Technology %D 1987 %V 6 %N 4 %P 455-465 %* (c) Copyright 1987 Taylor & Francis Ltd. %X This paper is a follow-up to an earlier study (Rowe 1985) and considers the addition of a computerized sales order processing system at Barrington's food factory. The earlier stock control system had not been without its problems, and the lessons learned from this experience enabled management to avoid repeating certain mistakes with regard to planning, office provision and training. However, once in operation, the new system also experienced a number of shortcomings, principally because management still overlooked important human, organizational and ergonomic factors. As the previous article pointed out, these factors are often less visible to management, and it resulted in problems with regard to day-to-day operations, office reorganization, work roles and inter-departmental communication. The concluding section advocates the abandonment of 'technology-led system design' in favour of a more evolutionary approach. %M J.BIT.6.4.467 %T The Politics of the Quality of Worklife in Automated Offices in the USA %A Benjamin C. Amick, III %J Behaviour and Information Technology %D 1987 %V 6 %N 4 %P 467-482 %* (c) Copyright 1987 Taylor & Francis Ltd. %X Rapid adoption of computer and communication equipment in the USA and the changing nature of the US labour force led United States Congress, Office of Technology Assessment to examine whether the current quality of worklife policies and regulations were adequate. The policies for regulating the quality of office worklife are part of a large socio-political regulatory framework dating back to the United States Constitution. Current policy debates about video display terminal health and safety must be considered in terms of this broad regulatory landscape. Central to the debate is the nature of the scientific evidence. Equally important is the ability of current labour law to support user participation in the implementation process. The discussion of office equipment and occupational standards in the USA addresses the paucity and applicability of the existing scientific evidence, and the question of who should develop standards. %M J.BIT.6.4.483 %T Human Biases and Computer Decision-Making: A Discussion of Jacob et al. %A J. St B. T. Evans %J Behaviour and Information Technology %D 1987 %V 6 %N 4 %P 483-487 %* (c) Copyright 1987 Taylor & Francis Ltd. %X Jacob et al. (1986) have discussed evidence of bias in the psychological literature on human judgement and decision-making and considered some of the implications for expert system design. The present paper comments upon (a) the problems of interpreting the psychological evidence and (b) the influence of prior knowledge and beliefs on human thought and judgement. The implications for decision-making by computers, with or without the assistance of human experts, are briefly discussed. %M J.BIT.7.1.1 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1988 %V 7 %N 1 %P 1-2 %* (c) Copyright 1988 Taylor & Francis Ltd. %X N/A %M J.BIT.7.1.3 %T Legibility of Video Display Units During Off-Angle Viewing %A Stephen J. Morrissey %A Rose W. Chu %J Behaviour and Information Technology %D 1988 %V 7 %N 1 %P 3-9 %* (c) Copyright 1988 Taylor & Francis Ltd. %X This research examined how off-angle or oblique viewing of a VDU screen and the physical location of a message on the screen influenced message legibility. Eight trained subjects viewed five-character long common words, number strings, and alphanumeric messages presented at 15 different combinations of oblique viewing angle and location of message on the VDU screen for 2.5 seconds. It was found that common words and number strings showed little overall loss in legibility except when oblique viewing angle exceeded {plusmn}32{deg}. Alphanumeric messages were found to have a significantly lower legibility than the common words and number strings. It was recommended that for best overall legibility of the three types of messages studied here, that oblique viewing angles be less than {plusmn}32{deg}. Predictor equations were also developed to aid in predicting loss of accuracy based on the type of message and physical features of the viewing task. %M J.BIT.7.1.11 %T Colour Cues as Location Aids in Lengthy Texts on Screen and Paper %A P. Wright %A A. Lickorish %J Behaviour and Information Technology %D 1988 %V 7 %N 1 %P 11-30 %* (c) Copyright 1988 Taylor & Francis Ltd. %X Readers of documents on CRT displays report difficulties in remembering whereabouts in a lengthy text they previously read something. Four experiments explore whether subdividing such texts, at appropriate thematic boundaries, into five successive coloured sections can aid readers' retrieval of information. Experiment 1, using texts presented on coloured paper, showed that this use of colour helped readers relocate information. Experiment 2 presented the same texts on a CRT, but variation in the colour of the characters on the screen did not help readers relocate information. Experiment 3 replicated the findings of experiment 2, with texts differing in both content and structure from those used previously. Experiment 4, again using coloured text on a CRT display, showed that giving readers a visible guide to the ordering of the coloured sections was not sufficient to restore the advantage that coloured pages had for texts presented on paper. The implications of these findings for variation in the background and foreground colouring of multi-window displays are discussed, but the main conclusion concerns the caution needed when transferring information design solutions across media. %M J.BIT.7.1.31 %T Selected Graph Design Variables in Four Interpretation Tasks: A Microcomputer-Based Pilot Study %A John G. Casali %A Kenneth B. Gaylin %J Behaviour and Information Technology %D 1988 %V 7 %N 1 %P 31-49 %* (c) Copyright 1988 Taylor & Francis Ltd. %X A pilot study was undertaken to assess the efficacy of selected graph types and information coding schemes in producing quick and accurate graph interpretation. Point-plots, line graphs, bar graphs, and three-dimensional bar graphs were constructed and displayed using an IBM-PC microcomputer with colour monitor. The effectiveness of each of these graph types, as well as the coding scheme used within each (colour versus monochrome), was investigated using 32 subjects in four separate experiments involving either point-reading, point-comparison, trend-reading, or trend-comparison tasks. Dependent measures including task completion time, graph interpretation error, subjective mental workload rating, and graph preference rating were obtained. In three of the tasks, colour-coded graphs were associated with lower task completion time, lower rated mental workload, and higher rated preference than monochrome graphs. However, there were no differences in subjects' error scores between colour and monochrome coding for any of the tasks. For the point-reading task, the three-dimensional bar graphs were less effective than the other graph types, though there were no differences among graph types for the other three tasks. Implications for graph design given specific data interpretation tasks are discussed, based on the results of the four experiments and related literature. %M J.BIT.7.1.51 %T The Effect of Tree Structure on Search in a Hierarchical Menu Selection System %A Kent L. Norman %A John P. Chin %J Behaviour and Information Technology %D 1988 %V 7 %N 1 %P 51-65 %* (c) Copyright 1988 Taylor & Francis Ltd. %X Search processes in a hierarchical menu selection system were investigated in a study that varied the structure of the tree. A hierarchical data base was composed of 256 gift items grouped into different clusters and presented using menus. Depth of the tree was held constant while breadth varied with level. Five structures were explored with the following number of alternatives at each of four levels: constant (4 x 4 x 4 x 4), decreasing (8 x 8 x 2 x 2), increasing (2 x 2 x 8 x 8), concave (8 x 2 x 2 x 8), and convex (2 x 8 x 8 x 2). Subjects searched for either specifically named gifts (explicit targets) or gifts appropriate for a scenario situation (scenario targets). In general, explicit targets took less time to find and fewer frames to traverse than for scenario targets. For explicit targets, the increasing menu was slightly superior to the rest. Search time was about the same across the five tree structures for explicit targets, but differed greatly for scenario targets. The concave and increasing structures were faster than the constant structure and the convex and decreasing structures were slower. Similar results were found for the number of frames traversed. The patterns of search also differed greatly among the five structures in terms of the frequency of use of the 'previous' command and the 'top' command. The 'previous' command was used most frequently with the convex menu and least frequently with the concave menu. For scenario targets, the 'top' command was used most frequently with the decreasing menu and least frequently with the increasing menu. For explicit targets, the 'top' command was used most frequently with concave menu and least frequently with increasing menu. The pattern of search indicated that if subjects moved back up the tree they tended to move to a level with eight choices rather than two. Overall, it is concluded that the concave menu is superior when searching for scenario targets and the increasing menu is slightly superior when searching for explicit targets. A theory of menu uncertainly based on information theory is proposed which helps to account for some of the results. %M J.BIT.7.1.67 %T Monitoring Computer Users' Behaviour in Office Environments %A Alan L. Teubner %A Jerry J. Vaske %J Behaviour and Information Technology %D 1988 %V 7 %N 1 %P 67-78 %* (c) Copyright 1988 Taylor & Francis Ltd. %X Monitoring computer users' behaviour to enhance the usability of software has become increasingly popular among the developers of computer products. One objective of this paper is to compare the use of a software monitoring technique with other field observation methods. It is argued that when contrasted against traditional observation techniques, the software monitor provides a more accurate and unobtrusive approach to collecting behavioural data on larger samples of individuals for longer periods of time than either participant observation or Thinking Aloud methodologies. A second objective is to demonstrate the application of software monitors on installed multi-user systems. Technical aspects of software monitor design and discussed, with emphasis on specific practical problems in monitor design and utilization when making the transition from the laboratory to an office environment. Data from two studies are presented. The first illustrates how a software monitor can be used to determine the impact and acceptance of various software packages in an integrated office automation product. The second study examines how software monitor data were used to modify the interface to a specific electronic mail facility. %M J.BIT.7.1.79 %T Users' Experiences of COM -- A Computer-Mediated Communication System %A Lillemor Adrianson %A Erland Hjelmquist %J Behaviour and Information Technology %D 1988 %V 7 %N 1 %P 79-99 %* (c) Copyright 1988 Taylor & Francis Ltd. %X This questionnaire study reports results on some aspects of COM -- a computer-mediated communication system. It was found that the main reasons for starting to use the COM system were the need for information, curiosity and use as a complement to the telephone. The greatest benefits were being able to obtain information and opinions and to spread information. The COM communication was judged to be dominated by users with a good ability to communicate in writing. The subjects expressed a wish for a chairman who could organize the conference discussions. They experienced spontaneity in COM, but to a certain extent also misunderstandings and aggression. COM was generally seen as easy, friendly and stimulating. The general conclusion is that COM was thought of as an efficient tool for sending and receiving information which does not involve complex communication. %M J.BIT.7.1.101 %T "Foundations of Programming," by Jacques Arsac %S Book Reviews %A Tom Axford %J Behaviour and Information Technology %D 1988 %V 7 %N 1 %P 101-102 %* (c) Copyright 1988 Taylor & Francis Ltd. %X N/A %M J.BIT.7.1.101 %T "Information Technology and the Role of the Librarian," by William Masterson %S Book Reviews %A Hillary Dyer %J Behaviour and Information Technology %D 1988 %V 7 %N 1 %P 101-102 %* (c) Copyright 1988 Taylor & Francis Ltd. %X N/A %M J.BIT.7.2.107 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1988 %V 7 %N 2 %P 107 %* (c) Copyright 1988 Taylor & Francis Ltd. %X N/A %M J.BIT.7.2.111 %T The Knowledge Elicitation Problem: A Psychological Perspective %A J. St B. T. Evans %J Behaviour and Information Technology %D 1988 %V 7 %N 2 %P 111-130 %* (c) Copyright 1988 Taylor & Francis Ltd. %X The knowledge elicitation problem arises from the need to acquire the knowledge of human experts in an explicit form suitable for encoding in a computer program such as an expert system. This is very difficult to perform successfully because of the size and complexity of knowledge structures in the human brain, and because much procedural knowledge is tacit and unavailable to conscious verbal report via interview methods. The present paper draws upon an extensive review of research in the field of cognitive psychology in an attempt to offer a practical approach to this problem. First, a wide range of cognitive theories concerning the nature of knowledge representation in humans is considered, and a synthesis of the current state of theory is provided. Second, attention is drawn to a number of performance factors which may constrain the exhibition of a person's underlying cognitive competence. There then follows a review and discussion of a number of alternative psychological methodologies that might be applied to the elicitation of different types of human knowledge. Finally, some suggestions are made for the application of the psychological work discussed to the practical problem of knowledge elicitation. %M J.BIT.7.2.131 %T On the Memorability of Icons in an Information Retrieval Task %A M. W. Lansdale %J Behaviour and Information Technology %D 1988 %V 7 %N 2 %P 131-151 %* (c) Copyright 1988 Taylor & Francis Ltd. %X Information retrieval involves the balance of two mnemonic processes: recognition of items presented to the user, and recall of where wanted documents might be. Iconic methods of human-computer interaction are seen to assist the recognition processes by virtue of the enrichment of cues provided. However, the principle of cue enrichment could apply equally to the process of recall, which is arguably a process more needing of support. This paper reports two exploratory experiments using icons to support the recall process in information retrieval. The results indicate no exceptional levels of recall. However, some aspects of users' performance suggest icons used in this way have some interesting and exploitable mnemonic properties. In particular, they may be useful in enhancing and supporting the search process by rapidly limiting the number of documents through which a user might be asked to search. %M J.BIT.7.2.153 %T Expert-Novice Knowledge Organization: An Empirical Investigation Using Computer Program Recall %A Iris Vessey %J Behaviour and Information Technology %D 1988 %V 7 %N 2 %P 153-171 %* (c) Copyright 1988 Taylor & Francis Ltd. %X Expertise in a given domain is regarded as being manifested in the knowledge structures or chunks that experts possess. This research sought to use the chunking hypothesis of expertise, operationalized via computer program recall, to distinguish the more expert from the less expert computer programmers in a group of programming professionals. Two expertise levels were required to investigate differences in debugging processes of expert and novice programmers. The programmer classification produced by the recall pretest, however, explained little variation in debug time and the number of errors subjects made, when compared with a programmer classification based on the effectiveness of subjects' chunking processes. Subjects' recalled programs were examined to determine whether the information structures in the program used for recall matched the declarative knowledge structures programmers could be expected to possess. Examination of the program suggests that programmers may not have been expected to possess two of the knowledge structures represented in the program. Examination of the programmers' recalled programs suggests that those programmers classified as experts by the process classification may have had greater difficulty in recalling this program than those classified as novices, leading to the hypothesis that experts may be affected more than novices by non-matching knowledge structures. %M J.BIT.7.2.173 %T An Empirical Comparison of Menu Selection, Command Entry and Combined Modes of Computer Control %A Jonathan F. Antin %J Behaviour and Information Technology %D 1988 %V 7 %N 2 %P 173-182 %* (c) Copyright 1988 Taylor & Francis Ltd. %X Command entry and menu selection control modes, along with a combination of the two, were compared using objective performance and subjective preference measures. Experienced as well as novice users of an interactive computer aided design system participated in the study. Although command entry produced performance that was superior to the other two modes, there was a strong user preference for the combined mode. Therefore, it is recommended that combined modes of control be considered for future systems, as long as there is a means to deactivate the menus. These results dispel the notion that menus are necessarily viewed as a hindrance by experienced users of a computer system. %M J.BIT.7.2.183 %T The Effects of Feedback During Delays in Simulated Teletext Reception %A Miguel A. Planas %A William C. Treurniet %J Behaviour and Information Technology %D 1988 %V 7 %N 2 %P 183-191 %* (c) Copyright 1988 Taylor & Francis Ltd. %X In a teletext service, where pages of information are retrieved from a random sequence of pages broadcast cyclically on a video channel, the mean and variance of system response times are directly related to the number of pages in the cycle. Previous experiments have shown that viewers express annoyance with delays in system response, and that the frequency of such expressions increases non-linearly with delay. This paper examines possible explanations for the reported annoyance. A first experiment investigated the effect on annoyance of different kinds of feedback to the viewer following a page request. Results showed that annoyance grew at a slower rate when continuous, rhythmic feedback was present. Further, knowledge of the actual duration of the delay had no effect on viewers' annoyance. A second experiment showed that the same continuous feedback shortened viewers' estimates of the durations of the delays. These results suggest that annoyance is due to the experienced delay in system response time, and not to mere awareness of the duration. %M J.BIT.7.2.193 %T The Social Shaping of Technology: The Case of a CNC Lathe %A P. T. Kidd %J Behaviour and Information Technology %D 1988 %V 7 %N 2 %P 193-204 %* (c) Copyright 1988 Taylor & Francis Ltd. %X The design of most automated equipment is guided primarily by technical and economic considerations. The social science aspects of the system, if considered at all, are usually confined to the important questions of work organization, or man-machine interface design, or both. Social scientists are rarely given the opportunity to participate in the design of the often complex details of the actual technology that lies behind the man-machine interface. This paper gives consideration to the social shaping of computer numerically controlled lathe technology, which implies that social, technical and economic considerations are used in the design of the technology. The characteristics of a decision support system, which was designed jointly by engineers and social scientists with the aim of allowing the existing skills of machinists to evolve into new skills in relation to the changed technology, are described. The implications for the role and values of system designers that this system implies are also discussed. %M J.BIT.7.2.205 %T The Interaction between the Use of Information Technology and Organizational Culture %A Yves V. H. Morieux %A Ewan Sutherland %J Behaviour and Information Technology %D 1988 %V 7 %N 2 %P 205-213 %* (c) Copyright 1988 Taylor & Francis Ltd. %X The interaction between the use of information technology, (IT) in organizations and that organization's culture is examined. The interaction is considered from the early stages of specification through to the regular use of the systems. The changes in the technological artifacts which result from the use of IT are discussed. Some suggestions about control of the interaction are made. %M J.BIT.7.2.215 %T Editorial Introduction %S Human-Computer Interaction and Electronic Communication %A David J. Pullinger %J Behaviour and Information Technology %D 1988 %V 7 %N 2 %P 215 %* (c) Copyright 1988 Taylor & Francis Ltd. %X N/A %M J.BIT.7.2.216 %T HICOM -- Enter a New Communications Network %S Human-Computer Interaction and Electronic Communication %A Mark Shuttleworth %J Behaviour and Information Technology %D 1988 %V 7 %N 2 %P 216-218 %* (c) Copyright 1988 Taylor & Francis Ltd. %X N/A %M J.BIT.7.2.219 %T Requirements for Mailbox Group Working %S Human-Computer Interaction and Electronic Communication %A Paul Wilson %J Behaviour and Information Technology %D 1988 %V 7 %N 2 %P 219-222 %* (c) Copyright 1988 Taylor & Francis Ltd. %X N/A %M J.BIT.7.2.223 %T The State of the COSMOS -- Current Research and Future Possibilities %S Human-Computer Interaction and Electronic Communication %A Sylvia Wilbur %J Behaviour and Information Technology %D 1988 %V 7 %N 2 %P 223-226 %* (c) Copyright 1988 Taylor & Francis Ltd. %X N/A %M J.BIT.7.2.227 %T Using an Electronic Communication System %S Human-Computer Interaction and Electronic Communication %A D. J. Pullinger %J Behaviour and Information Technology %D 1988 %V 7 %N 2 %P 227-230 %* (c) Copyright 1988 Taylor & Francis Ltd. %X N/A %M J.BIT.7.3.231 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1988 %V 7 %N 3 %P 231-233 %* (c) Copyright 1988 Taylor & Francis Ltd. %X N/A %M J.BIT.7.3.235 %T Evaluating Expert Created, Idiographic Command Sets for Novice, Nomothetic Purposes %A Perry R. Morrison %J Behaviour and Information Technology %D 1988 %V 7 %N 3 %P 235-261 %* (c) Copyright 1988 Taylor & Francis Ltd. %X Several studies have demonstrated performance benefits associated with self-defined computer commands (aliases). This study further investigated the possibility of empirically establishing pools of self-generated (idiographic) command names for novice (nomothetic) use by others. Experiment 1 showed that when given the commands and functions from which they were derived, independent expert (E) and novice (N) groups were able to discriminate between bona fide and bogus aliases at above chance levels, despite surface heterogeneity, although Es were more able to do this than Ns. Experiment 2 compared the understandability of E and N created aliases for independent groups of Es and Ns. Results showed that E aliases were more understandable than N aliases and that Es understood all aliases better. That is, Es exhibited a decoding advantage (due to experience) and an advantage in encoding semantic content in their aliases. In Experiment 3 Rosenberg's 'command suggestiveness' index showed that the mean suggestiveness of E aliases was significantly higher than that of N aliases. Moreover, for experiments 1 and 2, subjects' confidence in matching aliases to their parent functions was significantly correlated with suggestiveness. To test the utility of the suggestiveness metric, lists of high, medium and low suggestiveness aliases were constructed and subjects learned all lists in counterbalanced order. Recall using command functions as cues showed that more of the higher suggestiveness aliases were remembered. It was concluded that despite aliases surface heterogeneity, they possess sufficient semantic content to allow identification of their original functions. Moreover, Es produce more meaningful aliases and experiment 4 revealed that this may be due to greater suggestiveness. Generalizing from these findings, it appears appropriate that for complex systems where novice understanding is limited, performance may be facilitated by establishing E alias pools from which the most efficacious are empirically selected using the methods proposed by Rosenberg. %M J.BIT.7.3.263 %T Callers' Perceptions of Post-Dialling Delays: The Effects of a New Signalling Technology %A Stephen J. Lupker %A Gregory J. Fleet %A Brian R. Shelton %J Behaviour and Information Technology %D 1988 %V 7 %N 3 %P 263-274 %* (c) Copyright 1988 Taylor & Francis Ltd. %X The present paper reports an investigation of the potential impact of introducing common-channel signalling (CCS) into the current telephone network. This technology would have the effect of greatly diminishing post-dialling delay (PDD). As such, its main benefits would be obtained by introducing it into the toll network, in which PDDs are much longer than in the local network. The issues examined concerned potential 'contrast' effects, in that reducing PDDs in the toll network may cause callers to be less patient with normal PDDs in the local network. Three laboratory studies were undertaken to evaluate caller impatience and abandonment under (1) the current system, (2) the current local system with a simulated new toll system and (3) the current toll system with a simulated new local system. Ratings of impatience and abandonment increased on local calls when the new technology was implemented on the toll network, but not vice versa. The explanation offered is based on a 'cognitive' contrast effect resulting from callers' expectations that toll PDDs should always be longer than local PDDs. The implications of this effect for caller behaviour with the introduction of CCS are discussed. Any negative effects on local call behaviour are outweighed by the much shorter PDDs on the toll network and should be counteracted by the gradual introduction of CCS. %M J.BIT.7.3.275 %T Hierarchical Planning as Method for Task Analysis: The Example of Office Task Analysis %A Suzanne Sebillotte %J Behaviour and Information Technology %D 1988 %V 7 %N 3 %P 275-293 %* (c) Copyright 1988 Taylor & Francis Ltd. %X The paradigm of hierarchical planning from artificial intelligence literature is used to describe 133 office tasks. Various levels of abstraction are described. Their number varies with the tasks. From several examples we demonstrate that some of these levels can be grouped and that any task can be broken down using a four-level model: the most abstract level of the task formulation; the expert level, which represents specific context procedures (or subtasks); the highest common level, these being common procedures which are domain independent; the lowest verbalizable level, or elementary actions. Then the common procedures are considered as possible functions in a computer aided system. From a detailed analysis of some of these common procedures, we emphasize the obligatory or optional features of certain actions. Using an example we propose a function description which takes these features into account. %M J.BIT.7.3.295 %T The Effects of an Active Development of the Mental Model in the Training Process: Experimental Results in a Word Processing System %A Michael Frese %A Karen Albrecht %A Alexandra Altmann %A Jutta Lang %A Patrizia V. Papstein %A Reinhard Peyerl %A Jochen Prumper %A Heike Schulte-Gocking %A Isabell Wankmuller %A Rigas Wendel %J Behaviour and Information Technology %D 1988 %V 7 %N 3 %P 295-304 %* (c) Copyright 1988 Taylor & Francis Ltd. %X Three different training programmes for a word processing system were experimentally compared: (1) a sequential programme, which taught low-level skills and which did not help the user actively to develop a mental model, (2) a hierarchical programme, which provided an explicit and integrated conceptual model of the system to the user and (3) a programme in which the users were asked to develop hypotheses on the functioning of the software and in which they were encouraged to use an active and exploratory approach. From an action theory point of view it was hypothesized that the third group would be superior to the first group. In an experimental study with two training sessions each of two hours and a two-hour testing session (n=15), this was shown to be the case for several performance criteria (error time, transfer and experimenter rating). Additionally, an interindividual difference variable to measure the individual learning style was used, giving results that could be interpreted in a similar way to the experimental results. %M J.BIT.7.3.305 %T Attitudes to Computers of Managers in the Hospitality Industry %A P. R. Gamble %J Behaviour and Information Technology %D 1988 %V 7 %N 3 %P 305-321 %* (c) Copyright 1988 Taylor & Francis Ltd. %X Service industries are an increasingly important part of most developed economies as employers of displaced manufacturing labour. Computers are currently used in fewer than 30% of British service organizations and it has been suggested that this low level of utilization is attributable to cost. A study of managers in the largest service industry in the United Kingdom, the hospitality industry, shows that it is not cost attitudes but management attitudes which are the major inhibitory factor. Furthermore, these findings are consistent with other studies of attitudes to computers of senior managers in British industry. A comparison with a study of the attitudes of some American professional persons suggests that this is not necessarily attributable simply to educational level. In such circumstances it seems probable that penetration levels will increase slowly and that creative applications of computers in service industries, which may reduce their propensity to absorb labour, are not imminent. %M J.BIT.7.3.323 %T The Contributions of Cognitive Engineering to the Design and Use of Expert Systems %A Chaya Garg-Janardan %A Gavriel Salvendy %J Behaviour and Information Technology %D 1988 %V 7 %N 3 %P 323-342 %* (c) Copyright 1988 Taylor & Francis Ltd. %X The cognitive basis of several issues critical to building expert systems is reviewed. Required and desirable attributes of a knowledge elicitation methodology are identified. It is argued that knowledge should be elicited from several levels of expertise. Plausible contributions of research in human problem solving to knowledge representation and design of control structure are examined. Implications of the literature on human learning and on expert-novice differences for machine learning are reviewed. The applicability of systems, which rely on user modelling, to the design of intelligent interfaces is discussed. %M J.BIT.7.4.343 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1988 %V 7 %N 4 %P 343-344 %* (c) Copyright 1988 Taylor & Francis Ltd. %X N/A %M J.BIT.7.4.345 %T Technology Adaptation: A Typology for Strategic Human Resource Management %A Urs E. Gattiker %J Behaviour and Information Technology %D 1988 %V 7 %N 4 %P 345-359 %* (c) Copyright 1988 U. E. Gattiker %X Organizational adjustment to technological change and its impact upon human resources should be based on an understanding of employee perceptions and behavioural responses to such developments. An analytic framework which relates strategic choice to internal labour market and employee determinism is derived from the methods employed by organizational theorists and psychologists to generate a set of typologies. The framework divides variables in four classes: (1) natural selection, with minimum choice and adaptation or selection out; (2) differentiation, with high choice and high employee determinism and adaptation within constraints; (3) strategic choice, with maximum choice and adaptation by design; and (4) undifferentiated choice, with incremental choice and adaptation by chance. Useful in reconciling previously inconsistent or incompatible theories of technological change, the framework is offered as a co-ordination device to integrate the results of divergent approaches to technological adaptation studies. %M J.BIT.7.4.361 %T An Empirical Investigation of Two Electronic Mail Systems %A Frank Safayeni %A Eric Lee %A James MacGregor %J Behaviour and Information Technology %D 1988 %V 7 %N 4 %P 361-372 %* (c) Copyright 1988 Taylor & Francis Ltd. %X Two electronic mail systems were studied within an organization: an executive system for upper management and a general system for all employees. The results from 130 interviews indicated that both systems were perceived to contribute to productivity, a reduction in use of memos and a reduction in telephone calls. However, the executive system was perceived to be more satisfactory and more effective than the general system. The ratio of positive comments to negative comments was used as an independent measure of satisfaction with each electronic mail system. The user comments were also classified and discussed in terms of types of perceived advantages and problems with these systems. %M J.BIT.7.4.373 %T A Cognitively Based Methodology for Evaluating Human Performance in the Computer-Aided Design Task Domain %A Joseph Sharit %A Donna L. Cuomo %J Behaviour and Information Technology %D 1988 %V 7 %N 4 %P 373-397 %* (c) Copyright 1988 Taylor & Francis Ltd. %X This article describes a methodology for evaluating human performance in the computer aided design (CAD) task environment. The methodology is based primarily on cognitive theoretic frameworks that are consistent with processes presumed to underlie human design activities. The motivation for its development stems from rapid software and hardware advances in CAD systems and our relative lack of understanding of how these enhancements affect human design performance for (1) fundamentally different types of tasks and (2) different levels of complexity for a particular task. This methodology is currently being applied to computer aided architectural design, an area where artificial intelligence (AI), enhanced geometric modelling and other system features are being debated in terms of their usefulness in aiding the human's design activities. %M J.BIT.7.4.399 %T Problems Associated with the Off-Line Programming of Robots %A Al Humrich %A Iain Wilson %J Behaviour and Information Technology %D 1988 %V 7 %N 4 %P 399-416 %* (c) Copyright 1988 Taylor & Francis Ltd. %X The introduction of robots into any organization forms part of a considerable investment in new technology over a range of applications in the search for efficiency and increased productivity. The greater consistency and quality associated with robot operations compared with that of the human operator, is regarded as an advantage both in relation to the manufacturing process and to the product. However, in order to make the most efficient use of robots, the ability to generate good robot programs must be developed. Traditional robot programming techniques are extremely slow and laborious. Off-line programming by textual input alone is an equally tedious process. In this paper, existing and potential problems associated with off-line programming are examined. Various commercial and experimental robot languages and their relative important features are described. Opinions of manufacturers of CNC (Computer Numerically Controlled) machines and robots concerning both user interfaces and potential candidate users are discussed. Both the training and the abilities of the candidate robot programmers are important aspects of any robot programming system, although obviously much will depend on the sophistication of the particular application. Recommendations are made concerning issues that should be taken into account when developing future off-line programming systems. %M J.BIT.7.4.417 %T Human Intelligence Models and Their Implications for Expert System Structure and Research %A John Cook %A A. Dale Whittaker %A Ronald H. Thieme %A Owen R. Smith %A Gavriel Salvendy %J Behaviour and Information Technology %D 1988 %V 7 %N 4 %P 417-430 %* (c) Copyright 1988 Taylor & Francis Ltd. %X In order to determine the features which contribute to intelligent behaviour, several models of human intelligence were studied. This evaluation identified ten features present in human intelligent behaviour which may be relevant to expert systems design. These features were rated, by experts in the field of expert systems, on the extent of their presence in expert systems as compared with intelligent human behaviour. The four features receiving the lowest ratings were social competence, comprehension, automatization and memory management. The paper concludes with a discussion of these four features and outlines what needs to be done and why in order to incorporate them into the structure of expert systems. %M J.BIT.7.4.431 %T What We Know and What We Need to Know: The User Model versus the User's Model in Human-Computer Interaction %A Pamela Briggs %J Behaviour and Information Technology %D 1988 %V 7 %N 4 %P 431-442 %* (c) Copyright 1988 Taylor & Francis Ltd. %X An argument is made for the importance of studying the real, as opposed to idealized, behaviour of the computer user. Formal methods which model user behaviour in terms of production rules are criticized because they fail to account for the unique behaviour which results either from problems arising in the normal work routine, or from novices who create their own patterns of interaction with the machine. This latter point is illustrated with reference to a study of novice users. How well are such users able to identify the knowledge they need when learning how to use a new system, and what kinds of knowledge of the system do they seek? It seems that in the absence of a suitable, generalizable model of a word processing system, these users structure their own learning experience badly, making poor use of the little experience they have. The behaviour of such users deviates markedly from that of the 'ideal user' captured within formal task descriptions. %M J.BIT.7.4.443 %T The Concept of an Information Management System and its Use within Design Studies %A M. A. Tainsh %J Behaviour and Information Technology %D 1988 %V 7 %N 4 %P 443-455 %* (c) Copyright 1988 Controller HMSO, London %X This paper describes the concept of an information management system (IMS) and its association with a user centered approach to the design of equipment which acts as a medium for the user to attain a goal. The case is taken where such mediating devices (MDs) involve computer based processing, storage and communications arrangements, and transactions with either a physical environment or engineered facilities. Particular attention is drawn to the designer's role in defining the data transformations within an MD, and hence to information that is available to the user and the means of carrying out transactions with it, transforming it into knowledge and attaining a goal. There is also special emphasis on the usability (= operability + trainability) aspects of the user's interface with the MD. The means of exploring design options are described along with the possible assessment techniques. It is concluded that the concept of an IMS offers considerable benefits for studying a range of design issues and matters of scientific importance. %M J.BIT.7.4.457 %T A Feature Matching Approach to the Retrieval of Graphical Information %A James N. MacGregor %A Eric S. Lee %J Behaviour and Information Technology %D 1988 %V 7 %N 4 %P 457-465 %* (c) Copyright 1988 J. N. MacGregor and E. S. Lee %X This paper is concerned with how to provide easy and effective access to computer databases containing pictures rather than text. Experiences with several types of graphic material suggested that hierarchical menu indexes were unlikely to be effective. What seemed to be required was a probabilistic method which could tolerate a certain amount of error and uncertainty. As a solution, we propose a feature matching approach in which users describe what they want to retrieve. Descriptions are elicited by a set of queries. The system then matches user descriptions with descriptions of items in the database, and responds with the best fitting items. Initial tests suggest that this type of system may have the qualities we were looking for. First, it appears to tolerate errors, in that the user's description may disagree with the database's in a number of ways and still lead to the correct item. Second, it permits uncertainty, in that the user can choose the non-committal response of 'maybe' without the retrieval process coming to a halt. Third, it appears to require no training or manuals, only a few brief instructions on screen. It therefore seems well suited to the non-expert user. %M J.BIT.7.4.467 %T Effects of Display Format on Proof-Reading with VDUs %A Anthony Creed %A Ian Dennis %A Stephen Newstead %J Behaviour and Information Technology %D 1988 %V 7 %N 4 %P 467-478 %* (c) Copyright 1988 Taylor & Francis Ltd. %X Two experiments are reported which compared proof-reading performance in various VDU display formats. Experiment 1 found that displaying text one paragraph at a time improved the accuracy of performance, relative to a full screen condition, but at the expense of speed. Subject also preferred using the paragraph format. Display contrast (positive vs negative) had no effect on performance. Experiment 2 supported the findings of Experiment 1, and found increased accuracy when text was further subdivided into sentences, but speed was again reduced. Possible explanations for the format effect are presented, and its practical implications are considered. %M J.BIT.8.1.1 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1989 %V 8 %N 1 %P 1-2 %* (c) Copyright 1989 Taylor & Francis Ltd. %X N/A %M J.BIT.8.1.3 %T Asynchronous Parallelism in Human Behaviour: A Cognitive Science Perspective on Human-Computer Interaction %A William H. Edmondson %J Behaviour and Information Technology %D 1989 %V 8 %N 1 %P 3-12 %* (c) Copyright 1989 Taylor & Francis Ltd. %X The paper first presents a discussion of non-linearities in human sequential behaviour -- in terms of interleaving -- and then introduces the concepts which underlie non-linear phonology. The paper does not provide a full treatment of the theory of non-linear phonology, nor of its generalization to cover non-speech activities -- these can be found elsewhere in the literature. The significance of the formalism of non-linear phonology for researchers and designers in human-computer interaction is revealed through the discussion of several examples, ranging from general behaviour with a multi-tasking interface, via interleaved activities in the use of a note-taking aid, to programming itself. %M J.BIT.8.1.13 %T Paralanguage and Human-Computer Interaction. Part 1: Identification of Recorded Vocal Segregates %A S. E. Avons %A R. G. Leiser %A D. J. Carr %J Behaviour and Information Technology %D 1989 %V 8 %N 1 %P 13-21 %* (c) Copyright 1989 Taylor & Francis Ltd. %X Vocal segregates are short non-lexical utterances such as 'mm-hmm'. They are frequently observed in natural dialogue, which they help to regulate and maintain. Twenty-five naive subjects were asked to identify the meanings of isolated vocal segregates recorded by unfamiliar speakers. The segregates were recorded both with natural articulation, which enables the differentiation of vowel sounds, and with the speaker's mouth closed. Responses were made using a seven-alternative forced choice procedure. Mean identification accuracy was 69.4% significantly above chance level, and performance was higher for vocal segregates which contained vowel sounds. The possible role of vocal segregates in human-computer interaction is discussed. %M J.BIT.8.1.23 %T Paralanguage and Human-Computer Interaction. Part 2: Comprehension of Synthesized Vocal Segregates %A R. G. Leiser %A S. E. Avons %A D. J. Carr %J Behaviour and Information Technology %D 1989 %V 8 %N 1 %P 23-32 %* (c) Copyright 1989 Taylor & Francis Ltd. %X The comprehension of synthesized vocal segregates was studied using a paired-associate learning task. Twenty-one naive subjects attempted to learn associations between six vocal segregates and assigned meanings, where the segregates were synthesized using the simple sound facilities common to all PC-compatible machines. In the natural condition sounds were paired with the correct meanings, whereas in the random condition sounds were randomly assigned to incorrect meanings. Subjects in the natural condition showed a significant initial advantage over those in the random condition and significantly better overall performance across learning trials. The results show that uninformed subjects are predisposed to make the correct sound-meaning associations for segregates synthesized with inexpensive hardware, and that associations which are not initially identified are quickly learned. Potential applications are discussed. %M J.BIT.8.1.33 %T Reading Dynamically Displayed Text %A T. Jin Kang %A Paul Muter %J Behaviour and Information Technology %D 1989 %V 8 %N 1 %P 33-42 %* (c) Copyright 1989 Taylor & Francis Ltd. %X Two experiments were carried out to find an optimal electronic text display method given limited display space. The display formats tested fell into two categories: Times Square, in which text is scrolled from right to left; and rapid, serial, visual presentation (RSVP), in which text is presented one or several words at a time to a fixed location in the display. Previous studies have indicated that Times Square format is not as efficient as page format display or, by extrapolation, as RSVP. These studies, unlike the present experiments, did not include a smooth-scrolling (pixel-by-pixel) condition. In Experiment 1, a comparison was made between multiple-word RSVP and three versions of Times Square format, differing only in the size of steps by which the display was scrolled. Except for the largest step-size, comprehension was as high in the Times Square conditions as in the RSVP condition. The subjects expressed a significant preference for smooth scrolling Times Square over any other condition. Experiment 2 showed that comprehension for smooth scrolling Times Square was at least as high as that for RSVP at presentation rates ranging from 100 to 300 words per minute. Times Square reading is discussed in terms of optokinetic nystagmus (OKN). %M J.BIT.8.1.43 %T Graphical Displays in Information Systems: Some Data Properties Influencing the Effectiveness of Alternative Forms %A John A. Sparrow %J Behaviour and Information Technology %D 1989 %V 8 %N 1 %P 43-56 %* (c) Copyright 1989 John A. Sparrow %X A number of indications which bear upon the utility of graphical representations of data are presented. The indications are based upon the apparent cognitive demands of particular forms of information abstraction. A study is reported where hypotheses concerning the appropriateness of alternative forms of graphical display for the presentation of particular properties of data are tested. A large number of significant differences between alternative forms of presentation in terms of effectiveness for communicating major features of data are identified and discussed. %M J.BIT.8.1.57 %T Efficiency and Satisfaction in Videotex Database Production %A Stephen T. Kerr %J Behaviour and Information Technology %D 1989 %V 8 %N 1 %P 57-63 %* (c) Copyright 1989 Taylor & Francis Ltd. %X The costs of designing and producing electronic information products include two important elements not often investigated: production time and worker satisfaction. These aspects of preparation of videotex databases were examined through interviews of industry professionals and a case study. Professional designers and administrators were interviewed to estimate frame production rates and to assess job satisfaction. In the case study, a team created a database of 1273 frames. Average frame creation times were 7.2 min (text), and 10.1 min (text plus graphics). In both studies, job satisfaction came principally from the challenge of working in a new medium. The results suggest: (a) premonitory planning is essential for design and production; (b) frame production depends upon several discrete task elements; and (c) the tension between creativity and productivity is significant for those who produce electronic information products. %M J.BIT.8.1.65 %T Using the Proforma PROGRAM Command %A M. J. Collett %J Behaviour and Information Technology %D 1989 %V 8 %N 1 %P 65-74 %* (c) Copyright 1989 Taylor & Francis Ltd. %X A common criticism of authoring languages used for computer aided instruction is that they are too restrictive. This article describes how one command within the Proforma authoring language enables the user to leave the confines of that language, run another program, and then return to the exact spot within the original Proforma study unit at which it was left. Two systems are outlined, one in which the separate program is accessed by chaining, and another in which subprograms are used. An example of an application in French language teaching is described in some detail. %M J.BIT.8.2.75 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1989 %V 8 %N 2 %P 75-76 %* (c) Copyright 1989 Taylor & Francis Ltd. %X N/A %M J.BIT.8.2.77 %T User Perceptions and Expectations of an Information Retrieval System %A Biju Joseph %A Esther R. Steinberg %A A. Russell Jones %J Behaviour and Information Technology %D 1989 %V 8 %N 2 %P 77-88 %* (c) Copyright 1989 Taylor & Francis Ltd. %X Performance measures are frequently used to evaluate user friendliness of a system. An equally important, but often overlooked factor is the users' attitudes towards a system. A prototype interface for information retrieval was developed for presenting engineering manuals online. It was tested on a representative sample of the intended end user community. We found that subjects' expectations were based on their experience with printed materials and other computer systems. Familiar search mechanisms (e.g., table of contents, index) were important for getting them started, even though they switched to other mechanisms as they gained more experience with the system. The fact that the index was more detailed than the one in the printed manual was seen by the subjects as critical for speedy and efficient information retrieval. Keyword search of the database was generally the preferred retrieval mechanism. However, some users preferred the index. The 'Table of Contents' which was a tree structured menu based system was found to be of limited use in the electronic medium, in contrast to the printed manual. %M J.BIT.8.2.89 %T Evolution of Attitudes Toward Computers: A Retrospective View %A Ella Paton Gardner %A Peg Young %A Stephen R. Ruth %J Behaviour and Information Technology %D 1989 %V 8 %N 2 %P 89-98 %* (c) Copyright 1989 Taylor & Francis Ltd. %X This article reviews three previous factor analysis based studies of aggregate attitudes concerning the computer milieu and compares them with a recent one done by the authors; the four studies span almost twenty years. While providing a useful basis for making generalizations about current perceptions of the computer's role, the latest study also sought to determine whether there was a group of persons who were fearful or anxious about the computer, whose concerns were masked in studies of aggregate attitudes. By using an instrument that was evaluated by an expert in phobic behaviour, it was possible to identify a population that was significantly different from the general population in attitude towards computers. The value of the current study, then, is two-fold. It makes possible a retrospective view of aggregate perceptions of the general population about computers and also offers a glimpse of the attributes of those computer phobic or anxious persons who have not yet adapted to computer technology. %M J.BIT.8.2.99 %T Social Meaning of Personal Computers for Managers and Professionals: Methodology and Results %A Frank R. Safayeni %A R. Lyn Purdy %A Christopher A. Higgins %J Behaviour and Information Technology %D 1989 %V 8 %N 2 %P 99-107 %* (c) Copyright 1989 Taylor & Francis Ltd. %X The social meaning of personal computers for 34 managers and professionals was measured using a situational approach. The results, in general, indicated a positive perception towards computers within the context of their work situations. The methodology was developed in an attempt to overcome some of the difficulties of traditional measures of attitudes. The advantages and the limitations of the method, as well as the process by which impressions are formed, are discussed. %M J.BIT.8.2.109 %T Information Technology and the Accountant: A Case Study %A M. King %A L. McAulay %J Behaviour and Information Technology %D 1989 %V 8 %N 2 %P 109-123 %* (c) Copyright 1989 Taylor & Francis Ltd. %X The factors leading to the success or failure of IT implementations by accountants are investigated in a health service situation. The case study adopts the participant observation methodology and the factors observed are classified as motivators and demotivators. Using a project dependent definition of success, a catastrophe theory framework is used to describe the outcome of the combined influence of these factors. Four particular IT projects are discussed and the factors observed include: the influence of higher levels in the organizational hierarchy, some systems characteristics, the seduction of technology, external pressures, the 'rate of change', skills shortage and reliability. By comparing the examples described with features mentioned by other authors, it is noted that some factors appear to be generally applicable, whereas others may be context dependent. %M J.BIT.8.2.125 %T The Menu Metaphor: Food for Thought %A Kent L. Norman %A John P. Chin %J Behaviour and Information Technology %D 1989 %V 8 %N 2 %P 125-134 %* (c) Copyright 1989 Taylor & Francis Ltd. %X Menu selection in human/computer interaction is a metaphor of the restaurant menu. Although menu selection is widely used, its scope is currently limited, ill-defined, and information lean. A comparison of the restaurant menu and the computer menu reveal three avenues of improvement in menu systems. The correspondence of elements and features between restaurant and computer menus suggests that this powerful metaphor should be more fully developed. Second, there are a number of advantages of dynamic computer menus over static listings common to restaurants. Finally, restaurant menus currently have the advantage of breadth, richness, and graphic layout as well as a natural support system (the server) that is unparalleled in current computer applications. An analysis of deficiences in computer menus should prove invaluable in developing the next generation of menu selection techniques. %M J.BIT.8.2.135 %T The Effects of the Availability of Menu Information During Command Learning in a Word Processing Application %A Simon P. Davies %A Anthony J. Lambert %A John M. Findlay %J Behaviour and Information Technology %D 1989 %V 8 %N 2 %P 135-144 %* (c) Copyright 1989 Taylor & Francis Ltd. %X An experiment is reported investigating the transition from relying on an external memory aid for system commands, provided by a permanently visible menu, to relying on internal memory for commands. Menu availability, and the method of command entry (keyboard vs. mouse) were manipulated during the early stages of learning the basic commands required to operate a word processing application. It was found that a group which always had the benefit of a memory aid provided by a menu performed no more efficiently than a group never provided with a menu. A group initially provided with a menu, which was then withdrawn performed significantly more slowly, and with more recourse to help facilities than the later group. When the menu was permanently visible there were no performance differences between the keyboard and mouse methods of command entry. Implications of these findings for interface design are discussed. %M J.BIT.8.2.145 %T Legibility Testing of Visual Display Screens %A Olov Ostberg %A Houshang Shahnavaz %A Rikard Stenberg %J Behaviour and Information Technology %D 1989 %V 8 %N 2 %P 145-153 %* (c) Copyright 1989 Taylor & Francis Ltd. %X N/A %M J.BIT.8.3.155 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1989 %V 8 %N 3 %P 155-156 %* (c) Copyright 1989 Taylor & Francis Ltd. %X N/A %M J.BIT.8.3.157 %T Computer Aided Manufacturing and Worker Well-Being: A Review of Research %A Jeffrey R. Edwards %J Behaviour and Information Technology %D 1989 %V 8 %N 3 %P 157-174 %* (c) Copyright 1989 Taylor & Francis Ltd. %X Recent technological developments have stimulated the use of computer aided manufacturing (CAM) machinery in industrial settings. Though managers typically consider technical and economic factors in the implementation of CAM, they rarely consider the psychological implications of work in CAM. Recent research indicates that work in CAM may have unintended negative impacts on worker well-being. This paper reviews and evaluates empirical research concerning the impacts of work in CAM on worker well-being, and suggests directions for future research in this area. %M J.BIT.8.3.175 %T Allocating Functions in Computer Integrated Manufacturing: A Review and a New Method %A Chris Clegg %A Susannah Ravden %A Martin Corbett %A Graham Johnson %J Behaviour and Information Technology %D 1989 %V 8 %N 3 %P 175-190 %* (c) Copyright 1989 Taylor & Francis Ltd. %X This paper describes the importance of allocating functions in advanced manufacturing systems, both for the system and for the people. Existing approachs to allocation are reviewed, along with some of their weaknesses. A set of requirements of allocation methods is outlined, which if met would promote their 'usability' for designers. As a result of collaborating in an ESPRIT CIM project, a new method for function allocation is described and its potential usability assessed. %M J.BIT.8.3.191 %T Situation Analysis of Design Tasks for CAD Systems %A R. N. Pikaar %J Behaviour and Information Technology %D 1989 %V 8 %N 3 %P 191-206 %* (c) Copyright 1989 Taylor & Francis Ltd. %X There has been little empirical research on the human aspects of CAD systems. In this paper observations on the analyses of designer activities are presented, by using a systems design approach. The paper concentrates on situation analysis and subsequent allocation of system tasks. A situation analysis was carried out in two design departments. The analysis consisted of a formal system description and a reconstruction interview. During the interview the previous week's activities were reconstructed with the help of photographs of the drawing board and protocols completed by design draughtspersons. This procedure was used for six design projects. In this study the technique of the reconstruction interview proved to be very useful and informative, and enabled three general conclusions to be made. First, designers liked the initial design phase and their responsibility for the final result. Second, they disliked the activities associated with drawing as well as the project documentation phase. Third, they preferred to work with two or more drawings on the drawing board. A number of frequent tasks could be identified, for example, large scale manipulation within and between drawings. In the final section, an example of a global allocation of system tasks for the design of a CAD system is given. %M J.BIT.8.3.207 %T Back to Thinking Mode: Diaries for the Management of Information Systems Development Projects %A Leif Obel Jepsen %A Lars Mathiassen %A Peter Axel Nielsen %J Behaviour and Information Technology %D 1989 %V 8 %N 3 %P 207-217 %* (c) Copyright 1989 Taylor & Francis Ltd. %X From a practical point of view, systems development methods are important sources of inspiration for the planning and establishment projects, but only to a limited extent do they support the reflections and actions of the participants. We propose the use of diaries as a supplement to conventional methods of reflection on what actually happens and what could happen during the course of a project, i.e., we propose diaries as a medium for the management of information systems development projects. This idea is based on an exploratory study carried out in co-operation with a bank and a research department, and the idea is supported by theoretical arguments from different fields. In conclusion, some practical advice on how to use diaries is given together with some questions for further investigation. %M J.BIT.8.3.219 %T Taskmaster: An Interactive, Graphical Environment for Task Specification, Execution and Monitoring %A James D. Arthur %A K. S. Raghu %J Behaviour and Information Technology %D 1989 %V 8 %N 3 %P 219-233 %* (c) Copyright 1989 Taylor & Francis Ltd. %X Taskmaster is an interactive environment that employs a unique blend of graphic technologies and iconic images to support user task specification. In this environment, problem solving is based on the selection, specification, and composition of tools that correspond to natural sets of ordered operations. The Taskmaster environment is novel in that it: * provides an interactive, visual-based approach to user task specification; * encourages and supports task specification and refinement processes from both the top-down and bottom-up perspectives; and * enables one to specify parallel tasks in a natural and convenient manner. To 'program' a given task within the Taskmaster environment, one decomposes it into an ordered set of conceptually simple, high-level operations, and then combines (composes) a corresponding network of software tools that implements these operations. Execution of the specified network provides a task solution. Major system components supporting user task specification include a network editor, a tools database and a network execution monitor. %M J.BIT.8.3.235 %T Density in Scatterplots and the Estimation of Correlation %A Thomas W. Lauer %A Gerald V. Post %J Behaviour and Information Technology %D 1989 %V 8 %N 3 %P 235-244 %* (c) Copyright 1989 Taylor & Francis Ltd. %X The construction of a graphical presentation involves the representation of information by means of visual symbols. The acquisition of information from the resultant graph is a perceptual process that involves the decoding and interpretation of the visual symbols. Hence good design decisions will be based on an understanding of the information acquisition process and in particular graphical perception. This study examines the perception of bivariate normal data presented in a scatter diagram, and creates a model that successfully explains how individuals perceive the information contained in scatterplots. Subjects were shown a series of scatter diagrams on the CRT of a microcomputer and were asked to estimate correlation. Several variables were examined that explain estimated correlation including regression slope, dispersion, number of points displayed, and the size of the CRT screen. All of these factors were found to significantly affect subjects' estimates of correlation. %M J.BIT.8.4.245 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1989 %V 8 %N 4 %P 245-246 %* (c) Copyright 1989 Taylor & Francis Ltd. %X N/A %M J.BIT.8.4.247 %T Artifacts as Psychological Theories: The Case of Human-Computer Interaction %A John M. Carroll %A Robert L. Campbell %J Behaviour and Information Technology %D 1989 %V 8 %N 4 %P 247-256 %* (c) Copyright 1989 Taylor & Francis Ltd. %X We cast the psychology of human-computer interaction (HCI) in terms of task analysis and the invention of artifacts. We consider the implications of this for attempts to define HCI in terms of a priori conceptions of psychology. We suggest that artifacts can be considered theory-like in HCI, and observe that they do play a theory-like role in the field as practiced. Our proposal resolves the current methodological perplexity about the legitimacy and composition of the field. We conclude that HCI is a distinct sort of science: a design science. %M J.BIT.8.4.257 %T An Analogue and Propositional Hybrid Model for the Perception of Computer Generated Graphical Images %A Woodrow Barfield %A Gavriel Salvendy %A James Foley %J Behaviour and Information Technology %D 1989 %V 8 %N 4 %P 257-272 %* (c) Copyright 1989 Taylor & Francis Ltd. %X This research investigated two alternative models, analogue and propositional, which describe how three-dimensional (3-D) graphical images are represented and stored in human memory. In order to differentiate between the two models, three separate experiments were performed using a variation of the Shepard-Metzler mental rotation paradigm (Shepard and Metzler 1971). For each experiment, the effects of three independent variables on the performance of a 'mental rotation' task were examined: (a) three levels of figure complexity, (b) three axes of rotation and (c) four angles of rotation. The subjects' task was to compare specific angle, axis or depth versus picture plane rotations for pairs (rotated and non-rotated versions) of 3-D graphic figures displayed on a CRT. The results indicated that response times varied depending on level of figure complexity, axis or angle of rotation. A new hybrid model integrating components of both the analogue and propositional positions is proposed to explain the reaction time data. In this model, analogue processes occur when processing requirements for cognitive tasks are low, whereas propositional processes occur when processing requirements are high. Implications of the results for the internal representation of 3-D images in human memory and for the design of graphic work stations are discussed. %M J.BIT.8.4.273 %T Some Uses of the Microcomputer as a Simulation Tool in the Design and Development of Electronic Visual Display Devices %A Elwyn Edwards %J Behaviour and Information Technology %D 1989 %V 8 %N 4 %P 273-278 %* (c) Copyright 1989 Taylor & Francis Ltd. %X During the development of displays employing solid-state devices, the need arises for a technique to assist in the preliminary evaluation of proposed applications of this fast-moving technology. Some examples are given of alphameric and graphic displays which may be simulated using a microcomputer. %M J.BIT.8.4.279 %T Statistical Methods for Testing the Conformance of Products to User Performance Standards %A F. R. Brigham %J Behaviour and Information Technology %D 1989 %V 8 %N 4 %P 279-283 %* (c) Copyright 1989 Taylor & Francis Ltd. %X User performance testing is an essential part of the development of information technology products. Usability engineering techniques and also methods included in the new International Organization for Standardization (ISO) draft standard for VDTs involve testing products against a standard or benchmark. This paper highlights some of the statistical and methodological problems involved in conformance testing and outlines appropriate procedures. These include the use of sequential tests which, in comparison with conventional tests, can achieve a radical reduction in the number of subjects required. %M J.BIT.8.4.285 %T Developing and Evaluating an Interactive System for Producing Human-Computer Interfaces %A Deborah Hix %J Behaviour and Information Technology %D 1989 %V 8 %N 4 %P 285-299 %* (c) Copyright 1989 Taylor & Francis Ltd. %X The Author's Interactive Dialogue Environment (AIDE) of the Dialogue Management System is an integrated set of interactive tools for developing human-computer interfaces. AIDE is used by an interface specialist, called a dialogue developer, to implement an interface by directly manipulating and defining its objects, rather than by the traditional method of writing source code. This paper describes the structural dialogue transaction model upon which AIDE is based, describes the use of AIDE for developing human-computer interfaces, and describes an empirical study comparing use of AIDE with use of a programming language for implementing a human-computer interface. Results of this study empirically support, possibly for the first time, the claim that interactive tools for interface development, such as AIDE, can improve productivity and reduce frustration in developing interfaces over traditional programming techniques for interface development. %M J.BIT.8.4.301 %T The Increasing Utility of Incorporating Keywords in Menu Systems as Users Increase in Experience %A Eric Lee %A Glena Chao %J Behaviour and Information Technology %D 1989 %V 8 %N 4 %P 301-308 %* (c) Copyright 1989 Taylor & Francis Ltd. %X The paper begins with a discussion of the problem users experience with menu-retrieval systems and the possible reasons for their relatively poor performance. We propose the addition of menu keywords to menu systems to remedy these problems. Empirical evidence is presented showing that menu keywords are used increasingly with experience and that retrieval performance is thereby enhanced substantially. %M J.BIT.8.4.309 %T Aged Related Differences in Learning to Use a Text-Editing System %A Sara J. Czaja %A Katka Hammond %A James J. Blascovich %A Helen Swede %J Behaviour and Information Technology %D 1989 %V 8 %N 4 %P 309-319 %* (c) Copyright 1989 Taylor & Francis Ltd. %X The increased use of computer technology in most occupations means that many middle-aged and older workers who lack computer experience will need to acquire skills to interact with this technology. This study examined age-group differences in learning to use a text-editing system. One hundred and thirty-five females ranging in age from 25 to 70 participated in the study. They received training under one of three training conditions: instructor-based, online or manual-based. Age differences were assessed by comparing performance on criterion tasks. Results indicated significant differences among the groups in learning success, younger learners being the most successful. There were no significant age by training interactions. The findings indicate a need to develop more effective training strategies to teach older learners to use computer technologies. They also indicate the need for changes in system design because computer applications are difficult for novice users to learn. %M J.BIT.8.5.321 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1989 %V 8 %N 5 %P 321-322 %* (c) Copyright 1989 Taylor & Francis Ltd. %X N/A %M J.BIT.8.5.323 %T A Conceptual Model of Human-Computer Interaction? %S Towards a Theory of HCI %A Graham Storrs %J Behaviour and Information Technology %D 1989 %V 8 %N 5 %P 323-334 %* (c) Copyright 1989 Taylor & Francis Ltd. %X A framework is described for conceptualizing the interactions between people and computers which, it is hoped, will provide the basis of a theoretical model of human-computer interaction (HCI) sufficient to stimulate and guide research in the field. HCI is viewed as an exchange whose primary purpose is to affect the states of the agents that are involved. The exchange is ultimately between people but is partly mediated by artefactual agents acting as intermediaries or drones of their human owners. A distinction is drawn between interface and interaction, and the purposes of an interaction in this context are identified and discussed. In particular, the important purpose of morphogenesis is further elaborated. On the basis of this, a brief comment is made on what this implies for the improvement of interactions and then a longer comment is made on the implications for the separability of front ends. The conclusion is reached that, even on engineering grounds, the notion of a separate user interface management system is inherently flawed and that the current trend towards separable 'interfaces' is an undesirable development. %M J.BIT.8.5.335 %T Computerized Tests and Time: Measuring, Limiting and Providing Visual Cues for Response Time in On-Line Questioning %S Computers as Educational Tools %A Sheizaf Rafaeli %A Noam Tractinsky %J Behaviour and Information Technology %D 1989 %V 8 %N 5 %P 335-351 %* (c) Copyright 1989 Taylor & Francis Ltd. %X It is possible and attractive to incorporate time-related measures and techniques in on-line computerized testing systems. However, is it advisable? This study focuses on the measurement of response time, the solicitation of speed, the limitation of allotted time and the provision of on-line visual cues for the passage of time (on-screen hourglass). An experiment was conducted using a standard general knowledge component of a psychometric test; 198 students completed an on-line psychometric test under several time-related experimental conditions. Findings encourage further use of time-related techniques. Positive correlations were found between performance as measured by accuracy in response and speed measures. Time-limiting procedures allowed savings of almost 50% of examinee and examiner's time, without diminishing score reliability. The reliability of the speed measures is at least as high as the reliability of accuracy measures. Examinees' stress was not affected, but intersubjection attitudes are a problem for the incorporation of time-related measures. Finally, while accuracy scores are biased by demographics, speed measures seem to be independent of experience in using computers, gender, age and education. %M J.BIT.8.5.353 %T Learning Studies in the Use of Computer Aided Design Systems for Discrete-Parts Manufacture %S Computers as Educational Tools %A K. Case %A B. S. Acar %J Behaviour and Information Technology %D 1989 %V 8 %N 5 %P 353-368 %* (c) Copyright 1989 Taylor & Francis Ltd. %X Two-dimensional computer aided engineering design systems are recognized as having limitations in comparison with the alternative three-dimensional techniques of solid modelling. The mathematically sounder approach of solid modelling permits far greater integration between the activities of functional design, design analysis and manufacturing. However, the existing methods of specifying design geometry within typical solid modelling systems are deficient in that they relate more to the mathematical needs of the computer system than they do to the needs of the designer. CAPE-LUT (Computer Aided Production Engineering-Loughborough University of Technology) is a prototype system which provides a machining analogy so that geometric and manufacturing ideas can be expressed through familiar engineering terminology, to provide detail designs and outline process plans. CAPE-LUT is an experimental vehicle only and the system has been used to investigate the hypothesis that a 'manufacturing features' approach to design and manufacture is easy to learn, accurate and fast in use, and acceptable to practising designers and manufacturing engineers. This paper describes the experimental work, which provides statistical evidence that the manufacturing features method is significantly easier to learn than a similar CAD system that has a purely geometric interface. It is also shown that CAPE-LUT performed well when used by experienced subjects and was acceptable to a large number of practising engineers. %M J.BIT.8.5.369 %T The Effects of Two- or Three-Dimensional Graphics on the Problem-Solving Performance of Experienced and Novice Decision Makers %S Computers as Educational Tools %A Woodrow Barfield %A Robert Robless %J Behaviour and Information Technology %D 1989 %V 8 %N 5 %P 369-385 %* (c) Copyright 1989 Taylor & Francis Ltd. %X An experiment was performed to investigate the relationship between two-dimensional (2-D) or three-dimensional (3-D) graphs displayed on paper or computer and the problem-solving performance of experienced and novice managers. The effects of these variables on solution times, confidence in answers and effectiveness of solutions for a production management case were examined. It was predicted that experienced managers would engage in forward chaining as a problem-solving strategy, while novices would use backward chaining as a problem-solving technique (Larkin et al. 1980). Results indicated that solution times were faster for computer than for paper presentations of data, but no significant relationship between response times and dimensionality of graphs was found. Novice subjects produced more accurate answers using 2-D paper presentations of graphs, while experienced managers produced more accurate answers when provided with 3-D graphs on computer. Further, experienced and novice managers were more confident of their answers when provided 2-D graphs as decision aids than with any other mode of presentation. Verbal protocols and retrospective reports indicated that in solving the cases experienced managers engaged in forward chaining, backward chaining and means-ends analysis as problem-solving techniques more often than novices. %M J.BIT.8.5.387 %T Evolution of Information Systems in Organizations %S Impacts on Organizations %A Timo Saarinen %J Behaviour and Information Technology %D 1989 %V 8 %N 5 %P 387-398 %* (c) Copyright 1989 Taylor & Francis Ltd. %X Of all organization phenomena and management techniques, the use of computers and data processing have been perhaps the most distinct and penetrating. The steady progress of technology and common patterns of growth have inspired a whole body of literature on the evolution of information systems. This article reviews the relevant literature and the theoretical underpinnings of different views. We develop a framework which includes elements from economics, diffusion theories, organizational learning and growth and stages theory. Within this framework we integrate different views on the subject and look at what broader theoretical features are applied in the models presented in information systems research. On the basis of the review, we draw some conclusions about the limitations of the models and the need for future research in the field. %M J.BIT.8.5.399 %T 'The Dark Side' of IT: A Personal Comment %S Impacts on Organizations %A Chris Clegg %J Behaviour and Information Technology %D 1989 %V 8 %N 5 %P 399-402 %* (c) Copyright 1989 Taylor & Francis Ltd. %X N/A %M J.BIT.8.6.403 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1989 %V 8 %N 6 %P 403-404 %* (c) Copyright 1989 Taylor & Francis Ltd. %X N/A %M J.BIT.8.6.405 %T Modes of Presentation for On-Line Help: Full Screen, Split Screen and Windowed Formats %A Joan M. Cherry %A Michael J. Fischer %A Barbara M. Fryer %A Melanie J. Steckham %J Behaviour and Information Technology %D 1989 %V 8 %N 6 %P 405-416 %* (c) Copyright 1989 Taylor & Francis Ltd. %X The purpose of this study was to investigate the effects of the format used to display on-line help (full screen, split screen and windowed) on user performance and attitudes. Three prototypes of a programmer's editor were developed. The first prototype provided help in full screen format. The second prototype provided split screen help and the third windowed help. It was hypothesized that user performance would be best with windowed help, and that attitudes would be most positive toward windowed help. In addition it was believed that windowed help would fare best because it would allow users to see and work with about two-thirds of the product screen while the help was displayed. Forty-five application programmers participated. Each subject performed three editing tasks using one form of on-line help. No significant differences in performance or attitude were found between those who used full screen, split screen and windowed help. However, comments made by subjects during the assessment suggested that the nature of the help text itself may have affected the results. An examination of these comments indicated several ways in which the organization and writing style of the help text could be improved. %M J.BIT.8.6.417 %T User Support: Revealing Structure Instead of Surface %A Riitta Hellman %J Behaviour and Information Technology %D 1989 %V 8 %N 6 %P 417-435 %* (c) Copyright 1989 Taylor & Francis Ltd. %X The development of different help systems and the application of numerous approaches to user support have shown (a) that end-users may encounter insuperably complex use situations, and (b) that it is possible to assist users significantly by implementing computerized help systems. There are many approaches to the realization of user support, varying from the use of natural language to user modelling. However, the current help systems seem to focus on relatively technical data processing issues, ignoring the organizational context in which the use takes place. It is asserted in this paper that it is relevant for users to perceive the organizational context and that it is possible to reflect the context in a support system. Representing the context in a support system is made possible by introducing a context database. A context database is parallel to the actual database and contains information about task flows, task-connected information objects and the like. Therefore the analysis of work and information systems has to be based on related areas. The areas of inquiry are (a) tasks, (b) job design, (c) organization of work, (d) computer applications and (e) information media. The following kinds of mappings can be incorporated within the context database: [organizational unit O1]-[person P1 in job]-[job task T1]-[task-connected information I1]-[task-connected information I2]-[job task T2]-[person in job P2]-[organizational unit O2]. This type of chain (or parts of it) can then be visualized as context support. %M J.BIT.8.6.437 %T Survey Steered Design: Evaluating User Recovery and Command Reuse Support by Questionnaire %A Yiya Yang %J Behaviour and Information Technology %D 1989 %V 8 %N 6 %P 437-459 %* (c) Copyright 1989 Taylor & Francis Ltd. %X Evaluation steered design is an important planning strategy in the construction of human-computer interfaces (HCI) and survey-based evaluation is one of the five main evaluation techniques available for use with this strategy. This paper reports on a survey-based evaluation by questionnaire that aims at investigating the serviceability and services required for user recovery and command reuse support. It discusses how to choose an evaluation method in an evaluation steered design process, analyses the problems of evaluation by survey, describes the methodology of conducting a mail questionnaire, reports on the detailed results of this investigation and provides refinement to the mail questionnaire as a valuable evaluation method in HCI research. It also proposes topics for further research in this area. %M J.BIT.8.6.461 %T Human Factors in Electronic Mail System Design %A Ann Hjalmarsson %A Lars Oestreicher %A Yvonne Waern %J Behaviour and Information Technology %D 1989 %V 8 %N 6 %P 461-474 %* (c) Copyright 1989 Taylor & Francis Ltd. %X The current paper analyses how human factors aspects and system design aspects may co-operate in the design of a particular application, i.e. electronic mail systems. A review of research on the experience of electronic mail systems is presented, as well as a pilot study covering the experience of mail systems in different user groups. The users were found to differ mainly in terms of the tasks they performed and wanted to perform. It is therefore suggested that a task analysis is essential in system design. Current practice on task analysis is presented, which shows that a more detailed task analysis is needed to be useful. In order to achieve flexibility, the subtasks found should be designed in a modular way. Here the system designer will need different supports. To facilitate co-operation between end-users and system designers some kind of communication support is also suggested. %M J.BIT.8.6.475 %T A Review of Speech Recognition Applications in the Office %A Jan M. Noyes %A Clive R. Frankish %J Behaviour and Information Technology %D 1989 %V 8 %N 6 %P 475-486 %* (c) Copyright 1989 Taylor & Francis Ltd. %X Since the 1970s, many improvements have been made in the technology available for automatic speech recognition (ASR). Changes in the methods of analysing the incoming speech have resulted in larger, more complex vocabularies being used with greater recognition accuracy. Despite this enhanced performance and substantial research activity, the introduction of voice input into the office is still largely unrealized. This paper reviews the state-of-the-art of office applications of ASR, dividing them into the areas of voice messaging and word processing activities, data entry and information retrieval systems, and environmental control. Within these areas, cartographic computer-aided-design systems are identified as an application with proven success. The slow growth of voice input in the office is discussed in the light of constraints imposed by existing speech technology, and the need for human factors evaluation of potential applications. %M J.BIT.9.1.1 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1990 %V 9 %N 1 %P 1-2 %* (c) Copyright 1990 Taylor & Francis Ltd. %X N/A %M J.BIT.9.1.3 %T Job Design Predictors of Stress in Automated Offices %S Individual Differences in User Behaviour %A Pascale A. Sainfort %J Behaviour and Information Technology %D 1990 %V 9 %N 1 %P 3-16 %* (c) Copyright 1990 P. A. Sainfort %X The effects of job control, job content, demands and career/future concerns on stress outcomes were tested in a population of video display terminal (VDT) users that were categorized as clericals, managers/supervisors and professionals. It was found that career/future concerns were consistent contributors to stress outcomes across job categories, but job control -- which was hypothesized as a central stressor -- did not contribute to the stress outcomes. Analyses performed within each of the three job categories demonstrated that different job elements contributed to the stress outcomes. A proposed model that defined job control as the central job element through which other job features (i.e. job content, demands and career/future concerns) produced stress outcomes was verified in only one of the four analyses for mood disturbances among professional VDT users. %M J.BIT.9.1.17 %T Some Effects of Menu Characteristics and User Personality on Performance with Menu-Driven Interfaces %S Individual Differences in User Behaviour %A Rudy Van Hoe %A Karel Poupeye %A Andre Vandierendonck %A Geert De Soete %J Behaviour and Information Technology %D 1990 %V 9 %N 1 %P 17-29 %* (c) Copyright 1990 Taylor & Francis Ltd. %X User performance with menu-based systems was studied. Three experiments concerning the effects of menu structure, menu breadth, menu system depth, several support facilitates and user personality characteristics on user performance, measured in terms of search time and accuracy, are reported. The main findings are that performance is affected by menu structure, the depth of the menu system, the presence of escape facilities, the structure of the alternatives within the menu, some methods of informative support and certain personality characteristics. Some expensive support facilities are found to have no effect. The results are discussed in relation to problems of menu interface design. %M J.BIT.9.1.31 %T Perceived Costs and Benefits as Determinants of User Behaviour: An Experiment with Matchmaking %S Individual Differences in User Behaviour %A Dov Te'eni %J Behaviour and Information Technology %D 1990 %V 9 %N 1 %P 31-45 %* (c) Copyright 1990 Taylor & Francis Ltd. %X A cost-benefit approach is employed to model the discretionary use of a computerized information system. The model is constructed by integrating a systemic view of human-computer interaction with a contingency model for selecting decision strategies. It is then used to analyse the effect of presentation format on search behaviour. An experiment on matchmaking was performed using two formats: sequential and parallel. Subjects were asked to find the best spouse for a candidate using an information retrieval system that displayed information about the individuals according to the subject's specific requests. The subject's search behaviour and perception of complexity were recorded. A first analysis of the protocols revealed different behaviours, as predicted by the cost-benefit mechanism. A second analysis incorporated a measure of individual differences in perception to gain a better understanding of the effects of display format on perceived complexity and, thereby, on behaviour. The findings support the use of the cost-benefit model. The design implications of the model are also discussed. %M J.BIT.9.1.47 %T Using Videotex for Shopping -- A Qualitative Analysis %S Public Access Computing: Videotex Shopping %A Paul Buckley %A John Long %J Behaviour and Information Technology %D 1990 %V 9 %N 1 %P 47-61 %* (c) Copyright 1990 Taylor & Francis Ltd. %X Public access computer systems, e.g. videotex, enable the development of value added services such as teleshopping and telebanking. Potential users may not have any significant experience of computers, or indeed any interest in learning how to operate them. The computers, therefore, need to be simple to use. This paper attempts to identify features of the teleshopping task which contribute to problems of usability. This identification is a pre-requisite for subsequent experimental evaluation and system optimization. First, transactions are described in terms of a general model of the task. The videotex form of a particular transaction -- shopping -- is then examined and expectations of sources of difficulty are derived. The data from an observational study are used to identify sources of difficulty and to establish a set of operationalizable system variables contributing to user difficulties and errors. A model of the user is then described with accounts for such problems of usability in terms of mismatch between knowledge used by the expert ideal user and the knowledge used in real transactions. The errors and the statements of difficulty from the observational study are used again to establish the knowledge sources which mismatched with the ideal user knowledge. Relationships between the system variables and these knowledge variables are identified. The operationalizability of the variables allows subsequent experimentation to quantify their effects, and to confirm the grouping and relationship of system characteristics with the incorrect or inadequate knowledge sources. The findings are intended to contribute to improving videotex transaction systems. The aims and the success of the approach are discussed, along with the role of the models as conceptual organizers. %M J.BIT.9.1.63 %T Ordering Goods with Videotex: Or Just Fill in the Details %S Public Access Computing: Videotex Shopping %A P. Susan Fenn %A Paul K. Buckley %J Behaviour and Information Technology %D 1990 %V 9 %N 1 %P 63-80 %* (c) Copyright 1990 Taylor & Francis Ltd. %X Home-based transactional services such as teleshopping have become available using videotex technology. In this form of shopping, users may acquire details of goods, evaluate items available and place orders by using a home terminal or an adapted television set. Two experiments examined different sorts of demand that the videotex ordering task might impose on users. The first experiment assessed the usability of four types of 'response frame' for practised users. Fastest performance times were associated with 'tailored' and 'menu' frames when ordering single items, and with 'tailored' and 'generalized' frames when ordering several items. The novel task structure associated with the 'generalized' response frame is different from normal shopping and therefore might be a source of difficulty for the novice user. A second experiment manipulated possible methods of increasing compatibility. Subjects given videotex-compatible experience were faster in ordering goods than subjects who only had 'shop' shopping experience were. Conclusions are expressed as suggestions for videotex dialogue designers. %M J.BIT.9.1.81 %T Naive Users and the Lotus Interface: A Field Study %S A Field Study of User Errors %A J. R. Doyle %J Behaviour and Information Technology %D 1990 %V 9 %N 1 %P 81-89 %* (c) Copyright 1990 Taylor & Francis Ltd. %X Persistent errors that naive users make when using the spreadsheet Lotus-123 have been collected and classified according to their assumed origin. It is argued that conventions used in Lotus can be inconsistent with usage elsewhere in Lotus; inconsistent with usage in the broader world of computing; or inconsistent with real-world usage outside computing. The last two sources of error, while usually neglected in system design, actually account for the majority of errors made. Although most of these errors are situation specific and hard to foresee, once noted their eradication would be relatively easy, often not requiring any change to Lotus's structure but only to surface features of the package. %M J.BIT.9.2.91 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1990 %V 9 %N 2 %P 91-92 %* (c) Copyright 1990 Taylor & Francis Ltd. %X N/A %M J.BIT.9.2.93 %T COMODA: A Conversation Model for Database Access %S Information Retrieval and Databases %A Thomas E. Whalen %A Andrew S. Patrick %J Behaviour and Information Technology %D 1990 %V 9 %N 2 %P 93-110 %* (c) Copyright 1990 Taylor & Francis Ltd. %X As electronic database technology becomes less expensive, people will want to access information without undergoing special training. These people could use their native language if databases could be accessed through natural language conversations. The approach of the current research is that in order for the computer to be controlled by natural language, the computer does not have to understand it, only respond correctly. The conversation model for database access (COMODA) describes information retrieval as a dialogue. The dialogue is modelled by a series of states, where each state has an utterance that provide some information. The states are linked by transitions that are followed if a parse template matches the input sentence. Provisions are made for backtracking to earlier states, and for changes in topic. A small database of general information about one division of the Federal Government was implemented on an IBM-PC using these principles. When ten untrained people were allowed to converse with this database, 59% of their queries were answered correctly. All but one person said that they would use this type of database if more information was available. It was concluded that it is feasible to create a database of general information which can be accessed with natural language conversations by untrained users. %M J.BIT.9.2.111 %T A Comparison of Words and Icons as External Memory Aids in an Information Retrieval Task %S Information Retrieval and Databases %A M. W. Lansdale %A M. Simpson %A T. R. M. Stroud %J Behaviour and Information Technology %D 1990 %V 9 %N 2 %P 111-131 %* (c) Copyright 1990 Taylor & Francis Ltd. %X Enrichment is a process whereby computer-based information is tagged with additional attributes which can be used in an information retrieval system to increase the speed and accuracy of access. In this way, the additional attributes act as external memory aids. Lansdale (1988a) evaluated such a system by looking at the memorability of coloured shapes, placed in different locations on a document, which were used as enrichers in a simple information retrieval task. This paper extends that study to look at memory for labels used in an identical way. Verbal and visual enriching attributes were studied under two conditions: one in which they were assigned to documents automatically by the system, and one in which the users made their own choice. Results indicate a strong trend in which recall was higher when subjects made their own selection of enriching attributes as opposed to having them selected for them. In the comparison of words and icons, there was no evidence that the modalities of the enrichers were a significant factor in recall. Recall performance seems to be primarily related to the 'semantic fit' of the documents and the attributes selected to enrich them. The extent to which this implies potential differences in the utility of visual and verbal methods in future applications is discussed. %M J.BIT.9.2.133 %T Context and Selective Retreat in Hierarchical Menu Structures %S Tools and Techniques in HCI %A G. E. Field %A M. D. Apperley %J Behaviour and Information Technology %D 1990 %V 9 %N 2 %P 133-146 %* (c) Copyright 1990 Taylor & Francis Ltd. %X This paper describes an experiment to compare the use of two different forms of menu dialogue to solve a relatively complex problem. The problem involves multiple queries from a videotex database accessed by a potentially deep hierarchical set of menus. The dialogue forms compared are a standard videotex menu system and an enhanced menu system. The latter provides both additional contextual information and a means of selective, rather than incremental, retreat. Although no significant time advantage was measured, the results do demonstrate a significant improvement in navigation for the enhanced menu system and show the value of using realistic problems for this type of evaluation. %M J.BIT.9.2.147 %T Action-Effect Rules: A Technique for Evaluating an Informal Specification Against Principles %S Tools and Techniques in HCI %A Andrew Monk %J Behaviour and Information Technology %D 1990 %V 9 %N 2 %P 147-155 %* (c) Copyright 1990 Taylor & Francis Ltd. %X The technique described here involves generating a user-centred specification of the system in terms of 'action-effect rules'. This specification is then examined for violations of principles. In this paper we consider hard to reverse effects and ambiguous displays. Additional principles which might be used are also discussed. The technique is demonstrated with an example which also shows how it can be incorporated, with user testing, into an iterative design methodology. Action-effect rules are easier to generate than many of the alternative schemes. They can be extracted from the functional specification a designer will have to produce anyway. Specifying the user interface of a system with action-effect rules encourages the designer to think about the problems of the user from the earliest stages of design. %M J.BIT.9.2.157 %T Scanning in the Supermarket: For Better or Worse? A Case Study in Introducing Electronic Point of Sale %S Case Study %A Kirstie Cutler %A Christopher Rowe %J Behaviour and Information Technology %D 1990 %V 9 %N 2 %P 157-169 %* (c) Copyright 1990 Taylor & Francis Ltd. %X EPOS systems are being hailed by supermarket executives as 'a great technological breakthrough' for companies, customers and store employees alike, but the article (based on a 12-month study of a supermarket branch undergoing an EPOS installation) suggests that while each may gain in certain respects, the benefits from scanning overwhelmingly accrue to the company, and that in some instances these may actually be to the disadvantage of other parties. Through a discussion of checkout operations, staffing, deskilling, and price changes, the article argues there are few gains for the customer and employee; while outcomes such as system breakdowns or inaccurate stocktakes are to everyone's disadvantage. As EPOS applications move on to EFTPOS and Teleshopping, the likelihood is that these factors, which often involve behavioural considerations, will again receive insufficient attention compared to the technology itself. %M J.BIT.9.3.173 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1990 %V 9 %N 3 %P 173-174 %* (c) Copyright 1990 Taylor & Francis Ltd. %X N/A %M J.BIT.9.3.175 %T The Role of Instruction and Verbalization in Improving Performance on Complex Search Tasks %S Comprehension in Human-Computer Interaction %A Dianne C. Berry %A Donald E. Broadbent %J Behaviour and Information Technology %D 1990 %V 9 %N 3 %P 175-190 %* (c) Copyright 1990 Taylor & Francis Ltd. %X This paper examines methods of improving human search performance on a diagnostic task where it does not help to provide computer suggestions about the next enquiry to make. In three experiments it was found (a) that verbal instruction in optimal procedures was ineffective in changing actual performance, although it changed answers to verbal tests of knowledge; (b) that requiring people to say aloud the reasons for each action was ineffective in changing either performance or verbal tests of knowledge; but if people were given both verbal instructions and the requirements to justify each action aloud, performance was improved; (c) this successful training method changed performance not merely on the specific task that was trained, but also on a superficially different search task in which the same general procedures were optimal. These findings suggest that human decision processes change if key information is temporarily activated at the time it is needed, but not if it is merely learned at an irrelevant time. Such a process also explains the beneficial effect of interfaces that provide explanation or the results of inference at key points in the task. %M J.BIT.9.3.191 %T Knowledge Representation in Human Problem Solving: Implications for Expert System Design %S Comprehension in Human-Computer Interaction %A David C. Gibson %A Gavriel Salvendy %J Behaviour and Information Technology %D 1990 %V 9 %N 3 %P 191-200 %* (c) Copyright 1990 Taylor & Francis Ltd. %X The study focuses on the identification of the underlying representational properties of human problem solving and their application to expert systems. In this study the interaction between problem representation (procedural, conceptual, unstructured) and problem type (transformation, arrangement, inducing structure) was observed. The results of this study indicate partly that quantitative and qualitative differences in problem-solving performance can be attributed to the form of knowledge representation employed by the problem solver. It is suggested that modularized expert systems could be designed with different problem-solving modules organized by problem characteristics or type, exploiting the representational differences identified in this study. %M J.BIT.9.3.201 %T Plans, Goals and Selection Rules in the Comprehension of Computer Programs %S Comprehension in Human-Computer Interaction %A Simon P. Davies %J Behaviour and Information Technology %D 1990 %V 9 %N 3 %P 201-214 %* (c) Copyright 1990 Taylor & Francis Ltd. %X The notion of the programming plan has been proposed as a mechanism through which one can explain the nature of expertise in programming. Soloway and Ehrlich (1984) suggest that such expertise is characterized by the existence and use of programming plans. However, studies in other complex problem-solving domains, notably text editing, suggest that expertise is characterized not only by the possession of plan-related structures but also by the development of appropriate selection rules which govern the implementation of plans in appropriate situations (Card et al. 1980, Kay and Black 1984, 1986). This paper presents an experimental study which examines the role of programming plans in the context of skill development in programming. The results of this study suggest that plan-based structures cannot be used in isolation to explain novice/expert differences. Indeed, such structures appear to prevail at intermediate levels of skill. The major characteristic of expertise in programming would appear to be strongly related to the development of appropriate selection rules and to so-called program discourse rules. This in turn suggests that current views on the role of plan-based structures in expert programming performance are too limited in their conception to provide an adequate basis for a thorough analysis of the problem-solving activity in the programming domain. %M J.BIT.9.3.215 %T The Effects of Display Size and Text Splitting on Reading Lengthy Text from Screen %S Comprehension in Human-Computer Interaction %A Andrew Dillon %A John Richardson %A Cliff McKnight %J Behaviour and Information Technology %D 1990 %V 9 %N 3 %P 215-227 %* (c) Copyright 1990 Taylor & Francis Ltd. %X The present paper reports on an experimental investigation of reader performance and preferences with a screen-presented journal article. The effects of display size (20 lines and 60 lines) and sentence splitting on readers' manipulation, comprehension and subjective impressions are assessed. The results indicated that neither variable significantly affects comprehension but adjusted manipulation levels are significantly higher in the small window condition. Splitting sentences across screens also caused readers to return to the previous page to reread text significantly more. Subjective data reveal a preference for larger screens and high awareness of text format. Implications for future work are discussed. %M J.BIT.9.3.229 %T Computer Anxiety and Attitudes Towards Microcomputer Use %S Computing and Society -- Public Attitudes %A Magid Igbaria %A Alok Chakrabarti %J Behaviour and Information Technology %D 1990 %V 9 %N 3 %P 229-241 %* (c) Copyright 1990 Taylor & Francis Ltd. %X Survey data gathered from 187 participants were used to examine the relationship between demographic variables, computer training and experience, management support and system quality and computer anxiety, and attitudes towards microcomputers. Results of hierarchical multiple regression analysis showed that the quality of the computer-based information system which represents the interface and the interaction between the participants and the system has a strong positive effect on attitudes toward microcomputers, and a significant reduction on computer anxiety. Computer training contributes strongly to decrease in computer anxiety and has an indirect effect on attitudes towards microcomputers. However, computer experience and management support were found to affect the attitudes towards microcomputers directly. Among the demographic variables, gender was the only one which correlated highly with computer anxiety. Implications for the design of information and decision support systems and future research are discussed. %M J.BIT.9.3.243 %T Usability of Product X -- Lessons from a Real Product %S Case Study in Usability %A Chris Marshall %A Brendan McManus %A Amanda Prail %J Behaviour and Information Technology %D 1990 %V 9 %N 3 %P 243-253 %* (c) Copyright 1990 Taylor & Francis Ltd. %X Using the example of a real product, this paper shows how various usability assessments, conducted by different human factors engineers, in several phases of the product's development life-cycle, identified similar potential usability problems. Circumstances dictated that no remedial action was taken, so it was possible to track these potential usability defects to customer sites, where it was found that most of the important problems did indeed occur. Thus, it can be demonstrated that human factors advice was valid and reliable. In simpler terms, early usability evaluation by human factors engineers can save hours of wasted development effort and customer frustration, and can help to ensure that a more usable product is produced. %M J.BIT.9.4.255 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1990 %V 9 %N 4 %P 255-256 %* (c) Copyright 1990 Taylor & Francis Ltd. %X N/A %M J.BIT.9.4.257 %T Individual Adjustment during Technological Innovation: A Research Framework %S Impact of IT at the Individual Level %A Debra L. Nelson %A Marilyn G. Kletke %J Behaviour and Information Technology %D 1990 %V 9 %N 4 %P 257-271 %* (c) Copyright 1990 Taylor & Francis Ltd. %X Technological innovation is the focus of this paper, which integrates the literature on the individual-level experience of the computing technology transitions from a wide variety of disciplines. From this review, preventive interventions are developed to ease the stressful aspects of technological change for the individual and facilitate positive adjustment for the organization. Finally, cooperative efforts between researchers and practitioners are called for, and a more holistic framework with suggestions regarding the content and process of such joint ventures is proposed. %M J.BIT.9.4.273 %T Ergonomic Predictors of Visual System Complaints in VDT Data Entry Work %S Impact of IT at the Individual Level %A Lawrence M. Schleifer %A Steven L. Sauter %A Randall J. Smith %A Sheri Knutson %J Behaviour and Information Technology %D 1990 %V 9 %N 4 %P 273-282 %* (c) U.S. Government (Public Domain) %X The relationship between ergonomic demands and visual system complaints was investigated among video-display-terminal (VDT) operators at two state agencies. Ergonomics factors suspected of posing visual demands were objectively assessed at 40 data-entry workstations. A questionnaire survey was also administered to gather information on somatic discomfort, demographic and personal characteristics, and extent of VDT use for operators at these workstations, and for several hundred additional operators in the two agencies. Regression analyses indicated that personal factors such as age and use of corrective eyewear accounted for relatively little of the variance in measures of visual system complaints. However, regression models that incorporated viewing distance and illumination measures accounted for 38%-49% of the variance in these measures. The present investigation is one of the few attempts to assess objectively an array of physical workplace factors and to examine, within a multivariate framework, their influence on visual system complaints. %M J.BIT.9.4.283 %T Visible Planning on Paper and on Screen: The Impact of Working Medium on Decision-Making by Novice Graphic Designers %S Impact of IT at the Individual Level %A Alison Black %J Behaviour and Information Technology %D 1990 %V 9 %N 4 %P 283-296 %* (c) Copyright 1990 Taylor & Francis Ltd. %X The paper describes the working method typically used by graphic designers when they plan documents. It considers how the interfaces of current desktop publishing systems often limit designers' working method; interfaces often fail to support the preparation and management of multiple drafts in a way that gives designers the visible feedback they need. Two questionnaire studies of novice designers planning documents on paper and on screen confirm that interface constraints can lead to less satisfactory design solutions on screen than on paper. User education and software developments are recommended in order to promote an interaction between machine and user that is congenial to visible planning. %M J.BIT.9.4.297 %T Expert Support Systems: An Intermediate Reality for Management %S Impact of IT at the Individual Level %A Thow-Yick Liang %J Behaviour and Information Technology %D 1990 %V 9 %N 4 %P 297-305 %* (c) Copyright 1990 Taylor & Francis Ltd. %X The application of expert systems (ES) in several technical areas has proven to be rather successful. However, the utilization of ES in strategic management areas has encountered some difficulties. This new endeavour deals with managerial decision making for multi-disciplinary problems involving many behavioural variables. A pragmatic solution is to utilize expert support systems (ESS) as an intermediate measure. The intention is to use ESS as supporting tools rather than using them to replace human beings. This is a situation in which machines complement human beings in decision making. The ESS will provide some knowledge and reasoning procedures while the decision-maker will supplement it with the overall problem-solving direction. This co-operation between man and machine will better accommodate the deficiencies in understanding human behavioural variables by ES. This study analyses the two-pronged development of ES and the advantages of using ESS during the interim period to overcome the uncertainties of human behaviour. %M J.BIT.9.4.307 %T A Comparison of Computer Conferences with Face-to-Face Meetings for Small Group Business Decisions %S Impact of IT at the Organizational Level %A Norman P. Archer %J Behaviour and Information Technology %D 1990 %V 9 %N 4 %P 307-317 %* (c) Copyright 1990 Taylor & Francis Ltd. %X This study reports on the evaluation of four meeting techniques for decision-making by small groups. Two face-to-face and two conferencing techniques were evaluated by small groups solving business cases. Particular groups varied widely in their satisfaction with different meeting techniques, but there was no significant difference in the quality of the group decisions. %M J.BIT.9.4.319 %T The Measurement of Information Technology Absorption into Information Handling Processes in Business %S Impact of IT at the Organizational Level %A John A. Sparrow %J Behaviour and Information Technology %D 1990 %V 9 %N 4 %P 319-335 %* (c) Copyright 1990 Taylor & Francis Ltd. %X The need for a comparative measure of information technology absorption in business is discussed. Studies of various forms of technological change are reviewed in terms of three issues; the level of measurement used, the research techniques/methods used and the approaches to the measurement of technology absorption. The requisite properties for an assessment of information technology absorption within business are outlined. A framework for a structured interview schedule is proposed which could assess approaches to information handling at several levels of analysis (e.g. departments, sites, organizations, industries). A pilot factor analysis of the IT items within the schedule across a sample of businesses reveals a sensible three-factor structure of IT influence within information handling. This form of measure is shown to offer sufficient sensitivity to assess technological changes within organizations and be relatable to behavioural outcomes. The extent of changes in management roles is shown to be correlated with degree of IT change along the three dimensions identified. The needs for further research are discussed. %M J.BIT.9.4.337 %T Information Technology and Securities Market %S Impact of IT at the Market Level %A Yash P. Gupta %A Glen McCoy %J Behaviour and Information Technology %D 1990 %V 9 %N 4 %P 337-349 %* (c) Copyright 1990 Taylor & Francis Ltd. %X This paper examines the use of information technology (IT) in the financial securities market. These markets have seen a proliferation of IT applications in the past decade, and as a result the very structure and nature of competition in the industry has changed. Various regulatory agencies are attempting to keep up with this progression and ensure fair and efficient markets. One of the directives of the Securities and Exchange Commission (SEC) was for a National Market System (NMS) to overcome the problems of fragmentation. Although a true NMS does not exist, huge gains have been made towards it, however, it is unlikely to become the dominant system. An outgrowth of IT use and the NMS directive has been a movement towards fully automated exchanges. These efforts have not met with much success as the existing automated exchanges are mainly small and experimental. A second outgrowth of the NMS is program trading. Pure in its intention, this application has since grown beyond control and was found to be responsible for much of the large decline in stock prices in the October 1987 market crash. Limits on the use of program trades are appearing daily, and their future seems limited at best. %M J.BIT.9.5.351 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1990 %V 9 %N 5 %P 351-352 %* (c) Copyright 1990 Taylor & Francis Ltd. %X N/A %M J.BIT.9.5.353 %T Correlates of Computer Misuse: Data from a Self-Reporting Sample %S Empirical Studies of Computer Users %A Vincent F. Sacco %A Elia Zureik %J Behaviour and Information Technology %D 1990 %V 9 %N 5 %P 353-369 %* (c) Copyright 1990 Taylor & Francis Ltd. %X Most of what is currently known about the causes and social distribution of computer crime is derived from the records of law enforcement agencies or from surveys of organizations that are victims of such crimes. Through the use of an alternative data collection strategy, the self-report survey, the present study investigates computer misuse in a sample of Canadian undergraduate university students. The methodology allows an examination of some of the social and perceptual factors that previous research suggests might be related to computer offending. The study reveals that scores on a measure of computer misuse are not strongly correlated with respondents' social characteristics. However, the data also indicate that respondents' beliefs about the ethics and prevalence of misuse affect their own levels of involvement in such activity. The paper concludes with a discussion of some of the implications that these findings might have for the study and for the prevention of computer crime. %M J.BIT.9.5.371 %T Instructions and Demonstration as Media for Training New Users of Automatic Speech Recognition Devices %S Empirical Studies of Computer Users %A C. Baber %A R. B. Stammers %A D. M. Usher %J Behaviour and Information Technology %D 1990 %V 9 %N 5 %P 371-379 %* (c) Copyright 1990 Taylor & Francis Ltd. %X Although automatic speech recognition (ASR) can provide a medium of controlling computers which is relatively easy to use, novice users often have problems with it during their initial practices. In this study, two methods for training subjects to use ASR are compared. One group of subjects received a short demonstration given by an experienced ASR user and the other group received verbal instructions on how to use the device. The results show that subjects given a demonstration achieved better performance than those given instructions (p<0.005). This is explained by virtue of the fact that the successful use of ASR requires procedural knowledge which is better acquired through some form of practice than through instruction. It is concluded that a demonstration provides 'practice by proxy'. 'Task like' forms of enrollment are discussed. It is suggested that although they can provide the possibility of practice, they are not applicable to all types of ASR use. A demonstration provides users with task familiarization, and an appropriate style of speech. %M J.BIT.9.5.381 %T Human Perception of Robot Safe Speed and Idle Time %S Empirical Studies of Computer Users %A Mansour Rahimi %A Waldemar Karwowski %J Behaviour and Information Technology %D 1990 %V 9 %N 5 %P 381-389 %* (c) Copyright 1990 Taylor & Francis Ltd. %X Operators and users of robotic systems perform tasks which require close proximity to dangerous moving parts. Two experiments were performed to assess human perception of safe robot arm speed and idling times. Experiment 1 was designed to determine the maximum safe speed of robots. Subjects were asked to adjust the robot speeds. Perceived safe speeds were indicated for two different types of robots. Experiment 2 was designed to determine safe programmed idle time of robots. Subjects were asked to enter the robot work envelope when a programmed idle was perceived to be caused by a malfunction. Safe idle times were reported for two different robot speeds during operational cycles. %M J.BIT.9.5.391 %T Relationship between the Amount and Equivocality of Information Processed and Receptivity to Change in Information Systems %S Empirical Studies of Computer Users %A Gary J. Mann %J Behaviour and Information Technology %D 1990 %V 9 %N 5 %P 391-395 %* (c) Copyright 1990 Taylor & Francis Ltd. %X Although a great deal has been written regarding various aspects of change in different contexts, the concept of relating the information requirements for task performance to individual receptiveness to change in the system that processes and provides the task-related information has not been addressed. This paper reports the results of a field study into these relationships. Individuals perceiving themselves as being required to process information with relatively greater equivocality were found to have more positive intentions regarding behaviours supportive of new computerized information systems. Also, a positive relationship was found between the amount of information processed and behavioural intentions regarding the system change. %M J.BIT.9.5.397 %T Developments in IT Training for People with Disabilities %S Information Technology and Disability %A Gerald Midgley %J Behaviour and Information Technology %D 1990 %V 9 %N 5 %P 397-407 %* (c) Copyright 1990 Taylor & Francis Ltd. %X This paper looks at three models of IT training for people with disabilities. These have been called the workshop, educational and systemic vocational rehabilitation models. A number of evaluations of facilities are reviewed, and good practice in each model is identified. The paper then goes on to discuss ways in which these aspects of good practice can be combined into a more comprehensive approach that caters for both IT training and work adjustment needs, is orientated towards real work, does not exclude provision of a service to those in greatest need, and offers help when people move from training into employment. The paper ends with a call for people from different backgrounds to continue to learn from each other, and argues that there is an urgent need for further research and development. %M J.BIT.9.5.409 %T Vocational Training in the Use of New Technologies for People with Disabilities %S Information Technology and Disability %A Gerald Midgley %A Michael Floyd %J Behaviour and Information Technology %D 1990 %V 9 %N 5 %P 409-424 %* (c) Copyright 1990 Taylor & Francis Ltd. %X Following a brief review of the literature, details are given of an in-depth evaluation of a computer training centre called Microjob. This facility set out to integrate computer training, vocational guidance, functional assessment, placement in employment and post-placement support into a single service delivery package. In this paper the facility's outcome record is examined in relation to targets set for it, consideration is given to the special needs of home-based trainees, and specific difficulties faced by the project (including an inefficient management structure, inadequate staff training and a poor level of awareness of clients' special needs) are discussed. %M J.BIT.9.5.425 %T Applying Visual Psychophysics to User Interface Design %S Tutorial Review %A David S. Travis %J Behaviour and Information Technology %D 1990 %V 9 %N 5 %P 425-438 %* (c) Copyright 1990 Taylor & Francis Ltd. %X Electronic displays are ubiquitous as the interface between people and computers. By far the most important perceptual sense used to interpret and analyse information provided by such displays is vision. This area has a vast and distinguished history, stretching back through names as eminent as Da Vinci, Descartes, Newton, Helmholtz and Young; this makes a thorough review of the area impossible in the space available here. Instead this review is limited to those areas of perception relevant to users of electronic displays. The purpose of this paper is to make designers of user interfaces aware of certain issues in visual perception and to provide a discussion of what psychophysics has to offer interface design. %M J.BIT.9.6.439 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1990 %V 9 %N 6 %P 439-440 %* (c) Copyright 1990 Taylor & Francis Ltd. %X N/A %M J.BIT.9.6.441 %T Miniatures versus Icons as a Visual Cache for Videotex Browsing %S The Visual Presentation of Information %A Jakob Nielsen %J Behaviour and Information Technology %D 1990 %V 9 %N 6 %P 441-449 %* (c) Copyright 1990 Taylor & Francis Ltd. %X Miniatures are an alternative to icons for the representation of a large graphical object such as a window in a reduced format. A front end user interface to an existing videotex system was implemented using icons as well as miniatures to represent previously seen frames in a visual cache, and an empirical comparison showed that users had the same performance with the two representations but subjectively preferred icons. %M J.BIT.9.6.451 %T Navigational Techniques to Improve the Display of Large Two-Dimensional Spaces %S The Visual Presentation of Information %A David V. Beard %A John Q. Walker, II %J Behaviour and Information Technology %D 1990 %V 9 %N 6 %P 451-466 %* (c) Copyright 1990 Taylor & Francis Ltd. %X Often the components of a problem can be arrayed on a two-dimensional information space -- for example, as an abstract tree or hypertext -- far too large to fit onto a computer display. With current navigational techniques it is often difficult for users to keep track of their location or to move rapidly to remote locations in the space. We implemented two similar direct-manipulation techniques, both of which use a map window -- a miniature of the entire information space -- with a wire-frame box to aid users in remembering their location. The first techniques allows the user to rapidly roam over the information space by moving the location of the wire-frame box. The second allows for zooming as well as roaming. A controlled experiment compared the above techniques to scroll bars for determining whether a target word was in a large balanced binary tree of words. The experiment also examined the merit of the map window. Map windows significantly improved user performance, and the roam and zoom techniques were found to be significantly faster than the scroll bars. Our observation of subjects and their verbal protocol indicated that a paging feature on the scroll bars -- allowing rapid movement of the screen a page in any direction -- was advantageous. %M J.BIT.9.6.467 %T Reading Computer-Displayed Moving Text With and Without Self-Control Over the Display Rate %S The Visual Presentation of Information %A Hsuan-Chih Chen %A Kin-Tong Chan %J Behaviour and Information Technology %D 1990 %V 9 %N 6 %P 467-477 %* (c) Copyright 1990 Taylor & Francis Ltd. %X In the present study, text was horizontally advanced in jumps of five character spaces at a time along a single line of 20 character spaces on a computer display. Forty-eight subjects read the test thus presented over four consecutive days, and the text display rate was under either subject or experimenter control. In general, the results showed that the subjects' reading performance increased over the time of the study, indicating that effects of practice existed in reading computer-displayed moving text. On the last day, when the display rate was held constant, giving subjects control resulted in worse comprehension performance than when such control was not given. Implications of these results for reading computer-displayed moving text are discussed. %M J.BIT.9.6.479 %T Specifying Human-Computer Interface Requirements %S The Design of Human-Computer Systems %A Alphonse Chapanis %A William J. Budurka %J Behaviour and Information Technology %D 1990 %V 9 %N 6 %P 479-492 %* (c) Copyright 1990 Taylor & Francis Ltd. %X Human factors principles are often not incorporated into the design of human-computer interfaces for a number of reasons, among them: Human factors is not part of main stream engineering, human factors has no binding way to influence development, and present guidelines and standards are too general. This article describes the rationale and technical features of a specification that provides a solution to these and other difficulties. The specification documents the results of translating standards and guidelines into project-specific requirements. Designs that meet requirements should be 'easy to use' and can be produced by designers without any human factors expertise. It puts human factors directly in the main stream of development and makes human factors more directly responsible and accountable for the usability of systems. %M J.BIT.9.6.493 %T Coherence- and Correspondence-Driven Work Domains: Implications for Systems Design %S The Design of Human-Computer Systems %A Kim J. Vicente %J Behaviour and Information Technology %D 1990 %V 9 %N 6 %P 493-502 %* (c) Copyright 1990 Taylor & Francis Ltd. %X A distinction is made between coherence- and correspondence-driven work domains. This novel domain taxonomy is used to argue that the widely accepted goal of making the interface representation compatible with the user's mental model is not always appropriate. For correspondence-driven domains, it is more meaningful to constrain design from the side of the work domain rather than from that of the user. The implications of the coherence/correspondence distinction for the modelling of work domains, for interface design in computer supported co-operative work, and for the development of a multidimensional taxonomy of work domains are also briefly pointed out. The discussion suggests that the correspondence/coherence taxonomy provides a powerful conceptual tool for addressing fundamental issues in human-computer interaction. %M J.BIT.9.6.503 %T Communication Action and Decision Support System Development: An Integrative Approach %S The Design of Human-Computer Systems %A Marius A. Janson %A L. Douglas Smith %A Ronald Dattero %J Behaviour and Information Technology %D 1990 %V 9 %N 6 %P 503-516 %* (c) Copyright 1990 Taylor & Francis Ltd. %X It is generally accepted that adaptive design methods and flexible constructs facilitate the design and implementation of decision support systems. Flexible constructs in the form of decision support system generators have been proposed for the timely construction of specific decision support systems. Effective communication, however, underlies the success of applying adaptive design methods and creating and modifying decision support system generators. Accordingly, we propose to investigate communication as a mode of action that allows the participants to structure and to exert control over the design environment. A descriptive model is presented that describes how different modes of communicative action are used to enhance the prospects of success when building decision support systems. %M J.BIT.10.1.1 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1991 %V 10 %N 1 %P 1 %* (c) Copyright 1991 Taylor & Francis Ltd. %X N/A %M J.BIT.10.1.3 %T A Descriptive Study of Mental Models %S Understanding Users' Understanding %A Stephen J. Payne %J Behaviour and Information Technology %D 1991 %V 10 %N 1 %P 3-21 %* (c) Copyright 1991 Taylor & Francis Ltd. %X A theoretical discussion of mental models is interwoven with conversational data from an interview study concerned with people's beliefs about the working of high-street bank machines. The data show that some users do spontaneously form explanatory models of bank machines, and further allow some insights into the ways in which models are constructed. The discussion focuses on the variety inherent in subjects' models; on the spontaneous analogies they invoke; on the use of cultural, linguistic metaphor and its relation to explanatory models; and on the observed preference for references to direct empirical experience. %M J.BIT.10.1.23 %T Fuzzy Sets Based Knowledge Systems and Knowledge Elicitation %S Understanding Users' Understanding %A C. Santamarina %A G. Salvendy %J Behaviour and Information Technology %D 1991 %V 10 %N 1 %P 23-40 %* (c) Copyright 1991 Taylor & Francis Ltd. %X Fuzzy sets are adequate forms of knowledge representation when the information is uncertain due to vagueness and imprecision. Knowledge structures using fuzzy sets are similar to those implemented in non-fuzzy systems. Classical knowledge elicitation methods can be used in combination with techniques to develop membership functions. The fuzzy set representation has several advantages, including flexibility in expressing uncertain knowledge during elicitation, representation of the knowledge and its uncertainty as a unique entity, easy interfacing with classical systems, and a more robust system in ill-defined domains. These advantages result in increased system reliability. %M J.BIT.10.1.41 %T Flow Representation of Plant Processes for Fault Diagnosis %S Understanding Users' Understanding %A N. Praetorius %A K. D. Duncan %J Behaviour and Information Technology %D 1991 %V 10 %N 1 %P 41-52 %* (c) Copyright 1991 Taylor & Francis Ltd. %X The paper describes the representation of a complex industrial plant consisting of a hierarchy of displays of mass and energy flow functions. The evidence so far available suggests that this representation supports the kind of reasoning and principles required in fault diagnosis and learning to understand plant dynamics. %M J.BIT.10.1.53 %T Confidence and Accuracy in Judgements Using Computer Displayed Information %S Understanding Users' Understanding %A Tarun Sen %A Warren J. Boe %J Behaviour and Information Technology %D 1991 %V 10 %N 1 %P 53-64 %* (c) Copyright 1991 T. Sen and W. J. Boe %X Confidence and accuracy in decision making are often unrelated, contrary to popular belief. In practice, confidence is often relied upon as evidence of good decision making, since the quality of a decision is difficult to determine at the time the decision is made. Information systems are increasingly used to assist decision making in organizations. Researchers believe that task, information system, and human characteristics affect the relationship between accuracy and confidence. In this research, manipulation of task, system, or human characteristics that led to an increase in confidence in decision making did not lead to an increase in decision accuracy and vice versa. In this study decision accuracy was judged by a decision process measure instead of a decision outcome measure. It was observed that subjects who had higher numerical skills than spatial skills expressed significantly more confidence in their decisions in a problem solving task; however, decision accuracy scores were not significantly better for subjects with higher numerical skills. Thus, these subjects expressed overconfidence in their decisions. Subjects using graphical displays (instead of tabular displays) also expressed similar overconfidence in their decisions. On the other hand, when subjects were given a less complex task, their decision accuracy scores were significantly better than subjects who had a more complex task. No significant difference was found in confidence expressed in their decisions, and therefore subjects performing a less complex task expressed underconfidence in their decisions. These results and others in the paper suggest that confidence is a poor surrogate for accuracy in decision making. Sophisticated software interfaces, like graphical information displays, could lead to increased confidence in decision making without significant improvement in the quality of decisions made. %M J.BIT.10.1.65 %T A Framework for Human Factors Evaluation %S Evaluating Interactive Computer Systems %A Andy Whitefield %A Frank Wilson %A John Dowell %J Behaviour and Information Technology %D 1991 %V 10 %N 1 %P 65-79 %* (c) Copyright 1991 Taylor & Francis Ltd. %X Successful human factors evaluation of interactive computer systems has tended to rely heavily on the experience of the practitioner, who has had little explicit support on which to draw. This paper concerns support for evaluation in the form of a framework for describing and guiding the general activity. The paper starts with a critique of current approaches to evaluation, and particularly of evaluation within the 'design for usability' approach. Following a definition of evaluation, a framework is proposed that attempts to clarify what can be done towards which goals and how it can be done. This highlights and discusses notions of system performance, of assessment statements, and of assessment methods. The paper concludes with a discussion of the implications of the framework for evaluation practice. %M J.BIT.10.1.81 %T A Survey of the Training of Computer Users in Swedish Companies %S Evaluating Interactive Computer Systems %A Tomas Kalen %A Carl Martin Allwood %J Behaviour and Information Technology %D 1991 %V 10 %N 1 %P 81-90 %* (c) Copyright 1991 Taylor & Francis Ltd. %X This study concerns how user training on newly introduced computer application programs is carried out. Questionnaire data from the computer managers of 265 Swedish companies were analysed. The results show that formal training, i.e., teacher-directed group instruction, and self-studies using instruction manuals represented nearly two-thirds of all reported training forms. For the most recently introduced program, classes (group instruction) with simultaneous computer exercises was the form of formal training that was nearly always used. When formal training was given it was compulsory in over half of the cases. However, substitutes for users attending a training course were only provided by the company in very few of these cases. The implications of these findings for effective user training are discussed. %M J.BIT.10.2.i %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1991 %V 10 %N 2 %P i-iii %* (c) Copyright 1991 Taylor & Francis Ltd. %X N/A %M J.BIT.10.2.91 %T Managerial Competence and New Technology: Don't Shoot the Piano Player -- He's Doing His Best %S Organizational Constraints on the Use of Informational Technology %A Bernard Burnes %J Behaviour and Information Technology %D 1991 %V 10 %N 2 %P 91-109 %* (c) Copyright 1991 Taylor & Francis Ltd. %X Much concern has been expressed over the last few years regarding the lack of success of British companies when introducing new technology. Though many explanations have been given for this, often there is one common factor: the competence of British managers. This article examines the relationship between managerial competence and the poor record of British companies in successfully introducing new technology. It argues that in examining these issues too much attention is paid to the final decisions taken by the managers, and their consequences, and not enough to the context -- the organizational circumstances -- in which the decisions are arrived at. It begins by examining the impact of organizational structures and practices (socio-structure) on managerial decision-making. Empirical evidence relating to the purchase of computer systems is presented which shows how socio-structure limits and shapes managerial behaviour and success with new technology. It then proceeds to discuss the relationship between socio-structure and culture, arguing that these need to be in harmony if organizations are to operate effectively. The article concludes by positing that many cases of poor decision-making owe more to inappropriate and conflicting socio-structures and cultures than to the competence of individual managers. %M J.BIT.10.2.111 %T The Learnability of HyperCard as an Object-Oriented Programming System %S Research Issues in Object-Oriented Interfaces %A Jakob Nielsen %A Ida Frehr %A Hans Olav Nymand %J Behaviour and Information Technology %D 1991 %V 10 %N 2 %P 111-120 %* (c) Copyright 1991 Taylor & Francis Ltd. %X Computer science students are able to learn HyperCard programming in between to and three days using an incremental learning approach. They have several problems in understanding the layered object hierarchy in the system. %M J.BIT.10.2.121 %T Object-Oriented versus Bit-Mapped Graphics Interfaces; Performance and Preference Differences for Typical Applications %S Research Issues in Object-Oriented Interfaces %A Michael F. Mohageg %J Behaviour and Information Technology %D 1991 %V 10 %N 2 %P 121-147 %* (c) Copyright 1991 Taylor & Francis Ltd. %X This study used a standardized evaluation to compare two direct manipulation graphics interfaces. The interfaces investigated were: (1) object-oriented (vector) graphics; and (2) bit-mapped graphics (object-oriented graphics interfaces are not to be confused with object-oriented programming or object-oriented data bases). Experienced and novice subjects performed objectively derived benchmark tasks appropriate for two-dimensional graphics packages. Both performance and preference data were collected. Task completion time, aborted attempts, learning effects, and errors constituted the performance measures. For the preference data, subjects completed questionnaires to rate the interfaces on both an absolute and a relative basis. Results indicate that the object-oriented graphics interface is superior to bit-mapped interface for most tasks included in the benchmark set. The advantages of the object-oriented interface are especially pronounced for graphic manipulations such as rotation, resizing (scaling), and general editing. %M J.BIT.10.2.149 %T Self-Describing Animated Icons for Human-Computer Interaction: A Research Note %S Research Issues in Object-Oriented Interfaces %A Sherman R. Alpert %J Behaviour and Information Technology %D 1991 %V 10 %N 2 %P 149-152 %* (c) Copyright 1991 Taylor & Francis Ltd. %X Animated icons may offer substantial advantage over static icons for human-computer communication. Nonetheless, problems and challenges remain. For example, the constant motion of animated icons can be distracting or tedious for users. Another challenge relates to the ease of learning and use of iconic interfaces in general: how can icons provide more helpful information to users regarding their intended use? In this research note, we describe animated icons we have implemented which attempt to address these issues. %M J.BIT.10.2.153 %T Rationalist Assumptions in Cross-Media Comparisons of Computer-Mediated Communication %S Case Study -- Assumptions in Electronic Mail Use %A Martin Lea %J Behaviour and Information Technology %D 1991 %V 10 %N 2 %P 153-172 %* (c) Copyright 1991 Taylor & Francis Ltd. %X Users' comparisons between computer-mediated communication (CMC) and other forms of communication are of theoretical interest and have important implications for system design and implementation. This paper outlines the prevalent systems-rationalist perspective on CMC, which sees the medium primarily as an efficient channel for information transfer in specific organizational tasks, and critically reviews the evidence that studies of users' perceptions and media preferences offer for this generalized view. In advocating a widening of our perspective on CMC, a field study is described in which electronic mail users within a large commercial telecommunications company were invited to compare eight different communication activities, using repertory grid technique. From a total of 91 user-generated constructs, five principal dimensions were identified that accounted for users' discrimination among the different activities. Electronic mailing was construed as being similar to written activities (such as note-writing) on some dimensions (e.g., 'asynchrony', 'emotional quality') but similar to spoken, face-to-face communication on other dimensions such as 'spontaneity'. The results suggest that the group of users construed CMC mainly in terms of its attributes as a medium for conversation and social interaction. There was no evidence of spontaneous task-related media comparisons. These results together with findings from other studies are discussed in terms of rationalist and symbolic interactionist perspectives on CMC. Implications for system design are also considered. %M J.BIT.10.3.i %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1991 %V 10 %N 3 %P i-ii %* (c) Copyright 1991 Taylor & Francis Ltd. %X N/A %M J.BIT.10.3.173 %T Characterizing the Program Design Activity: Neither Strictly Top-Down Nor Globally Opportunistic %S Experimental Studies in HCI %A Simon P. Davies %J Behaviour and Information Technology %D 1991 %V 10 %N 3 %P 173-190 %* (c) Copyright 1991 Taylor & Francis Ltd. %X Early studies of programming and of other more general planning and problem-solving activities emphasized the hierarchical nature of such tasks. For instance, the dominant approach to problem-solving and planning views such processes as top-down focused activities which start from high level goals that are in turn decomposed into achievable actions via a successive refinement process. Similarly, empirical studies of the programming activity have highlighted such top-down and breadth-first decomposition strategies. These processes are also clearly mirrored in prescriptive accounts of the programming task. More recent characterizations of the programming activity present an alternative view -- one which emphasizes the broadly opportunistic nature of the programming process. From this perspective, program design is seen to deviate from the top-down, breadth-first model proposed by previous studies. Here, program design is viewed as opportunistic in the sense that elements of the design can be created asynchronously at any level of abstraction within the solution space. Hence, the program design process is seen to be neither decompositionally nor hierarchically levelled, but mediated by the serendipitous and opportunistic discovery of new knowledge and design constraints and so on. The paper presents empirical support for a model of the program design activity which suggests that the programming process can neither be viewed as strictly top-down nor as globally opportunistic. Rather, it is shown that while opportunistic episodes may occur at any point in the evolution of a program, the programming activity itself is hierarchically structured and proceeds in a largely top-down fashion. Program design is seen as a hierarchical goal-directed task with random opportunistic excursions caused largely by simple cognitive failures. %M J.BIT.10.3.191 %T Visual Discrimination of Colour VDTs at Two Viewing Distances %S Experimental Studies in HCI %A Hew H. Young %A James T. Miller %J Behaviour and Information Technology %D 1991 %V 10 %N 3 %P 191-205 %* (c) Copyright 1991 Taylor & Francis Ltd. %X The paper describes a research study on visual discrimination of textual and graphic symbols on a visual display terminal (VDT) screen when viewed at eye-to-screen distances of 61 cm and 152 cm (24 and 60 ins). Conducted as part of a development programme at McDonnell Douglas Corporation's St. Louis Aircraft Company for an Integrated Manufacturing Composites Centre (ICC), the study investigated symbol shapes, symbol sizes, symbol colours and background colours at the two viewing distances. The longer distance is representative of required placements of the VDTs at some manufacturing workstations to avoid interference with process or control equipment. Knowledge gained from the study was incorporated in the selection of the manufacturing computer information system (CIS) terminals. All four treatments showed significant effects on visual discrimination at both viewing distances and, particularly at the 152 cm distance, the mix of symbol and background colours was highly significant. A black screen background colour with more luminous symbols such as orange, green, yellow provided much better visual discrimination at the extended viewing distance than less luminous symbols such as red and blue on a white background. Visual discrimination at the extended viewing distance, when compared with the shorter viewing distance and using symbols of equal size, was better than the loss in visual angle would suggest. Sex and age (to age 65) did not significantly affect visual discrimination mean scores, but the variance among individuals in the 51-65 years age group was greater than for the younger age groups. The visual discrimination scores for symbol sizes of 4 mm{squared} were not significantly different from the 6 mm{squared} symbols at the 61 cm viewing distance. The 4 mm{squared} symbol size was therefore adequate for visual discrimination of standalone symbols at this distance. Although 8 mm symbols were not use in this study, projections from the data indicate that such symbol sizes at 152 cm would provide comparable discrimination scores to the 4 mm{squared} at 61 cm. Improved visual discrimination of standalone symbols occurs with gaps or changes in the angles of symbols, such as sets 'C' versus 'O' and 'X' versus '+'. %M J.BIT.10.3.207 %T Reciprocal Effects between Organizational Culture and the Implementation of an Office Communication System: A Case Study %S Surveys of Computer Impact %A Gudela Grote %A Christof Baitsch %J Behaviour and Information Technology %D 1991 %V 10 %N 3 %P 207-218 %* (c) Copyright 1991 Taylor & Francis Ltd. %X As part of a study investigating the implementation of an office communication system and its effects on work and organizational processes in a large transportation company, reciprocal effects between organizational culture and the new technology were analysed. It was found that in one department which was characterized by a well established culture, the communication system was integrated fairly easily and thereby reinforced the culture. In a second department, which was in the middle of a strong internal cultural conflict, the new technology was used unsuccessfully by one subgroup to support cultural change. By refusing to use the communication system in the intended way, the other members of the department resisted that attempt. In both departments, the technology did not effect a change, rather it was integrated into pre-existing cultural patterns. %M J.BIT.10.3.219 %T The Costs and Benefits of 'Computer Addiction' %S Surveys of Computer Impact %A Margaret A. Shotton %J Behaviour and Information Technology %D 1991 %V 10 %N 3 %P 219-230 %* (c) Copyright 1991 Taylor & Francis Ltd. %X The research was inspired by comments from the press and concerned academics who suggested that computer use could convert 'normal' people into antisocial, machine-code junkies. Contrary to such opinions, the computer-dependent individuals who took part in the study were intelligent, interesting, hospitable, but misunderstood people, who from experience had learned to mistrust humans. Instead from an early age, they had turned to the safe and predictable world of the inanimate, and by exploring their environments had become true scientists and philosophers. Their responses were far from neurotic, instead they were logical coping strategies which allowed them to make sense of the world within which they lived. They were pursuing an interest which not only provided intellectual challenge and excitement in infinite variety, but for most also enabled them to turn a fascinating hobby into a successful means of earning a living; an ideal to which most would aspire. %M J.BIT.10.3.231 %T The Roles of Computerized Support Systems: A Decision Subprocess-Based Analysis %S Models of Computer-Supported Work %A Varghese S. Jacob %A Ramakrishnan Pakath %J Behaviour and Information Technology %D 1991 %V 10 %N 3 %P 231-252 %* (c) Copyright 1991 Taylor & Francis Ltd. %O An erratum for this article appears in volume 10, number 6, p. 545 %X This paper analyses the potential roles of computerized systems in supporting the decision-making process. Toward this end, we propose an expository process model of decision-making and develop a framework that provides the infrastructure for the analysis. The proposed process model draws on two well-known models in the literature and enumerates eight distinct phases in decision-making. The framework developed is based on an integration of this process model with Simon's notion of 'decision-structuredness'. Unlike any of the existing frameworks, the suggested framework permits a micro-level analysis of support system roles. The analysis is intended as a pre-design guide, to help systems developers and users to identify support potential and possibilities, and to target their activities accordingly. %M J.BIT.10.3.253 %T Comments from the Sidelines: Some Thougths on Research Networks and Network Research %S Comment %A Liam J. Bannon %J Behaviour and Information Technology %D 1991 %V 10 %N 3 %P 253-256 %* (c) Copyright 1991 Taylor & Francis Ltd. %X N/A %M J.BIT.10.4.i %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1991 %V 10 %N 4 %P i-ii %* (c) Copyright 1991 Taylor & Francis Ltd. %X N/A %M J.BIT.10.4.257 %T Reading and Skimming from Computer Screens and Books: The Paperless Office Revisited? %S Simplifying Complex HCI Issues by Experiment %A Paul Muter %A Paula Maurutto %J Behaviour and Information Technology %D 1991 %V 10 %N 4 %P 257-266 %* (c) Copyright 1991 Taylor & Francis Ltd. %X Past research has demonstrated that reading efficiency is lower from the standard computer displays of the 1980s than from paper. In the present experiments, subjects read or skimmed stories, sometimes from a high-quality CRT (cathode ray tube) and sometimes from a book. Skimming was 41% slower from the CRTs than from the book. Possible reasons for this finding are discussed. Reading speed and comprehension were equivalent for the high-quality CRTs and the book. The paperless office may be imminent after all. %M J.BIT.10.4.267 %T Human-Computer Interface Design and Implementation Details %S Simplifying Complex HCI Issues by Experiment %A C. Ray Russell %A Albert N. Badre %J Behaviour and Information Technology %D 1991 %V 10 %N 4 %P 267-280 %* (c) Copyright 1991 Taylor & Francis Ltd. %X The paper presents a model of how the availability of implementation details affects performance in designing a human-computer interface. Two experiments have been used to test the validity of this model. The experiments involved varying the amount of implementation detail presented to interface designers and having the designers perform an interface design task. The amount of work performed and the quality of the resulting human-computer interface design are analysed. The results presented in this paper show that the quality of a human-computer interface design improves if the designer is presented with information about implementation details. However, presenting a designer with all implementation details of the system functions results in a lower quality design. The relevance of these results to human-computer interface design and future directions for research are discussed. %M J.BIT.10.4.281 %T Group Processes in Face-to-Face and Computer Mediated Communication %S Simplifying Complex HCI Issues by Experiment %A Lillemor Adrianson %A Erland Hjelmquist %J Behaviour and Information Technology %D 1991 %V 10 %N 4 %P 281-296 %* (c) Copyright 1991 Taylor & Francis Ltd. %X The study reports results from an experiment investigating aspects of communicative processes and outcome, using face-to-face, and computer-mediated communication. Degree of consensus, communication pattern, attitudes to media, and personality (extroversion-introversion) were studied. The subjects operated computer-mediated systems as a daily work-tool. There were two different problems to be discussed; a human relations problem and a problem involving judgement of important equipment for survival after an airplane-crash. The results showed no differences in problem-solving efficiency due to medium used, but difficulties to reach consensus in the inexperienced groups. There were no main effects of medium on equality and dominance, but several significant results in the survival problem, showing that face-to-face communication induces more conformity and opinion change as compared to computer-mediated communication. Face-to-face communication was preferred and there were only weak relationships between personality and other variables studied. %M J.BIT.10.4.297 %T The Impact of Interface Customization on the Effect of Cognitive Style on Information System Success %S Simplifying Complex HCI Issues by Experiment %A Boon Wan Tan %A Tak Wah Lo %J Behaviour and Information Technology %D 1991 %V 10 %N 4 %P 297-310 %* (c) Copyright 1991 Taylor & Francis Ltd. %X The paper investigates the impact that customizing the user interface has on the effect that the users' cognitive styles have on the success of an information system. The study was carried out on an office automation (OA) system, which was implemented in an institution of higher learning to support the top administrators in their work. Pearson and Bailey's user formation satisfaction (UIS) instrument was used to measure the success of the system, while the Myers-Briggs Type Indicator (MBTI) was used to determine the cognitive style of the user. The results provided evidence that support the proposition that by customizing the interface to suit the idiosyncrasies of the user, the effect that the cognitive style of the user has on the success of the OA system can be reduced, if not removed. This result suggests that if the interface to OA system can be customized, then system designers do not need to consider the users' cognitive styles explicitly when they are designing the system. %M J.BIT.10.4.311 %T Language, Communication, Social Interaction and the Design of Human-Computer Interfaces %S Developing Promising HCI Research Approaches %A Peter J. Thomas %J Behaviour and Information Technology %D 1991 %V 10 %N 4 %P 311-324 %* (c) Copyright 1991 Taylor & Francis Ltd. %X The importance of human sciences to the design of information technology is now generally recognized. As part of this recognition there is an interest in employing findings about language, communication and social interaction in design. In particular there has been a great deal of recent interest in the use of the methods and findings of conversation analysis, a sociological approach to the investigation of the structure of human conversation. The paper discusses the rationale for the use of such findings, outlines directions currently being pursued in this area, and provides a bibliography of recently-published and forthcoming research. %M J.BIT.10.4.325 %T Measurement of Stress to Gauge User Satisfaction with Features of the Computer Interface %S Developing Promising HCI Research Approaches %A Paul M. Mullins %A Siegfried Treu %J Behaviour and Information Technology %D 1991 %V 10 %N 4 %P 325-343 %* (c) Copyright 1991 Taylor & Francis Ltd. %X Human stress in a computer-related job situation can result from a variety of causes. A comprehensive cause-and-effect model is developed, using extensive confirmation from the literature. Then, the components of user satisfaction are defined and a conceptual measure of user satisfaction is constructed. These definitions use the same cause-and-effect relationships that were identified for user stress. Based on the conjecture that stress, or lack thereof, is an appropriate indicator of the user's level of (dis)satisfaction with a system, a measurement methodology is proposed. It is intended to determine both how satisfied a user is with an interface and what the causes of (dis)satisfaction might be. Techniques for obtaining objective indicators of the user's stress levels are surveyed. A general experimental procedure is outlined and its verification is described. The methodology is considered to be particularly important for application to critical, high-pressure jobs, such as those in air traffic control and in the nuclear and chemical industries. %M J.BIT.10.5.i %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1991 %V 10 %N 5 %P i-ii %* (c) Copyright 1991 Taylor & Francis Ltd. %X N/A %M J.BIT.10.5.345 %T A Methodological Note on Pitfalls in Usability Testing %S Methodological Issues %A Patrick A. Holleran %J Behaviour and Information Technology %D 1991 %V 10 %N 5 %P 345-357 %* (c) Copyright 1991 Taylor & Francis Ltd. %X Although usability testing may be a well accepted and widely practised component of the commercial software development process, improper application of testing techniques may lead to poorly designed software. The present paper discusses a number of potential problems which designers may face in the process of conducting usability tests on their products. These problems may include difficulties in sampling, methodological problems in planning and conducting tests, validity and reliability of obtained measures, and misinterpretation of results. A number of suggestions to avoid or lessen the impact of these problems are also discussed. %M J.BIT.10.5.359 %T Three Approaches to the Input of Human Factors in IT Systems Design: DIADEM, The HUFIT Toolset and the MOD/DTI Human Factors Guidelines %S Methodological Issues %A Bernard J. Catterall %J Behaviour and Information Technology %D 1991 %V 10 %N 5 %P 359-371 %* (c) Copyright 1991 Taylor & Francis Ltd. %X Parameters for defining the applicability of a human factors input to IT systems design are outlined first. The paper then compares and contrasts three methodological approaches developed at the HUSAT Research Institute. Each approach is detailed in terms of its developmental domain, content, applicability and availability. Commonalities in the three approaches are then investigated and an outline of the uptake of each approach is given. In conclusion, summary advice is offered on selection criteria for the three techniques. %M J.BIT.10.5.373 %T Feedback as a Source of Control in Decision Support Systems: An Experiment with the Feedback Specificity %S The Role of Knowledge in Human Computer Systems %A Dov Te'eni %J Behaviour and Information Technology %D 1991 %V 10 %N 5 %P 373-382 %* (c) Copyright 1991 Taylor & Francis Ltd. %X Well-designed feedback can improve decision-making, but to date, there has been no comprehensive study of feedback in decision support systems that could guide developers in its design. This work examines the opportunities and means to enhance the user's consistency in implementing a decision strategy (a plan for making the decision) by providing appropriate feedback. It concentrates on the specificity of feedback. Feedback is said to be specific if it provides details about the decision-making process that help correct the process; feedback is non-specific if it merely reports outcome without indicating what caused it. The paper builds on concepts from cognitive engineering, behavioural decision-making, and systems design to examine how computer-generated feedback enhances the user's decision consistency, and reports on a laboratory experiment. Specific feedback found to be effective in enhancing decision consistency, but its impact is compromised by the presence of additional non-specific feedback. %M J.BIT.10.5.383 %T The Role of Domain Knowledge in Software Design %S The Role of Knowledge in Human Computer Systems %A Helen Sharp %J Behaviour and Information Technology %D 1991 %V 10 %N 5 %P 383-401 %* (c) Copyright 1991 Taylor & Francis Ltd. %X If effective knowledge-based support is to be provided for software designers, the process of software design, and the classes of knowledge used by designers must be understood more clearly. It has been shown that software designer's experience of designing software in the current application domain has a significant effect on the production of a quality design. However, in gaining experience of designing software, a designer gains knowledge in various distinct areas, including software design and the application domain. It is currently unclear which elements of this experience are important. In particular, the role of application domain knowledge that is independent of software design is of great significance for builders of intelligent software design support systems, since the overheads involved in providing application domain knowledge for a variety of application domains in such systems would be huge. This paper reports on a study that has been carried out to gain insights into this question, based around the structured techniques of DeMarco (1979) and Yourdon and Constantine (1979). From this preliminary investigation it would appear that a designer's general knowledge of the application domain does not affect the quality of a design produced for a system in this domain; this runs contrary to current popular beliefs. %M J.BIT.10.5.403 %T Cognitive Engineering Based Knowledge Representation in Neural Networks %S The Role of Knowledge in Human Computer Systems %A Nong Ye %A Gavriel Salvendy %J Behaviour and Information Technology %D 1991 %V 10 %N 5 %P 403-418 %* (c) Copyright 1991 Taylor & Francis Ltd. %X A model of a human neural knowledge processing system is presented that suggests the following. First, an entity in the outside world tends to be locally encoded in neural networks so that the conceptual information structure is mirrored in its physical implementation. Second, the knowledge of problem solving is implemented in a quite implicit way in the internal structure of the neural network (a functional group of associated hidden neurons and their connections to entity neurons) not in individual neurons or connections. Third, the knowledge system is organized and implemented in a modular fashion in neural networks according to the local specialization of problem solving where a module of neural network implements an inter-related group of knowledge such as a schema, and different modules have similar processing mechanisms, but differ in their input and output patterns. A neural network module can be tuned just as a schema structure can be adapted for changing environments. Three experiment were conducted to try to validate the suggested cognitive engineering based knowledge structure in neural networks through computer simulation. The experiments, which were based on a task of modulo arithmetic, provided some insights into the plausibility of the suggested model of a knowledge processing system. %M J.BIT.10.5.419 %T Classifying Graphical Information %S The Role of Knowledge in Human Computer Systems %A Gerald Lohse %A Neff Walker %A Kevin Biolsi %A Henry Rueter %J Behaviour and Information Technology %D 1991 %V 10 %N 5 %P 419-436 %* (c) Copyright 1991 Taylor & Francis Ltd. %X The research lays the groundwork work or a taxonomy of visual representations by establishing a methodology for determining the kinds of knowledge conveyed by different graphical representations. In the first of two experiments, the basic categories and dimensions of a set of graphics were established using a sorting procedure. Five principal categories emerged: graphs/tables, maps, diagrams, networks, and icons. Furthermore, two principal dimensions characterize these groups: amount of spatial information and amount of cognitive processing effort. The second experiment validated and extended this understanding of the cognitive structure of visual representation. In that experiment, similarity among items was assessed using pairwise similarity judgments. The results confirmed the original categories and revealed distinct differences between subjects who did or did not have graphic arts training. %M J.BIT.10.5.437 %T Defining the Novice User %S Classifying Users %A James Fisher %J Behaviour and Information Technology %D 1991 %V 10 %N 5 %P 437-441 %* (c) Copyright 1991 Taylor & Francis Ltd. %X There are many research reports directed at establishing the characteristics and needs of new or inexperienced computer users, and indeed these have been the topic of at least three substantial review articles in the last decade. Most of these studies, however, make little effort to report carefully the defining characteristics of their samples beyond the use of intuitive and tautologous labels such as 'expert' or 'naive' and so on. Inevitably this leads to difficulties in interpretation and generalization of findings. The paper outlines some conceptual considerations in separating out terms applied to computer user samples and suggests a basis for a fuller reporting of sample parameters which would aid comparison between reported studies. %M J.BIT.10.6.i %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1991 %V 10 %N 6 %P i-ii %* (c) Copyright 1991 Taylor & Francis Ltd. %X N/A %M J.BIT.10.6.443 %T Assessing the Usability of Icons in User Interfaces %S HCI Myth 1 -- 'A Picture is Worth One Thousand Words' %A Charles J. Kacmar %A Jane M. Carey %J Behaviour and Information Technology %D 1991 %V 10 %N 6 %P 443-457 %* (c) Copyright 1991 Taylor & Francis Ltd. %X This paper presents a methodology and results of an experiment to assess the usability of menu items constructed of text, icons, and text-and-icons. Attributes of menu items are used to form a matrix which can be used to classify menu items for use in certain applications, tasks, or with users of particular experience levels. An experiment was conducted to validate a portion of the attribute matrix. Performance measures were accuracy of selection and time to make a selection. Results suggest that menus constructed of a mixed format (text and icons) result in the fewest number of incorrect selections by users. No significant differences in the time to make a selection were found. %M J.BIT.10.6.459 %T Graphing in Depth: Perspectives on the Use of Three-Dimensional Graphs to Represent Lower-Dimensional Data %S HCI Myth 1 -- 'A Picture is Worth One Thousand Words' %A C. Melody Carswell %A Sylvia Frankenberger %A Donald Bernhard %J Behaviour and Information Technology %D 1991 %V 10 %N 6 %P 459-474 %* (c) Copyright 1991 Taylor & Francis Ltd. %X Embellishing simple graphs by adding perspective, 'the 3D look' has become increasingly commonplace with the ready availability of graphics software. However, the effect of adding such decorative depth on the comprehension and recall of the graph's message has received little attention. The present study evaluated performance on such common graphical formats as line graphs, bar charts and pie charts constructed with and without the 3D look. When subjects were asked to make relative magnitude estimations, only the 3D line graphs resulted in reliable performance decrements. Likewise, information presented in 3D line graphs was remembered less accurately than information presented in 2D line graphs. For the estimation of global trends, both 3D line graphs and bar charts were used more quickly than 2D formats, but this speed was obtained at the expense of accuracy. For a trend classification task involving more focused processing, 3D line graphs and bar charts were associated with an overall performance decrement when compared with their 2D counterparts. Finally, the use of 3D designs, in addition to modifying performance, may influence the attitudes formed by subjects toward the information presented in the graphs. %M J.BIT.10.6.475 %T Measuring the Learnability of Spreadsheets in Inexperienced Users and Those with Previous Spreadsheet Experience %S HCI Myth 2 -- 'Everyone Knows How to Use a Spreadsheet' %A Isobel Baxter %A Keith Oatley %J Behaviour and Information Technology %D 1991 %V 10 %N 6 %P 475-490 %* (c) Copyright 1991 Taylor & Francis Ltd. %X The issues of 'usability' and 'learnability' are assuming an increasingly important role for both the designers of software and their prospective customers. Objective measures of the interaction between system and user are important for the development of software that is both easy to learn and pleasurable to use. In this study, we apply a set of five measures to evaluate users' interactions with spreadsheet software, and to compare two spreadsheet packages. We tested 16 people with no previous experience of spreadsheets and 16 with experience of spreadsheets generally though not of the spreadsheet we gave them. Half were allocated to learn Excel and half to learn Wingz, running on Apple Macintosh computers. A standard task was constructed to assess understanding of the basic concepts involved in the use of spreadsheets. Users' previous experience of spreadsheet use was the most salient factor in the scores achieved on the task. The brand of spreadsheet had no significant effect on task performance. Implications for designers of software and users of spreadsheet packages are discussed. %M J.BIT.10.6.491 %T Learning Spreadsheets: Human Instruction vs. Computer-Based Instruction %S HCI Myth 2 -- 'Everyone Knows How to Use a Spreadsheet' %A James O. Hicks, Jr. %A Sam A. Hicks %A Tarun K. Sen %J Behaviour and Information Technology %D 1991 %V 10 %N 6 %P 491-500 %* (c) Copyright 1991 Taylor & Francis Ltd. %X The increasing need to instruct students in the use of personal computer software, especially electronics spreadsheets, is placing greater demands on the already full university curriculum. A potential help in meeting these demands is the readily available computer-based software tutorials. In order to explore the feasibility of computer-based instruction as an alternative to human instruction, this research compares two modes of instruction, computer-based and human. An experiment was conducted with groups of business student subjects. The research results indicate no difference in students' attitude towards computer-based instruction and human instruction of spreadsheets. Students' short-term recall of the software syntax being taught is as strong with computer-based instruction as with human instruction. These results were not affected by the level of personal computer experience that students had prior to the experiment. However, the ability to comprehend and immediately apply the software to a task is greater with human instruction than with computer-aided instruction. This advantage holds true for students instructed by experienced and inexperienced instructors. %M J.BIT.10.6.501 %T Office Automation and Users' Need for Support %S HCI Myth 3 -- 'Office Automation' %A Yvonne Waern %A Nils Malmsten %A Lars Oestreicher %A Ann Hjalmarsson %A Anita Gidlof-Gunnarsson %J Behaviour and Information Technology %D 1991 %V 10 %N 6 %P 501-514 %* (c) Copyright 1991 Taylor & Francis Ltd. %X We investigated a recently introduced office automation system at Swedish Telecom. In a first study, where 275 users answered an inventory, the users indicated that they found the system useful, but that they would like better user support. Paper and on-line support were most often used at the syntax level, but were not regarded to be very satisfactory. Human advisors were found to be consulted most often, as well as being reported the most satisfactory means of support at the task and conceptual levels. In an interview study concerning the electronic mail system, the results from 35 users showed that the users were satisfied with the system, but that they knew fairly little about it, particularly at the semantic level. A third study showed that the system support personnel knew their users rather well. When asked to describe the system, system support personnel mainly described the system in computer terms, whereas many other users described it non-informatively. It is concluded that knowledgeable human advisors are needed to support the efficient use of a system by illuminating task and semantic aspects. At the same time, easy-to-use manuals are needed to support the reminding about syntactic and interaction details. %M J.BIT.10.6.515 %T Visual Display Units versus Visual Computation %S HCI Myth 4 -- 'There's Nothing More to Say about VDUs' %A Arnold J. Wilkins %J Behaviour and Information Technology %D 1991 %V 10 %N 6 %P 515-523 %* (c) Copyright 1991 Taylor & Francis Ltd. %X Vision is the result of complex neural computation. It is argued that cathode ray tube displays make the neural computation more complex than it needs to be because (1) they pulsate in brightness; (2) they present a visual image which is spatially periodic but which demands precise control of eye movement; and (3) the spectral power distribution of light emitted by the phosphor is uneven. %M J.BIT.10.6.525 %T Legibility of Video Display Units: One More Look %S HCI Myth 4 -- 'There's Nothing More to Say about VDUs' %A Marius A. Janson %A Stephen J. Morrissey %J Behaviour and Information Technology %D 1991 %V 10 %N 6 %P 525-542 %K Exploratory analysis, Data summarization, Data modelling, Linear regression, Residual analysis, End-user computing %* (c) Copyright 1991 Taylor & Francis Ltd. %X Linear regression is often used to analyse and summarize data, and to uncover, clarify, and simplify a data structure. The outcome of these activities depends of both the analyst's domain-specific knowledge and on the data. Analysing the data also affects the analyst's understanding about the data and, hence, the act of analysing data is inherently a recursive activity, with each new iteration potentially providing additional insights. This process calls for a strategy of exploratory data analysis that consists of techniques for flexibly analysing, summarizing, and re-expressing the data. %M J.BIT.10.6.543 %T "Psychology of Programming," edited by J.-M. Hoc, T. R. G. Green, R. Samurcay and D. J. Gilmore %S Book Review %A Kim Trans %J Behaviour and Information Technology %D 1991 %V 10 %N 6 %P 543-544 %* (c) Copyright 1991 Taylor & Francis Ltd. %X N/A %M J.BIT.11.1.i %T Editorial %A T. F. M. Stewart %J Behaviour and Information Technology %D 1992 %V 11 %N 1 %P i-ii %* (c) Copyright 1992 Taylor & Francis Ltd. %M J.BIT.11.1.1 %T Designing for Diversity: The User Interface for a Hypermedia Information System on a University Campus %S Human Variety Adds Richness to Life %A Joan M. Cherry %A James M. Turner %A Geoffrey M. Rockwell %J Behaviour and Information Technology %D 1992 %V 11 %N 1 %P 1-12 %* (c) Copyright 1992 Taylor & Francis Ltd. %X The University of Toronto hopes to encourage development of a campus-wide information system consisting of many walk-up-and-use components. The first component to be developed was an instructional program for users of the library's online catalogue. The interface had to be attractive, usable by novices, and flexible enough to carry the content. Much effort was expended in ensuring that it met these criteria. User testing played an important role in the design of the interface. The design and testing of the system's entry point, navigation aids, and templates for spatial arrangements of information on the screen are discussed. %M J.BIT.11.1.13 %T A Comparative Study of Gestural, Keyboard, and Mouse Interfaces %S Human Variety Adds Richness to Life %A Catherine C. Wolf %J Behaviour and Information Technology %D 1992 %V 11 %N 1 %P 13-23 %* (c) Copyright 1992 Taylor & Francis Ltd. %X This paper presents results from three experiments which compared gestural, keyboard, and mouse/keyboard interfaces to a spreadsheet program. This is the first quantitative comparison of these types of interfaces known to the author. The gestural interface employed gestures (hand-drawn marks such as carets or brackets) for commands, and handwriting as input techniques. In one configuration, the input/output hardware consisted of a transparent digitizing tablet mounted on top of an LCD which allowed the user to interact with the program by writing on the tablet with a stylus. The experiments found that participants were faster with the gestural interface than with the keyboard or mouse/keyboard interface. In addition, subjects tended to prefer the gestural interface over the keyboard interface. Inexperienced mouse users also tended to prefer the gestural interface over the mouse/keyboard interface, although experienced mouse users preferred the mouse. The main difficulties with the gestural interface had to do with poor display legibility and problems with the stylus. The benefits of the gestural interface are explained in terms of the fewer number of steps required to carry out an operation, the greater ease of remembering gestural commands, and the ability to focus on a single surface for input and output. %M J.BIT.11.1.24 %T A Framework to Identify Applications of Information Technology to Improve Service Quality %S Human Variety Adds Richness to Life %A Ravinder Nath %J Behaviour and Information Technology %D 1992 %V 11 %N 1 %P 24-31 %* (c) Copyright 1992 Taylor & Francis Ltd. %X More and more organizations are seeking innovative ways to use information technology (IT) for strategic advantage. One way to gain this competitive edge is by differentiating the services provided to customers. This paper provides a framework to identify areas ripe for the implementation of IT to enhance and improve customer service. The framework is based upon the examination of the existing service delivery system of an organization and how applications of IT might change the interfaces among the various players (customers, employees, etc.) in the service delivery system. Further, examples are presented to illustrate how some organizations have achieved superior service quality by creatively utilizing simple IT tools. %M J.BIT.11.1.32 %T Learning Text Editing Tasks from Examples: A Procedural Approach %S Human Variety Adds Richness to Life %A Dan H. Mo %A Ian H. Witten %J Behaviour and Information Technology %D 1992 %V 11 %N 1 %P 32-45 %* (c) Copyright 1992 Taylor & Francis Ltd. %X Reformatting blocks of semi-structured information is a common editing task that typically involves highly repetitive action sequences, but ones where exceptional cases arise constantly and must be dealt with as they arise. This paper describes a procedural programming-by-example approach to repetitive text editing which allows users to construct programs within a standard editing interface and extend them incrementally. Following a brief practice period during which they settle on an editing strategy for the task at hand, users commence editing in the normal way. Once the first block of text has been edited, they inform the learning system which constructs a generalized procedure from the actions that have been recorded. The system then attempts to apply the procedure to the next block of text, by predicting editing actions and displaying them for confirmation. If the user accepts a prediction, the action is carried out (and the program may be generalized accordingly); otherwise the user is asked to intervene and supply additional information, in effect debugging the program on the fly. A pilot implementation is described that operates in a simple interactive point-and-click editor (Macintosh MINI-EDIT), along with its performance on three sample tasks. In one case the procedure was learned correctly from the actions on the first text block, while in the others minor debugging was needed on subsequent text blocks. In each case a much smaller number of both keystrokes and mouse-clicks was required than with normal editing, without the system making any prior assumptions about the structure of the text except for some general knowledge about lexical patterns. Although a smooth interactive interface has not yet been constructed, the results obtained serve to indicate the potential of this approach for semi-structured editing tasks. %M J.BIT.11.1.46 %T Technological Change and the Older Employee: Implications for Introduction and Training %S Older and Wiser but Not Necessarily Happier %A Michael Staufer %J Behaviour and Information Technology %D 1992 %V 11 %N 1 %P 46-52 %* (c) Copyright 1992 Taylor & Francis Ltd. %X How do older employees cope with technological change at their place of work? To answer this question, an exploratory study was conducted in which interviews were held with 34 older employees in the office, 23 supervisors, personnel managers and representatives of workers, and seven computer trainers. The older employees were classified into three groups depending on their dominant form of appraisal of computers: threat/challenge/irrelevant. While participants who experienced computers as a challenge favoured information-seeking activities, older staff members who felt threatened by computers reacted rather passively and often complained about increasing time-pressure and health-related problems. In contrast, members of the group which appraised computers as irrelevant were quite satisfied with their work and consequently reported hardly any coping behaviour. A further analysis showed that organizational factors were closely connected with the dominant form of appraisal. Therefore recommendations are given concerning the introductory phase of technological change and qualificational measures. %M J.BIT.11.1.53 %T Training and Experience as Predictors of Job Satisfaction and Work Motivation when Using Computers: A Correlational Study %S Older and Wiser but Not Necessarily Happier %A Howard Kahn %A Ivan T. Robertson %J Behaviour and Information Technology %D 1992 %V 11 %N 1 %P 53-60 %* (c) Copyright 1992 Taylor & Francis Ltd. %X This paper examines the extent to which the previous work experience and method of training to use computer systems augment the predictability of the motivation and satisfaction of computer users. A sample of 154 computer users are studied, utilizing a version of the Job Diagnostic Survey questionnaire (Hackman and Oldham 1975). The job characteristics model upon which the questionnaire is based contends that the internal work motivation and general job satisfaction of job holders can be predicted from core job characteristics (task identity, task significance, skill variety, autonomy, and feedback from the job itself). Results show that type of training and previous experience add little more to the job-holder's job satisfaction and internal work motivation than is predicted by the job characteristics model. The implications of the results for the management and staffing of computer-based systems are noted. Limitations of the data are recognized. %M J.BIT.11.2.i %T Editorial %A T. F. M. Stewart %J Behaviour and Information Technology %D 1992 %V 11 %N 2 %P i-ii %* (c) Copyright 1992 Taylor & Francis Ltd. %M J.BIT.11.2.63 %T A Task-Action Trace for Exploratory Learners %S Experiments in Human-Computer Interpretation %A Stephen J. Payne %A Andrew Howes %J Behaviour and Information Technology %D 1992 %V 11 %N 2 %P 63-70 %* (c) Copyright 1992 Taylor & Francis Ltd. %X We motivate and describe the design of a tool for exploratory learners. A task-action trace displays a history of user actions that collapses into verbal descriptions of task accomplishments, derived from a task-action grammar analysis of the interface. Previous tasks, and the actions through which the user achieved them, remain available for browsing; the display of actions shows those that were strictly necessary. We describe the implementation of such a tool for a simulation of the RATES line-diagnosis system. Preliminary empirical evaluation suggests that some users find the trace sufficiently helpful to interact with it repeatedly during the first 4 h of learning. %M J.BIT.11.2.71 %T The Influence of Screen Size and Text Layout on the Study of Text %S Experiments in Human-Computer Interpretation %A David de Bruijn %A Sjaak de Mul %A Herre van Oostendorp %J Behaviour and Information Technology %D 1992 %V 11 %N 2 %P 71-78 %* (c) Copyright 1992 Taylor & Francis Ltd. %X This study investigates the effects of screen size (12 inch versus 15 inch) and text layout (well structured and ill structured) on the learning of text presented on the monitor of a personal computer. Two aspects of learning are assessed. A summary and a multiple-choice test are employed to measure the amount of information retained. Efficacy of learning is assessed by learning time and by cognitive effort, as measured by the performance on a secondary task. The results indicate that neither screen size nor text layout has a significant influence on the required cognitive effort or on the amount of information acquired. There is, however, a significant (main) effect of screen size on learning time: subjects using a 15 inch screen need less learning time than subjects using a 12 inch screen, with no difference in learning performance. It is suggested that more efficient integration processes in constructing the semantic representation are responsible for this reduction in learning time. Implications for future research are discussed. %M J.BIT.11.2.79 %T Analogously Based Reusability %S Experiments in Human-Computer Interpretation %A Neil Maiden %A Alistair Sutcliffe %J Behaviour and Information Technology %D 1992 %V 11 %N 2 %P 79-98 %* (c) Copyright 1992 Taylor & Francis Ltd. %X A study is reported in which 10 expert analysts were requested to reuse a specification to develop a solution for an analogous problem. The study examined analytic and problem-solving strategies used by analysts to understand and reuse the analogous specification. Results revealed that painstaking and careful reuse of the specification was a critical determinant of analytic success, although results varied by individual. However, the reusable specification proved less effective for evaluation of the analyst's solution. Analysts preferred to assimilate and understand the analogy from a narrative describing the underlying reusable domain rather than from the reusable specification, hence knowledge about the problem domain appeared to be more important than solution knowledge in determining the analogy. Strategies employed by expert analysts have implications for didactic and reuse strategies incorporated in an intelligent advisor to assist inexperienced analysts to reuse analogous specifications. %M J.BIT.11.2.99 %T The Concept and Correlates of Computer Anxiety %S Reviews %A Gholamreza Torkzadeh %A Irma E. Angulo %J Behaviour and Information Technology %D 1992 %V 11 %N 2 %P 99-108 %* (c) Copyright 1992 Taylor & Francis Ltd. %X The introduction of computers into the lives and workplaces of many individuals represents a dramatic change. Zuboff has used the term 'computer-mediated' work to describe how the increasingly intellectual nature of work and the availability of computers is creating a revolution in the workplace. There is a real concern about how individuals react both cognitively and emotionally to the introduction of computer technology. The growth of the end-user computing phenomenon has made this concern more acute. Although many individuals have little difficulty using computers, there remains a far larger population of users who experience considerable difficulty learning how to use computer systems. Computer anxiety is a widely occurring phenomenon for this group of users, whose job performance and success may depend on their interaction with computers. Reviewing the literature, this paper describes the nature and correlates of computer anxiety and assesses training as a mechanism for reducing the impact of this anxiety. Limitations in current knowledge are noted and suggestions for further research are described. %M J.BIT.11.2.109 %T Automatic Speech Recognition in Practice %S Reviews %A Dylan M. Jones %A Clive R. Frankish %A Kevin Hapeshi %J Behaviour and Information Technology %D 1992 %V 11 %N 2 %P 109-122 %* (c) Copyright 1992 Taylor & Francis Ltd. %X There is a growing interest in the commercial possibilities offered by automatic speech recognition (ASR) technology. Unfortunately the prospective user has little independent guidance with respect to the potential success of any proposed implementation. There do exist a few general human factors guidelines on the use of ASR, but most of the corpus of knowledge that forms part of the lore within the ASR community is based on the unpublished experiences of system developers and users themselves. The present paper attempts to redress this balance; it is a summary of the experiences of users and system designers at 30 research and commercial sites in the UK and USA where ASR has been extensively used or tested. The application represented were classified as vehicle, office, industrial, and aids for disabled people. A number of important human factors issues were identified, and the relative success of the various applications are discussed. %M J.BIT.11.2.123 %T Unheard of Working Conditions %S Reviews %A Heimrich Kanis %A Frank Leopold %A Bart Kip %A Jan Wulffele %J Behaviour and Information Technology %D 1992 %V 11 %N 2 %P 123-124 %* (c) Copyright 1992 Taylor & Francis Ltd. %M J.BIT.11.2.125 %T "Architecture; The Story of Practice," by Dana Cuff %S Book Review %A Kathleen Carter %J Behaviour and Information Technology %D 1992 %V 11 %N 2 %P 125-126 %* (c) Copyright 1992 Taylor & Francis Ltd. %M J.BIT.11.3.i %T Editorial %A T. F. M. Stewart %J Behaviour and Information Technology %D 1992 %V 11 %N 3 %P i %* (c) Copyright 1992 Taylor & Francis Ltd. %M J.BIT.11.3.ii %T Editorial: Collection of Papers from Symposium on 'Methods and Frameworks for System Design' %S Special Issue: Methods and Frameworks for System Design %A Mike Fitter %J Behaviour and Information Technology %D 1992 %V 11 %N 3 %P ii %* (c) Copyright 1992 Taylor & Francis Ltd. %M J.BIT.11.3.131 %T The Process of Deriving Requirements for a Hospital Information System %S Special Issue: Methods and Frameworks for System Design %A Gillian Symon %A Mike Fitter %A Clare Radstone %A Ian Kunkler %A Barry Hancock %J Behaviour and Information Technology %D 1992 %V 11 %N 3 %P 131-140 %* (c) Copyright 1992 Taylor & Francis Ltd. %X This paper describes the process through which a small regional oncology hospital derived information and implementation requirements for an organization-wide information system. In part, this was in response to the recent changes in the UK National Health Service. The project was conducted in the action research tradition, combining both practical and theoretical goals, and took a stakeholder perspective. A range of methods were used to explore the issues of information and organizational needs, including questionnaires, interviews, discussion groups and 'tracer' studies. As a result of the intervention, a framework of information needs and an implementation strategy were drawn up as a plan for the hospital's continuing work in this area. %M J.BIT.11.3.141 %T Job Design within a Human Centred (System) Design Framework %S Special Issue: Methods and Frameworks for System Design %A I. Franklin %A D. Pain %A E. Green %A J. Owen %J Behaviour and Information Technology %D 1992 %V 11 %N 3 %P 141-150 %* (c) Copyright 1992 Taylor & Francis Ltd. %X This paper describes the job design research of the Human Centred Office Systems Project (funded by the SERC/ESRC), which is working with a local government department. The originality of the research involves the application of human centred ideas, which have until recently only been used to address the situation of male skilled workers, either in British engineering or Scandinavian contexts. Our approach adapts these ideas in relation to the design of women clerical workers' jobs. Feminist perspectives on women in work are also drawn upon. This approach represents a break with other research on job design within computerization, most of which has been informed by socio-technical theory and human-computer interaction. We draw upon new case-study research involving design groups who have tackled job design using a bottom-up approach. The study involves women clerical workers, both defining their particular skills and how they would wish a new computer system to complement and enhance them. The methods used were qualitative and involved: women clerical workers, senior management and trade unionists. Our conclusions concentrate on the opportunities provided by the use of human centred perspectives for tacking job design, with particular reference to office systems and women clerical workers. %M J.BIT.11.3.151 %T Supportive Evaluation Methodology: A Method to Facilitate System Development %S Special Issue: Methods and Frameworks for System Design %A Dave Robinson %A Mike Fitter %J Behaviour and Information Technology %D 1992 %V 11 %N 3 %P 151-159 %* (c) Copyright 1992 Taylor & Francis Ltd. %X This paper presents an overview of the 'supportive evaluation methodology', a method of facilitating system development in the health care domain. Supportive evaluation methodology has a number of defining characteristics. Firstly, it is a formative evaluation whose primary aim is to support and improve the development of a prototype system. Secondly, it is an iterative process providing rapid feedback to designers. Thirdly, 'human factors' issues such as functionality, usability, and clinical and social impact are the primary focus of the evaluation. Finally, the evaluation is carried out by a team independent of the designers of the prototype. The complete supportive evaluation methodology involves iterative cycles in which requirements are analysed, designs put forward and prototypes developed. The prototypes are then assessed in order to refine the requirements and designs. A key element in the methodology is the 'formative assessment workshop' in which potential users test the systems in simulations of their usual environment. Role playing is often used to simulate doctor-patient interactions. Users' responses to the systems are analysed through observations, questionnaires and group discussions. The contexts in which the methodology has been used and our experiences in applying it are described. %M J.BIT.11.3.160 %T Human and Organizational Issues in Information Systems Development %S Special Issue: Methods and Frameworks for System Design %A P. Hornby %A C. W. Clegg %A J. I. Robson %A C. R. R. Maclaren %A S. C. S. Richardson %A P. O'Brien %J Behaviour and Information Technology %D 1992 %V 11 %N 3 %P 160-174 %* (c) Copyright 1992 Taylor & Francis Ltd. %X The paper describes the first phase of a project funded in the UK by the Department of Trade and Industry and the Science and Engineering Research Council (Project IED 1249). The paper reviews a number of systems development methods, examines the extent to which they incorporate consideration of a set of relevant human and organizational issues, and describes the findings of an exploratory study of the ways in which systems analysts work, including their use of methods. %M J.BIT.11.3.175 %T Information Systems Design and Planned Organization Change: Applying Unger's Theory of Social Reconstruction %S Special Issue: Methods and Frameworks for System Design %A Frank Blackler %J Behaviour and Information Technology %D 1992 %V 11 %N 3 %P 175-183 %* (c) Copyright 1992 Taylor & Francis Ltd. %X Much has been learned in recent years about how information technologies can be introduced effectively to established organizations. Progress has been more limited, however, in exploring the opportunities the technologies provide to rethink conventional assumptions about organizing. Traditional approaches to planning require an early specification of desired end results and are of limited value in the development of unfamiliar roles and structures. Unger's social theory suggests a different approach. It emphasizes how the cognitive schemas people use in everyday life interact with social and institutional structures to provide a set of pragmatic assumptions which obscures recognition of alternatives. The approach can be used to explain why ambitions for organizational change through the introduction of new technologies are likely to be limited, but it suggests that techniques can be developed to alert designers and end-users to the 'formative contexts' within which they are working, to review their inevitability, and to develop alternatives. %M J.BIT.11.3.184 %T "Design at Work: Co-Operative Design of Computer Systems," by Joan Greenbaum and Morten Kyng %S Book Reviews %A Mike Robinson %J Behaviour and Information Technology %D 1992 %V 11 %N 3 %P 184-187 %* (c) Copyright 1992 Taylor & Francis Ltd. %M J.BIT.11.3.184 %T "Cognitive Aspects of Computer-Supported Tasks," by Yvonne Waern %S Book Reviews %A R. H. R. Harper %J Behaviour and Information Technology %D 1992 %V 11 %N 3 %P 184-187 %* (c) Copyright 1992 Taylor & Francis Ltd. %M J.BIT.11.4.i %T Editorial %A T. F. M. Stewart %J Behaviour and Information Technology %D 1992 %V 11 %N 4 %P i-ii %* (c) Copyright 1992 Taylor & Francis Ltd. %M J.BIT.11.4.189 %T Teleshopping or Going Shopping? An Information Acquisition Perspective %S It's Just the Same, Only Different %A Ilan Salomon %A Frank S. Koppelman %J Behaviour and Information Technology %D 1992 %V 11 %N 4 %P 189-198 %* (c) Copyright 1992 Taylor & Francis Ltd. %X Shopping is the acquisition of information that precedes the purchase of goods and services for household or individual consumption. New telecommunications technologies enable individuals to shop and purchase without leaving the home. Teleshopping options put the individual in a choice situation between home-based shopping and store shopping. This involves a trade-off between the costs (in terms of time and money) and benefits of making a trip or of communicating with vendors. Teleshopping serves as a useful case study for examining the demand for videotex-based services and some psychological factors involved in their adoption. Two major factors associated with the benefits of shopping appear to affect that choice. First, the direct experience of multi-sensory stimulation of store or shopping-mall environments is superior in terms of information quality and quantity to that obtained through teleshopping for many products. Thus, teleshopping may not reduce the uncertainty involved in purchasing decision to the extent possible in store shopping and therefore, may not be a satisfactory substitute. Second, the recreational and psychological gratification (or costs) that many people experience in store shopping activity but which do not exist in teleshopping may affect the adoption of teleshopping. The relative importance of these factors varies across product or service type and individual shopper's preferences. %M J.BIT.11.4.199 %T Learning New Programming Languages: An Analysis of the Process and Problems Encountered %S It's Just the Same, Only Different %A Jean Scholtz %A Susan Wiedenbeck %J Behaviour and Information Technology %D 1992 %V 11 %N 4 %P 199-215 %* (c) Copyright 1992 Taylor & Francis Ltd. %X Experienced programmers transferring to a new language have a far easier time than the novice learning a first language. However, they still experience considerable difficulties. The objective in this exploratory study was to characterize the kinds of learning and transfer that take place in the early stages of using a new programming language and where difficulties develop. 'Think-aloud' protocols were videotaped as subjects went about trying to write a program in a new programming language. Subjects used one of two unfamiliar languages, one similar to their known language (Pascal) and the other dissimilar. Three types of analyses were done on the recorded protocols: a procedural analysis showing the activities the subjects engaged in as they learned the new language, a programming knowledge analysis showing in which areas of program development difficulties were encountered, and a solutions analysis showing how successful the programmers were at using unique features of the new language. We found that the procedures programmers used to learn a new language were independent of the language being learned. The slight differences that existed in procedures were between levels of expertise. Programmers spent the majority of their time reading a language textbook. The programming knowledge analysis showed that programmers' main area of concentration was planning how to implement their approach given the constructs available in the language. We observed many iterations of programmers trying to implement plans, failing and having to revise their plans. Examination of the subjects' solutions and implementation approaches in Pascal led us to believe that programmers learning a new language are often biased by their implementation of algorithms in previous languages. %M J.BIT.11.4.216 %T Can Speech be Used for Alarm Displays in 'Process Control' Type Tasks? %S Experiments in Interface Design %A C. Baber %A N. A. Stanton %A A. Stockley %J Behaviour and Information Technology %D 1992 %V 11 %N 4 %P 216-226 %K Alarm, Speech synthesis, Alarm-initiated actions %* (c) Copyright 1992 Taylor & Francis Ltd. %X There has been much research into the feasibility of speech in aircraft cockpits, but little in human supervisory control tasks. Speech displays can provide a number of benefits over conventional, visual displays, particularly as a means of providing alarm information. We discuss the term 'alarm', and suggest that different alarm situations will have different information requirements. Thus, a single type of alarm display may not be suitable for the complete range of situations encountered in the control room. We investigated the use of speech for different 'alarm-initiated actions'; recording, urgency rating, location identification, and action specification. These tasks varied in terms of difficulty, and this affected performance. We also varied the quality of speech, comparing synthesized with human speech. While speech quality affected performance on the recording task, we found that task difficulty interacted with speech quality on the other tasks. This means that definable 'trade-offs' exist between the use of speech and the situation in which it is to be used. %M J.BIT.11.4.227 %T An Empirical Comparison of Menu-Selection (CUI) and Desktop (GUI) Computer Programs Carried Out by Beginners and Experts %S Experiments in Interface Design %A Matthias Rauterberg %J Behaviour and Information Technology %D 1992 %V 11 %N 4 %P 227-236 %* (c) Copyright 1992 Taylor & Francis Ltd. %X As advantages and disadvantages of graphical user interfaces are still controversial, this study focuses on an empirical comparison of a desktop interface (GUI) and a conventional user interface with menu selection (CUI). A total of 24 users (six novices and six experts with GUI; six novices and six experts with CUI) were given 20 benchmark tasks. Except for an introduction given by the investigator (1.5 h) the beginners had no or very little previous experience with electronic data processing, while the experts had previous experience of 3,700 h (desktop) or 7,500 h (menu selection), respectively. The results showed for both beginners and experts a statistically significant superiority of GUI of the desktop user interface with 'mouse' over the conventional user interface with menu selection and function keys (CUI). The experts in GUI needed 51% less time to complete the tasks averaged across all tasks, as compared to the experts using CUI. Moreover a significant interaction was found between tasks and user interfaces in the context of GUI. %M J.BIT.11.4.237 %T Information Systems Design: An Empirical Study of Feedback Effects %S Experiments in Interface Design %A Jane E. Humble %A Robert T. Keim %A James C. Hershauer %J Behaviour and Information Technology %D 1992 %V 11 %N 4 %P 237-244 %* (c) Copyright 1992 Taylor & Francis Ltd. %X Feedback is an important component of any dynamic system, and should receive attention as a design issue in information systems. The study presents a model which shows the function of feedback in management information systems. The potential effect of task-specific feedback on the judgement of the decision-maker is tested empirically. Both the model and empirical results provide guidance about the role of feedback in information systems design. Empirical results demonstrate that there remains a strong bias towards overconfidence even with feedback. However, the presence of immediate feedback does lower confidence and raise decision quality. %M J.BIT.11.4.245 %T "Computer Systems Development: History, Organization and Implementation," by A. Friedman with D. Cornford %S Book Review %A Jorgen Bansler %J Behaviour and Information Technology %D 1992 %V 11 %N 4 %P 245-246 %* (c) Copyright 1992 Taylor & Francis Ltd. %M J.BIT.11.5.i %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1992 %V 11 %N 5 %P i-ii %* (c) Copyright 1992 Taylor & Francis Ltd. %M J.BIT.11.5.247 %T Integrating Theory Development with Design Evaluation %S Developing Theory in Human-Computer Interaction %A John M. Carroll %A Mark K. Singley %A Mary Beth Rosson %J Behaviour and Information Technology %D 1992 %V 11 %N 5 %P 247-255 %* (c) Copyright 1992 Taylor & Francis Ltd. %X In this paper, we recruit the construct of psychological design rationale as a framework for integrating theory development with design evaluation in HCI. We propose that, in some cases, part of an artefact's psychological design rationale can be regarded as inherited from second-order artefacts (prescriptive design models, architectures and genres, tools and environments, interface styles). We show how evaluation data pertaining to an artefact can be used to test and develop the second-order artefact from which it inherits. %M J.BIT.11.5.256 %T Human Aspects in Object-Oriented Design: An Assessment and a Methodology %S Developing Theory in Human-Computer Interaction %A Zhengxin Chen %J Behaviour and Information Technology %D 1992 %V 11 %N 5 %P 256-261 %K Object-oriented design, Mental model, Conceptual model, Software reuse, Analogical reasoning %* (c) Copyright 1992 Taylor & Francis Ltd. %X Object-oriented design has attractive features, but using an object-oriented technique does not necessarily guarantee a good design. In this paper an assessment is made which is concerned with human aspects in object-oriented design. Particularly, the important role of user's mental models in object-oriented design is emphasized. The relationship between analogical reasoning and software reuse is examined. To support the assessment in regard to human aspects, some methodological considerations are outlined, which are further examined through case studies. %M J.BIT.11.5.262 %T VDU Work, Contrast Adaptation, and Visual Fatigue %S Conducting Experiments to Address Simple Issues %A Reidulf G. Watten %A Ivar Lie %A Svein Magnussen %J Behaviour and Information Technology %D 1992 %V 11 %N 5 %P 262-267 %K VDU displays, Visual acuity, Contrast adaptation, Symptoms %* (c) Copyright 1992 Taylor & Francis Ltd. %O Short Paper %X Prolonged VDU work leads to a number of detrimental changes in visual performance and to frequent complaints about asthenopic, musculoskeletal, and other symptoms. The relationship between changes in contrast adaptation at five spatial frequencies and workrelated symptoms were studied in an experimental approach with two groups, one working 2 h (n=13) and the other 4 h (n=17). Both groups showed a significant reduction in visual acuity and contrast sensitivity, but there were no significant differences between working two or four hours. The relationship between contrast adaptation and symptoms showed a mixed pattern. For the 2 h group there was significant positive correlation between symptoms and all spatial frequencies. For the 4 h group there were mixed correlations between symptoms and contrast adaptation. The results offer only partial support to Lunn and Bank's hypotheses on contrast adaptation, accommodation control and visual fatigue symptoms. Contrast adaptation saturates after 1-2 h and induces a short term effect on visual fatigue. For longer work periods posture-ergonomic and oculomotor factors will penetrate and dilute the contrast sensitivity effect. %M J.BIT.11.5.268 %T Problem-Solving Performance as a Function of Problem Type, Number Progression, and Memory Load %S Conducting Experiments to Address Simple Issues %A Mary J. LaLomia %A Michael D. Coovert %A Eduardo Salas %J Behaviour and Information Technology %D 1992 %V 11 %N 5 %P 268-280 %K Problem-solving, Tabular displays, Graphical displays, Visual displays, Errors, Display preference %* (c) Copyright 1992 Taylor & Francis Ltd. %X Problem-solving performance with tabular and graphical computer displays was examined as problem type, number progression, and memory capacity were systematically manipulated. Participants used tables and line graphs that depicted linear or multilinear number progressions to solve location, interpolation, trend analysis, and forecasting problems. Experiment 1, in which the displayed information was continuously available, indicated that participants' performance for identifying specific values was better with tables than with graphs. For trend analysis and interpolation problems graphs with multilinear data facilitated performance. While the forecasting tasks did not show any systematic effect of the factors. In Experiment 2, the displayed information was not continuously available, participants performed best with the graphical displays for most conditions. These results are discussed in terms of designing computer information displays. %M J.BIT.11.5.281 %T The Need for a New Experimental Environment for HCI Research into Multi-Agent, Real-Time Systems %S Conducting Experiments to Address Simple Issues %A Philip A. Scown %J Behaviour and Information Technology %D 1992 %V 11 %N 5 %P 281-292 %K Multi-agent, Real-time, CSCW, Critical systems, Experimental design %* (c) Copyright 1992 Taylor & Francis Ltd. %X Much of the current research in HCI is carried out using experimental environments based on word processors, database search, or other conventional office automation. While this approach meets many needs it lacks the power required for investigating many unconventional situations. Complex multi-agent real-time systems are not typically found in offices and cannot easily be investigated in typical word processing or office automation contexts. The paper refers to four environments where multi-agency exists in a real-time environment: flight systems, plant control, telephone networks, and complex office systems. Consideration is given to the requirements of an alternative experimental environment which could allow HCI research to explore a wider range of issues. %M J.BIT.11.5.293 %T User Participation in Context: A Case Study in a UK Bank %S Involving Users -- A Case Study %A Pat Hornby %A Chris Clegg %J Behaviour and Information Technology %D 1992 %V 11 %N 5 %P 293-307 %K Participation in decision making (PDM), User participation, Organizational context %* (c) Copyright 1992 Taylor & Francis Ltd. %X This paper describes a case study of user participation focusing on the introduction of a new computer-based system in a large UK bank. We use Wall and Lischeron's (1977) characterization of participation as consisting of three interrelated elements (i.e., interaction, information, and influence) and Gowler and Legge's (1978) contextual interpretation exploring user participation as a 'dependent' rather than an 'independent' variable. The study examines the process of participation using a range of research methods. We argue that user participation in systems development can only be properly understood through consideration of the nature of the organizational context (e.g., structures and processes), the system and its users, and by analysis of the interactions between these elements. %M J.BIT.11.6.i %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1992 %V 11 %N 6 %P i-ii %* (c) Copyright 1992 Taylor & Francis Ltd. %M J.BIT.11.6.309 %T Imaginal Technology and Management Information Processing: A Review of the Applied Literature %A Joel D. Nicholson %A Nick Maddox %A William P. Anthony %A Walt Wheatley %J Behaviour and Information Technology %D 1992 %V 11 %N 6 %P 309-318 %* (c) Copyright 1992 Taylor & Francis Ltd. %X Cognitive systems for receiving, processing, storing, and using information are of fundamental importance for managers. (Ungson et al. 1981, Schank and Abelson 1977, Isenberg 1986, Axelrod 1972, 1976, Boynton and Zmud 1984, Lord 1985). Hogarth (1987) has demonstrated that judgements are made in reference to other information sources or to cues during decision-making. References or cues may be either induced imaginally or perceived environmentally. Hogarth specifies two conditions that influence references and cues: 1. Availability of information: If there is plenty of information, there is also likely to be a good cue context upon which the decision-maker can draw. If there is information scarcity, the decision-maker will struggle to find salient cues and will tend to rely on habitual responses. 2. Effects of data presentation: As noted, task directions and instructions are cues that influence decision-maker strategies. Choice evolves as the individual references available cues, adjusts his or her strategies based on cues, and selects a course of action. This paper reviews the pertinent literature on the role that cues or symbols play in structuring and processing information in problem-solving and decision-making. %M J.BIT.11.6.319 %T Some Surprising Differences between Novice and Expert Errors in Computerized Office Work %A Jochen Prumper %A Dieter Zapf %A Felix C. Brodbeck %A Michael Frese %J Behaviour and Information Technology %D 1992 %V 11 %N 6 %P 319-328 %* (c) Copyright 1992 Taylor & Francis Ltd. %X This paper investigates the impact of different levels of expertise on errors in human-computer interaction. In a field study 174 clerical workers from 12 different companies were observed during their normal office work and were questioned on their expertise with computers. The level of expertise was determined by (a) the length of time an employee had worked with a computer (computer expertise); (b) the number of programs s/he knew (program expertise); and (c) the daily time s/he spent working with the computer (daily work-time expertise). These different operationalizations of novices and experts led to different results. In contrast to widespread assumptions, experts did not make fewer errors than novices (except in knowledge errors). On the other hand, experts spent less time handling the errors than novices. A cluster analysis produced four groups in the workforce: occasional users, frequent users, beginners, and general users. %M J.BIT.11.6.329 %T The Influence of Computerized Feedback on Overconfidence in Knowledge %A Dan Zakay %J Behaviour and Information Technology %D 1992 %V 11 %N 6 %P 329-333 %K Computerized feedback, Overconfidence, Computerized testing %* (c) Copyright 1992 Taylor & Francis Ltd. %X Subjects were tested on general knowledge questions. They had to give their answer to each question and to state their level of confidence in its correctness. This was done under four conditions: by a paper and pencil test with and without feedback; and by computerized testing, again, with and without feedback. All in all, subjects demonstrated overconfidence in their knowledge under all conditions. However, feedback by a computerized system was effective in reducing the overconfidence level. The implications of this finding to the domain of computer-based educational systems is discussed. %M J.BIT.11.6.334 %T Time Course of Contrast Adaptation to VDU-Displayed Text %S Short Paper %A Svein Magnussen %A Stein Dyrnes %A Mark W. Greenlee %A Knut Nordby %A Reidulf Watten %J Behaviour and Information Technology %D 1992 %V 11 %N 6 %P 334-337 %K VDU, Text editing, Contrast adaptation, Recovery %* (c) Copyright 1992 Taylor & Francis Ltd. %X VDU text-editing induces contrast adaptation at the predominant spatial frequencies (periodicity) of the text page. Visual contrast sensitivity was tested after 10 and 60 min reading of VDU-displayed text of positive and negative contrast polarity. Contrast sensitivity impairments in the order of 0.4 to 0.7 log unit change in contrast thresholds were observed. This contrast threshold elevation after-effect decays as a power function of time, with time required to recover from adaptation approximately corresponding to the reading times. At low spatial frequencies (horizontal periodicity of rows), displays of negative polarity induce stronger contrast adaptation than displays of positive polarity at medium spatial frequencies (vertical periodicity of characters) no effect of contrast polarity was observed. The results are discussed in relation to VDU-induced visual fatigue. %M J.BIT.11.6.338 %T Job Satisfaction and Visual Display Unit (VDU) Usage: An Explanatory Model %A Jane M. Carey %J Behaviour and Information Technology %D 1992 %V 11 %N 6 %P 338-344 %* (c) Copyright 1992 Taylor & Francis Ltd. %X This study explores the relationship between job satisfaction and the daily usage of visual display units (VDUs). A negative correlation is found to exist between job satisfaction and utilization of the VDU. Workers who have utilized the VDU alone for data entry were more satisfied with their jobs than those workers who had used the key punch for data entry and then switched to the VDU, although they said they preferred the VDU over the key punch. The following model was found to be statistically significant: Job satisfaction = f(-VDU Usage + Supervisor intervention + Team membership + job utility - performance of the task) %M J.BIT.11.6.345 %T What Price Usability Audits? The Introduction of Electronic Mail into a User Organization %S Case Study %A Bharat Malde %J Behaviour and Information Technology %D 1992 %V 11 %N 6 %P 345-353 %* (c) Copyright 1992 Taylor & Francis Ltd. %X This case study charts the course of the attempts to introduce electronic mail into a large public sector organization. It outlines the main facets and findings of a usability audit. It discusses and interprets the main messages from the evaluation, and offers a number of personal and organization factors other than the strict findings of an ergonomic audit that will influence the take-up of a major software application in a real-life setting. %M J.BIT.11.6.354 %T "Human-Computer Interaction (Research Directions in Cognitive Science: European Perspectives, Vol. 3)," edited by J. Rasmussen, H. B. Anderson, and N. O. Bernsen %S Book Review %A Liam Bannon %J Behaviour and Information Technology %D 1992 %V 11 %N 6 %P 354-355 %* (c) Copyright 1992 Taylor & Francis Ltd. %M J.BIT.12.1.i %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1993 %V 12 %N 1 %P i-ii %* (c) Copyright 1993 Taylor & Francis Ltd. %M J.BIT.12.1.1 %T Simplifying Graphics-Based Data: Applying the Fisheye Lens Viewing Strategy %A Deborah Mitta %A David Gunning %J Behaviour and Information Technology %D 1993 %V 12 %N 1 %P 1-16 %* (c) Copyright 1993 Taylor & Francis Ltd. %X This paper applies an information presentation technique known as the 'fisheye lens' viewing strategy to the electronic presentation of maintenance data. Previous research efforts have focused on implementing this particular technique as a tool to aid in data base navigation, more specifically, as a means of facilitating the access and comprehension of computer-based information. In this paper, however, the technique serves as a mechanism for reducing the complexity of graphics-based aircraft maintenance data. Our complexity reduction procedure is described, and example views demonstrating the procedure are provided. A brief tutorial describing the fisheye lens viewing strategy is also included. %M J.BIT.12.1.17 %T Investigating Touchscreen Typing: The Effect of Keyboard Size on Typing Speed %A Andrew Sears %A Doreen Revis %A Janet Swatski %A Rob Crittenden %A Ben Shneiderman %J Behaviour and Information Technology %D 1993 %V 12 %N 1 %P 17-22 %* (c) Copyright 1993 Taylor & Francis Ltd. %X Two studies investigated the effect keyboard size has on typing speed and error rates for touchscreen keyboards using the lift-off strategy. A cursor appeared when users touched the screen and a key was selected when they lifted their finger from the screen. Four keyboard sizes were investigated ranging from 24.6cm to 6.8cm wide. Results indicate that novices can type approximately 10 words per minute (WPM) on the smallest keyboard and 20 WPM on the largest. Experienced users improved to 21 WPM on the smallest keyboard and 32 WPM on the largest. These results indicate that, although slower, small touchscreen keyboards can be used for limited data entry when the presence of a regular keyboard is not practical. Applications include portable pocket-sized or palmtop computers, messaging systems, and personal information resources. Results also suggest the increased importance of experience on these smaller keyboards. Research directions are suggested. %M J.BIT.12.1.23 %T Status Conspicuity, Peripheral Vision, and Text Editing %A Derek Scott %J Behaviour and Information Technology %D 1993 %V 12 %N 1 %P 23-31 %* (c) Copyright 1993 Taylor & Francis Ltd. %X This HCI study involved use of both an automated keystroke protocol analyser and eye movement monitoring equipment. Four levels of peripheral salience (conspicuity) of status information were employed. This increased the possibility of using peripheral vision whilst decreasing the probability of relying on eye movements. Superior performance was found in the condition with high conspicuity. It was suggested that this was accounted for by the relative lack of disruptive saccades, reading and relocating one's place. The main study was supported by a fine-grained eye movement analysis of the visual tasks involved. It was concluded that the peripheral presentation of text-editing status information is at present grossly underused, perhaps particularly so for novices. %M J.BIT.12.1.32 %T The Effects of Feedback on Performance and Retention of Skill for a Natural Language Interface %A Ann M. Bisantz %A Joseph Sharit %J Behaviour and Information Technology %D 1993 %V 12 %N 1 %P 32-47 %* (c) Copyright 1993 Taylor & Francis Ltd. %X This study investigated the effectiveness of different types of on-line feedback following user errors for informing users of the information and functions available in a system with a natural language interface. Twenty-four individuals performed a task based on an industry cost savings program, in which they were given general goals to pursue with regard to the task. Three feedback levels which differed according to the type and amount of feedback provided, along with two levels of system complexity, were examined. In addition, subjects performed the task again after one week to determine the effects of feedback on retention. Results indicated that the subjects in the second level of feedback generally performed better with respect to accessing system functions and information than those in the first level. Although there was some performance improvement from the second to third level, it was not significant. However, the third level of feedback did significantly improve the efficiency with which subjects used information to complete the task during the return condition. Overall, feedback did not affect the errors made, though at certain more limited stages of the tasks this effect was observed. %M J.BIT.12.1.48 %T Combining Natural Language with Direct Manipulation: The Conceptual Framework for a Hybrid Human-Computer Interface %A Shinji Agou %A Victor Raskin %A Gavriel Salvendy %J Behaviour and Information Technology %D 1993 %V 12 %N 1 %P 48-53 %K Natural language processing, Human-computer interaction, User-friendly system %* (c) Copyright 1993 Taylor & Francis Ltd. %X This paper describes the development of a conceptual model of an interaction system for future human-computer interaction. It is suggested that an integrated system is the most promising solution for diverse users and tasks. A 'hybrid interaction system' is considered, which tries to efficiently direct manipulation, menu selection, and natural language. The mechanism of the natural language interface module is described in more detail. Finally, the allocation of functionalities for generalized tasks on the conceptual model is considered from the taxonomic approach. %M J.BIT.12.1.54 %T Electronic Point of Sale Scanning in Multiple Food Retailing: A Rebuttal to 'Scanning in the Supermarket: For Better or Worse?' %A John Davison %J Behaviour and Information Technology %D 1993 %V 12 %N 1 %P 54-64 %* (c) Copyright 1993 Taylor & Francis Ltd. %X N/A %M J.BIT.12.2.i %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1993 %V 12 %N 2 %P i %* (c) Copyright 1993 Taylor & Francis Ltd. %M J.BIT.12.2.67 %T Human-Computer Interaction Research Agendas %S Special Issue: Human-Computer Interaction Research Agendas %A John Sibert %A Gary Marchionini %J Behaviour and Information Technology %D 1993 %V 12 %N 2 %P 67-68 %* (c) Copyright 1993 Taylor & Francis Ltd. %X N/A %M J.BIT.12.2.69 %T Interaction Styles and Input/Output Devices %S Special Issue: Human-Computer Interaction Research Agendas %A Robert J. K. Jacob %A John J. Leggett %A Brad A. Myers %A Randy Pausch %J Behaviour and Information Technology %D 1993 %V 12 %N 2 %P 69-79 %* (c) Copyright 1993 Taylor & Francis Ltd. %X N/A %M J.BIT.12.2.80 %T Research Directions for User Interface Software Tools %S Special Issue: Human-Computer Interaction Research Agendas %A Dan R. Olsen, Jr. %A James D. Foley %A Scott E. Hudson %A James Miller %A Brad Myers %J Behaviour and Information Technology %D 1993 %V 12 %N 2 %P 80-97 %* (c) Copyright 1993 Taylor & Francis Ltd. %X N/A %M J.BIT.12.2.98 %T User Interface Development Processes and Methodologies %S Special Issue: Human-Computer Interaction Research Agendas %A H. Rex Hartson %A Deborah Boehm-Davis %J Behaviour and Information Technology %D 1993 %V 12 %N 2 %P 98-114 %* (c) Copyright 1993 Taylor & Francis Ltd. %X N/A %M J.BIT.12.2.115 %T Computer-Supported Co-Operative Work: Research Issues for the 90s %S Special Issue: Human-Computer Interaction Research Agendas %A Judith S. Olson %A Stuart K. Card %A Thomas K. Landauer %A Gary M. Olson %A Thomas Malone %A John Leggett %J Behaviour and Information Technology %D 1993 %V 12 %N 2 %P 115-129 %* (c) Copyright 1993 Taylor & Francis Ltd. %X N/A %M J.BIT.12.2.130 %T Building HCI Partnerships and Infrastructure %S Special Issue: Human-Computer Interaction Research Agendas %A Ben Shneiderman %A Clayton Lewis %J Behaviour and Information Technology %D 1993 %V 12 %N 2 %P 130-135 %* (c) Copyright 1993 Taylor & Francis Ltd. %X As policymakers and technology planners respond to the growing activity in human-computer interaction, a broad perspective may be helpful. This article offers a top-down view of current activities and suggests opportunities and challenges for the continued growth of HCI. Partnerships among universities, corporations, government agencies, and professional societies are proposed. Infrastructure needs to support this new discipline are outlined. %M J.BIT.12.3.i %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1993 %V 12 %N 3 %P i-ii %* (c) Copyright 1993 Taylor & Francis Ltd. %M J.BIT.12.3.137 %T Evaluation of User Interfaces: EVADIS II -- A Comprehensive Evaluation Approach %S User Interface Evaluation Methods %A Harald Reiterer %A Reinhard Oppermann %J Behaviour and Information Technology %D 1993 %V 12 %N 3 %P 137-148 %K Usability, System evaluation, User interface %* (c) Copyright 1993 Taylor & Francis Ltd. %X As a result of the importance of the usability approach in system development and the EC's 'Directive concerning the minimum safety and health requirements for VDT workers' (EWG 1990), there is an accepted need for practical evaluation methods for user interfaces. The usability approach and the EC Directive are not restricted to user interface design, as they include the design of appropriate hardware and software, as well as organization, job, and task design. Therefore system designers are faced with many, often conflicting, requirements and need to address the question, 'How can usability requirements comprehensively be considered and evaluated in system development?' Customers buying hardware and software and introducing them into their organization ask, 'How can I select easy-to-use hardware and software?' Both designers and customers need an evaluation procedure that covers all the organizational, user, hard- and software requirements. The evaluation method, EVADIS II, we present in this paper overcomes characteristic deficiencies of previous evaluation methods. In particular, it takes the tasks, the user, and the organizational context into consideration during the evaluation process, and provides computer support for the use of the evaluation procedure. %M J.BIT.12.3.149 %T Sleuthing in HyperHolmes: An Evaluation of Using Hypertext vs. a Book to Answer Questions %S User Interface Evaluation Methods %A Laura Marie Leventhal %A Barbee Mynatt Teasley %A Keith Instone %A Diane Schertler Rohlman %A John Farhat %J Behaviour and Information Technology %D 1993 %V 12 %N 3 %P 149-164 %* (c) Copyright 1993 Taylor & Francis Ltd. %X Although hypertext offers exciting new ways of presenting and accessing information, there is little research which systematically compares the usability of hypertext against traditional media with an eye to improving the design of the hypertext. This paper presents the results of an experiment which examined the performance and navigation strategies of users engaged in a question-answering task using either a hypertext encyclopedia of Sherlock Holmes facts (the HyperHolmes system) or the traditional paper form. The results showed that, overall, the hypertext users were marginally more accurate in answering questions, and excelled at questions where the key information was embedded in a text entry. The book users were marginally faster overall, but excelled only in answering questions based on graphics. Hypertext users showed a preference for those tools which most closely mimicked use of a conventional book. They used a hierarchical structure to guide their navigation strategy in early trials, but soon learned to navigate in a non-hierarchical, flat way. %M J.BIT.12.3.165 %T Computer Assistance in Design Engineering %S User Interface Evaluation Methods %A Yvonne Waern %A Karl-Gustaf Waern %J Behaviour and Information Technology %D 1993 %V 12 %N 3 %P 165-173 %* (c) Copyright 1993 Taylor & Francis Ltd. %X The design engineering process is analysed from a cognitive ergonomics point of view, relating it to models of problem-solving and cognitive skills. Observations from several Swedish studies are discussed in this framework. Results indicate that CAD systems require some re-thinking; in particular concepts related to the computer storage have to be incorporated in the problem space of design. As to heuristics, CAD systems seem to offer a wide variety of working. Cognitive skills related to CAD seem to be easily acquired, although the transition between different CAD systems will cause some initial problems. In general it is found that current CAD systems mainly support the detail design phase. Some ideas for future systems which would support the conceptual design phase in addition are discussed. %M J.BIT.12.3.174 %T Visual Search in Modern Human-Computer Interfaces %S Review -- Visual Search %A Derek Scott %J Behaviour and Information Technology %D 1993 %V 12 %N 3 %P 174-189 %K Eye movement, Visual search, Visual display units %* (c) Copyright 1993 Taylor & Francis Ltd. %X This article reviews aspects of visual search in relation to computer visual display units. Theoretical issues such as eye movements in visual search are discussed as well as practical examples such as the role of array shape, the benefits of cursor-presented status (insert vs overtype) information, conspicuity of peripherally presented information, and possible benefits of anti-aliased fonts. In association with the four experiments relating to these aspects, the respective follow-up eye movement monitoring studies are also described as these allowed quantification of what otherwise might only have been inferred. The review concludes with four major recommendations. First, much scope remains for exploring the optimization of status (e.g., cursor-presented) information. Second, it would be worth exploring whether icons, like verbal labels, are susceptible to an array shape effect. Third, further work is required (e.g. in the possible role of articulatory differences) in accounting for the ease of locatability of icons over words. Fourth, spatial frequency analysis seems likely to be a major research field over the next decade. %M J.BIT.12.3.190 %T Solutioneering in User Interface Design %S Viewpoint %A Harold Thimbleby %A Will Thimbleby %J Behaviour and Information Technology %D 1993 %V 12 %N 3 %P 190-193 %* (c) Copyright 1993 Taylor & Francis Ltd. %X The aim of this paper is to encourage more considered design by discussing one of the consequences of narrow problem solving. We discuss a way in which designers solve their own problems, rather than address broader issues of user-centred design. We use the term 'solutioneering' for this. Having available a word for an attitude helps it to be mastered consciously. %M J.BIT.12.3.194 %T Can Information Technology Improve the Quality of Democracy? %S Viewpoint %A Edwin Bos %J Behaviour and Information Technology %D 1993 %V 12 %N 3 %P 194-195 %* (c) Copyright 1993 Taylor & Francis Ltd. %X As the September 1991 issue of Scientific American shows, the large scale integration of computer networks within our society can produce important infrastructural changes. However, one major field of application is not addressed in that issue: politics. In this short paper, I call for an investigation of the impact that computer networks can have on political systems. %M J.BIT.12.4.i %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1993 %V 12 %N 4 %P i-ii %* (c) Copyright 1993 Taylor & Francis Ltd. %M J.BIT.12.4.197 %T Computer Communication as an Aid to Independence for Older Adults %S Computing for Older Users %A Sara J. Czaja %A Jose H. Guerrier %A Sankaran N. Nair %A Thomas K. Landauer %J Behaviour and Information Technology %D 1993 %V 12 %N 4 %P 197-207 %* (c) Copyright 1993 Taylor & Francis Ltd. %X Computer and communication technologies offer the potential of improving the quality of life for older people by providing them with links to information and services outside of the home. This study examined the feasibility of older people using an electronic text message system to perform routine communication tasks. In addition information was gathered to identify design parameters which facilitate the interactions of older people with such computer based systems. A specialized and simplified 'communication computer' was placed in the homes of 36 older women, aged 50-95 years. The system was provided with: a simple text-editor, basic electronic mail functions and access to news/ weather, movie reviews, and health information. Both performance data and user preference data were collected. Results indicated that the participants liked using the system, were able to use it with minimal difficulty, and that it provided a valuable means for social interaction and mental stimulation. The findings suggest that computer-based systems can be a valuable support tool for older adults if they are easy to use, and provide applications that are useful for them. %M J.BIT.12.4.208 %T Sound Effects as an Interface Element for Older Users %S Computing for Older Users %A Jakob Nielsen %A Lynn Schaefer %J Behaviour and Information Technology %D 1993 %V 12 %N 4 %P 208-215 %K Multimedia, Sound effects, Auditory icons, Paint programs, Creativity applications, Leisure use, Age, Elderly users %* (c) Copyright 1993 Taylor & Francis Ltd. %X Users who were between 70 and 75 years old with a mean age of 71.8 years were tested using a paint program that could generate a variety of sound effects to accompany and differentiate the paint tools. Even though the sound effects seemed enjoyable to several younger interface analysts, the older users testing the program with sound effects did not find the program more enjoyable than those testing it in a silent mode. Also, the older test users found the interface more difficult to use when they were exposed to the sounds, possibly because they were overwhelmed by the multimedia effects. %M J.BIT.12.4.216 %T Executive Support Systems in Strategic Environmental Information Processing %S Supporting Executive Decisions %A Pien Wang %A Efraim Turban %J Behaviour and Information Technology %D 1993 %V 12 %N 4 %P 216-227 %* (c) Copyright 1993 Taylor & Francis Ltd. %X Environmental scanning and interpretation (ES&I) provides crucial information upon which strategic decision-making is based. This paper introduces a model that discusses five information filters observable during information processing in ES&I. It also examines the attributes that may influence the performance of each filter. The paper then shows how an executive support system (ESS), especially when enhanced with artificial intelligence (AI) technologies, can be used to lessen the potential negative effects that may be created by the filters. %M J.BIT.12.4.228 %T A Transaction Cost View of Decision Support Systems %S Supporting Executive Decisions %A Reima Suomi %J Behaviour and Information Technology %D 1993 %V 12 %N 4 %P 228-237 %K DSS, Group decision-making, Transaction cost approach %* (c) Copyright 1993 Taylor & Francis Ltd. %X Research and practice in decision support systems have often been said to focus too much on individual decision-making, when decisions actually are made by groups. Another shortfall of current research is the absence of any established theory or framework on which to base it. A third shortfall is the lack of connections between theory and actual implementation in terms of information technology. The first two problems in particular are addressed in this study. Decision-making is considered to be a group activity -- rather than an individual activity -- in which as a matter of fact a contract between the decision-makers is established. The contracts incur transaction costs, which may or may not be covered by the extra value gained by the contract. Transaction costs in the contract formulation phase should be eliminated, and information technology in its various forms is a principal means by which to achieve this end. Different kinds of technologies support different kinds of contracts. This is why decision-makers should understand the nature of their decision-making situation and select the information technology tools most suitable for the situation. The different factors causing transaction costs in decision-making -- contracting -- are identified, and the means to eliminate them by information technology are presented. This study is based on a transaction cost perspective of organizations. Information technology is seen as a primary means to lower transaction costs. Thus, the necessary theoretical framework so often missing in information technology research is provided. The results of the study stem from empirical research, the aim of which was to investigate and to understand information technology from the viewpoint of transaction costs. %M J.BIT.12.4.238 %T Decision-Making in Management Information Systems Research: The Utility of Policy Capturing Methodology %S Supporting Executive Decisions %A Joseph J. Martocchio %A Jane Webster %A Charles R. Baker %J Behaviour and Information Technology %D 1993 %V 12 %N 4 %P 238-248 %* (c) Copyright 1993 Taylor & Francis Ltd. %X Although decision-making represents a fundamental issue in management information systems (MIS), obtaining accurate assessments of the factors affecting employees' decisions may be difficult using traditional methods such as ratings and rankings. Policy capturing, a little-used method in MIS, represents a potentially important alternative to more traditional methods. After demonstrating that policy capturing has been underutilized in MIS, the paper illustrates the use of policy capturing in two decision-making contexts -- computer training and software selection. These two studies contrast policy capturing results with more traditional methods, and draw implications for research. %M J.BIT.12.4.249 %T An Instrument for the Measurement of the Visual Quality of Displays %S Assessing Visual Display Quality %A Gerd P. J. Spenkelink %A Ko Besuijen %A Jacco Brok %J Behaviour and Information Technology %D 1993 %V 12 %N 4 %P 249-260 %* (c) Copyright 1993 Taylor & Francis Ltd. %X Three basic approaches towards the measurement of the visual quality of VDUs exist. These coincide with taking measures at the subject, description through display statistics, and obtaining user judgments. It is argued that the last has some specific advantages. Therefore a rating scale has been constructed for the measurement of the visual quality of alphanumeric displays. This Display Evaluation Scale (DES) is based on the notion that display quality is a multidimensional concept. The scale is intended for application in quite unrestrictive settings. The DES can be used as a design, evaluation or research tool. The DES, its development and software implementation are described. In the discussion of a number of experiments it is shown that a high reliability of the measurements can be achieved with a relatively small sample size. Preliminary results on the validity of the scale are presented briefly and implications for future research are indicated. %M J.BIT.12.5.i %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1993 %V 12 %N 5 %P i-ii %* (c) Copyright 1993 Taylor & Francis Ltd. %M J.BIT.12.5.261 %T Social Systems that Marginalize the Psychological and Organizational Aspects of Information Technology %S Social Aspects of Information Technology %A Chris W. Clegg %J Behaviour and Information Technology %D 1993 %V 12 %N 5 %P 261-266 %* (c) Copyright 1993 Taylor & Francis Ltd. %X This polemical paper is concerned with identifying the factors which serve to marginalize the psychological and organizational aspects of the development, implementation and use of information technology. Five sets of factors are delineated, those associated with: end-users; suppliers, 'experts' and the development process; management and organizations; research and development; and education and understanding. The analysis points to the presence of a complex, mutually reinforcing set of social systems acting to marginalize psychological and organizational concerns, and helps explain the massive difficulties in achieving change. It also reveals that psychological and organizational expertise tends to be supply-pushed rather than demand-pulled into the community. This may help explain why many working in this field fail to practice the user-centred approaches that we preach. %M J.BIT.12.5.267 %T Social and Psychological Aspects of Computer-Aided Design Systems %S Social Aspects of Information Technology %A Svante Hovmark %A Margareta Norell %J Behaviour and Information Technology %D 1993 %V 12 %N 5 %P 267-275 %* (c) Copyright 1993 Taylor & Francis Ltd. %X A study was performed among design employees in three large companies to investigate the psychosocial effects of computer-aided design (CAD) work. The study included all technical employees of the departments selected, of whom about two-thirds worked with CAD systems. The results demonstrate that 90% of the CAD users have a positive attitude to CAD-work. No significant differences were found between CAD users and non-CAD users in terms of work load, autonomy, social support, job satisfaction, personal development, or degree of co-operation. Within the group of CAD users, those spending a larger number of weekly working hours with the CAD system reported lower work complexity, lower autonomy of work methods, and less job satisfaction. CAD users with a relatively higher number of years of CAD experience reported a greater work load, fewer CAD difficulties, and lower autonomy of work methods. Among draftspersons and designers, there were no significant differences in work activities between CAD users and non-CAD users. %M J.BIT.12.5.276 %T Social Isolation and Integration in Electronic Environments %S Social Aspects of Information Technology %A Lilas H. Taha %A Barrett S. Caldwell %J Behaviour and Information Technology %D 1993 %V 12 %N 5 %P 276-283 %* (c) Copyright 1993 Taylor & Francis Ltd. %X This paper examines the role of communications technology advances in affecting social interactions in groups and organizations. A discussion of the functions of communication and contact leads to the development of the concept of the 'electronic environment'. Past research identifies issues of a person's need for contact and the costs and benefits of contact in computer-mediated or other electronic communications media. In this paper, these issues focus on social isolation, integration, and feedback between group members as vital aspects of effective group interaction. Understanding of these aspects is presented as a key to appreciating the influence of communications media on organizational and social behaviour. Although the initial focus of this paper is on interactions between individuals within a group, applications are also discussed regarding interactions between groups, or between individuals and others outside the primary group. Examinations of the implications of the concept of electronic environments includes directions for future development and integration of research perspectives. %M J.BIT.12.5.284 %T Computer User Training and Attitudes: A Study of Business Undergraduates %S Users with 'Attitude' %A Gholamreza Torkzadeh %A Xenophon Koufteros %J Behaviour and Information Technology %D 1993 %V 12 %N 5 %P 284-292 %K Computer training, Computer user attitudes %* (c) Copyright 1993 Taylor & Francis Ltd. %X For many users, the first real encounter with a computer occurs when taking an introductory course to computers at a college. To the extent that these training courses impact user understanding and motivation, they are important determinants of the user attitudes towards computers and merit serious assessment. Using 327 business undergraduates at two universities in the US, this paper reports on the reactions of students to computers and computer-related tasks before and after an introductory course to computers. Responses to a 20-item scale were analyzed to examine the pattern of attitude change experienced by students in their training course. Factor analysis revealed five constructs for describing patterns of computer user attitude: negative reaction to computers; positive reaction to computers; reaction to computers for children education, reaction to computer-mediated services; and reaction to computer games. Four factors show significant change in mean scores after the training courses. The attitudes changed for males more than females, indicating improvement in attitudes. The respondents' attitude to computer-mediated services remained unchanged. While the directions of changes indicate an overall improvement in respondents' reactions, many attitudes did not change significantly after having taken the training courses. This may be due to the content or the format of these courses. %M J.BIT.12.5.293 %T Effects of Hedonic Components and User's Gender on the Acceptance of Screen-Based Information Services %S Users with 'Attitude' %A Norbert Mundorf %A Stu Westin %A Nikhilesh Dholakia %J Behaviour and Information Technology %D 1993 %V 12 %N 5 %P 293-303 %* (c) Copyright 1993 Taylor & Francis Ltd. %X To compete successfully with other information media, screen-based information services would have to offer hedonic qualities that appeal to a wide range of users, men as well as women. To study effects of hedonic components of information services, a software simulation of an interactive service was designed. In an experiment, 59 female and 73 male subjects were exposed to this software simulation. Hedonic features (presence or absence of colour, graphics, and music) of the simulated information service were factorially varied to form eight unique treatment configurations. Music and colour were shown to affect level of enjoyment and intention to use the service. The effects varied according to gender: females showed greater intention to use the service than did males. Males showed greater preference for the colour version. These findings provide some basic design guidelines for information service marketers and point to the need for future research-based exploration of this area. %M J.BIT.12.5.304 %T Expertise Transfer, Knowledge Elicitation, and Delayed Recall in a Design Context %S Users with 'Attitude' %A Nathalie Bonnardel %J Behaviour and Information Technology %D 1993 %V 12 %N 5 %P 304-314 %K Knowledge elicitation, Expertise transfer, Delayed recall %* (c) Copyright 1993 Taylor & Francis Ltd. %X This paper describes a new method for knowledge elicitation that may contribute to effective expertise transfer from human experts to knowledge-based systems. The method was applied to knowledge transfer in an aerospace design context. Knowledge was transferred directly from an expert designer to both expert and novice "receivers" of information. Transfer occurred in a natural way, without intervention from a knowledge engineer. To evaluate the process, the information receivers were required to recall the transmitted knowledge after a seven week delay. Results suggest that this method can be effective for expertise transfer and can indicate desirable characteristics for knowledge-based systems which aim to be adaptable to users' differing levels of competence. %M J.BIT.12.6.i %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1993 %V 12 %N 6 %P i-ii %* (c) Copyright 1993 Taylor & Francis Ltd. %M J.BIT.12.6.315 %T The History and Future of Direct Manipulation %A David M. Frohlich %J Behaviour and Information Technology %D 1993 %V 12 %N 6 %P 315-329 %* (c) Copyright 1993 Taylor & Francis Ltd. %X The earliest interactive computer systems were based on a conversational mode of interaction in which user and computer communicated through the exchange of linguistic utterances. Since the advent of 'direct manipulation' technology there has been a tendency to develop and promote an alternative mode of interaction, based on the user's manipulation of computer-displayed objects. This paper reviews recent developments in the implementation and understanding of direct manipulation interfaces. These point to various limitations in manipulative interaction which might be overcome through the selective reintroduction of conversational interaction. A new philosophy of graceful interaction is suggested to accommodate these developments in which directness is said to be a property of both action and language based systems. A number of practical guidelines are offered to reduce the incidence of clumsy manipulation. %M J.BIT.12.6.330 %T Short Term Memory Demands in Processing Synthetic Speech by Old and Young Adults %A Janan Al-Awar Smither %J Behaviour and Information Technology %D 1993 %V 12 %N 6 %P 330-335 %* (c) Copyright 1993 Taylor & Francis Ltd. %X This experiment investigated the demands synthetic speech places on short term memory by comparing performance of old and young adults on an ordinary short term memory task. Items presented were generated by a human speaker or by a computer based text-to-speech synthesizer. Results were consistent with the idea that the comprehension of synthetic speech imposes increased resource demands on the short term memory system. Older subjects performed significantly more poorly than younger subjects, and both groups performed more poorly with synthetic than with human speech. Findings suggest that short term memory demands imposed by the processing of synthetic speech should be investigated further, particularly regarding the implementation of voice response systems in devices for the elderly. %M J.BIT.12.6.336 %T Future Assessment by Metaphors %A August Tepper %J Behaviour and Information Technology %D 1993 %V 12 %N 6 %P 336-345 %* (c) Copyright 1993 Taylor & Francis Ltd. %X Technology assessment is confronted with a dilemma. On the one hand it needs a reliable basis for its predictions. Quite often this basis is delivered when prototypes of a new technology can be studied, but often technology assessment is started after a product has been placed on the market. At this time all the data are available, but very little can be changed and improved. Analyzing the paradigms and metaphors used as orientation in the early stages of research and development is one approach for dealing with this problem. Technology assessment can use the resulting analyses to derive certain properties of a new technology and for an evaluation of impacts. %M J.BIT.12.6.346 %T Nine- to Fourteen-Year-Old Children's Conception of Computers Using Drawings %A Pearl Denham %J Behaviour and Information Technology %D 1993 %V 12 %N 6 %P 346-358 %* (c) Copyright 1993 Taylor & Francis Ltd. %X This paper deals with one of several methods which were used to investigate the existence, nature and factors influencing a child's (9-14 years) conception of a computer system. Drawings by subjects as a method of data collection is introduced and discussed. Three empirical studies are described which examine the child's model in terms of its components, conduits and causal effect. The factors of age and experience are highlighted as is the discovery that task orientation led to the implication that no single mental model exists. %M J.BIT.12.6.359 %T External Power Frequency Magnetic Field-Induced Jitter on Computer Monitors %A Monica Sandstrom %A Kjell Hansson Mild %A Mattias Sandstrom %A Andre Berglund %J Behaviour and Information Technology %D 1993 %V 12 %N 6 %P 359-363 %K Jitter, Magnetic field, VDT %* (c) Copyright 1993 Taylor & Francis Ltd. %X Power frequency magnetic fields with flux densities greater than 0.5 {micro}T are not uncommon in offices. This level has been shown to induce jitter on VDT monitors. In the present project, these magnetic field-induced disturbances have been studied in the laboratory in order to establish a firm technical basis for future studies of the disturbance's influence on eye strain in VDT workers. Eight volunteers judged the occurrence of distortion when an applied external magnetic field was varied both in amplitude and frequency for 8 investigated VDT screens. The level of the external 50 Hz magnetic field when the distortion was detectable ranged from 0.6 to 1.1 {micro}T. If the screen was viewed through a stereomicroscope (25 x magnification), the corresponding level was in the order of 0.2 {micro}T. If the frequency difference between the external magnetic field and the refresh rate of the screen is only {plusmn}1-2 Hz, the disturbance is noticeable at even lower flux densities. %M J.BIT.13.1/2.1 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 1 %* (c) Copyright 1994 Taylor & Francis Ltd. %M J.BIT.13.1/2.3 %T Usability Laboratories %S Special Issue: Usability Laboratories: Introduction and Overview %A Jakob Nielsen %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 3-8 %K Usability laboratories, Usability engineering, Discount usability engineering, User testing, Formative evaluation, Summative evaluation, Staffing, Metrics, CAUSE, Computer-aided usability engineering %* (c) Copyright 1994 Taylor & Francis Ltd. %X This article provides a table with summary statistics for the thirteen usability laboratories described in the papers in this special issue. It also gives an introduction to the main uses of usability laboratories in usability engineering and surveys some of the issues related to practical use of user testing and CAUSE tools for computer-aided usability engineering. %M J.BIT.13.1/2.9 %T Smoke and Mirrors: Setting the Stage for a Successful Usability Test %S Special Issue: Usability Laboratories: Introduction and Overview %A Marilyn Coleman Salzman %A S. David Rivers %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 9-16 %* (c) Copyright 1994 Taylor & Francis Ltd. %X Setting the stage, or testing atmosphere, is an important step in preparing for a usability test. This article addresses how to create a good testing atmosphere. We liken this process to that of preparing the stage for a theatre or movie production. In a usability test production, usability professionals serve as directors and set designers, camouflaging the stage (lab equipment), creating a set (an appropriate workspace), recruiting performers (participants representative of end-users), and executing the script (running the test). Usability professionals must attend to each of these issues because they can impact participants' performance, the flow of events, and, ultimately, data quality. %M J.BIT.13.1/2.17 %T Comparative Usability Measurement: The Role of the Usability Lab in PC Magazine UK and PC/Computing %S Special Issue: Usability Laboratories: Introduction and Overview %A Joanna Bawa %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 17-19 %* (c) Copyright 1994 Taylor & Francis Ltd. %X PC Magazine UK and PC/Computing have pioneered the development of formal comparative usability testing, in response to the changing objectives and requirements of their readership. The comparative methodology is labs-based and follows a strict series of procedures during the design, implementation and analysis of tests. Carefully selected testers work with the products under review and subjective and objective measures are recorded, from which a comparison of all products can be derived. The end result of the comparative methodology is the ranking, or sorting, of products within the same category, in order of their usability. This information is presented to readers as a basis for product choice; and to vendors as a guide to the strengths and weaknesses of their product in relation to its competitors. %M J.BIT.13.1/2.20 %T Designing a Usability Lab: A Case Study from Taligent %S Special Issue: Usability Laboratories: Building a Usability Laboratory %A Sara Sazegari %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 20-24 %* (c) Copyright 1994 Taylor & Francis Ltd. %X This paper describes Taligent's current user studies facility and the process we followed to upgrade and redesign our lab to a more functional usability laboratory. The paper begins with the existing studies lab at Taligent, Inc. Next, we continue with the redesign process. Our group is moving to a new building so this gave us the opportunity to request more space for our lab and include additional features. Finally, we outline our design process as well as our design goals for our new facility. %M J.BIT.13.1/2.25 %T The Usability Engineering Laboratories at Sun Microsystems %S Special Issue: Usability Laboratories: Building a Usability Laboratory %A Janice Anne Rohn %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 25-35 %* (c) Copyright 1994 Taylor & Francis Ltd. %X In designing and constructing the laboratories for Sun Microsystems, the company's need for highly efficient and proficient evaluations was a significant factor in driving the design decisions. The laboratories needed to facilitate data gathering and analysis, in addition to providing an appealing forum for the product teams to watch the evaluations live. This paper describes the goals for designing the usability laboratories, the video equipment used, the construction requirements, and tools used (such as event-logging software). Many of these design considerations are applicable to any usability laboratory. %M J.BIT.13.1/2.36 %T Care and Feeding of the Usability Laboratory at Symantec Corporation: A Survival Guide %S Special Issue: Usability Laboratories: Building a Usability Laboratory %A Kathy M. Uyeda %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 36-44 %* (c) Copyright 1994 Taylor & Francis Ltd. %X This paper discusses the process of planning, building, and managing the usability laboratory at Symantec Corporation. It describes how an effective lab can be built for about $55,000 in equipment and furniture costs, and discusses issues and trade-off surrounding the key components: room layout, environmental considerations, cabling, one-way mirrors, furniture, video and audio equipment, and data loggers. In addition, one working solution to the subsequent management of a lab with limited staffing and tight product schedules is described. %M J.BIT.13.1/2.45 %T The Ergonomics Lab: A Practical Approach %S Special Issue: Usability Laboratories: Building a Usability Laboratory %A C. Neugebauer %A N. Spielmann %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 45-50 %K User participation in design process, Multiple trade offs, Standard testing methodology and corresponding equipment, Heuristic investigation test, Performance tests, Stumbling blocks %* (c) Copyright 1994 Taylor & Francis Ltd. %X This article is concerned with methods and experiences in usability testing of standard application business software. In order to achieve the multiple trade-off between scientific objectivity, practical applicability, and the cost-benefit ratio, a set of standard methods and the resulting testing environment in the ergonomics lab are described and demonstrated by examples. Stumbling blocks are discussed. Necessary additional prerequisites for a successful practical approach are stressed. %M J.BIT.13.1/2.51 %S Special Issue: Usability Laboratories: Redesigning a Usability Laboratory %A Peter Lucas %A Carolanne Fisher %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 51-56 %* (c) Copyright 1994 Taylor & Francis Ltd. %Y The Cobbler's Children: Usability in the Lab %X Software and product designers regularly wrestle with the usability of their creations in user studies laboratories. The laboratories themselves, however, often languish for lack of the same scrutiny with respect to their own usability. In this article, we trace our efforts toward making a truly usable user studies laboratory. Our lab serves many purposes and many individuals, each requiring a slightly different configuration of equipment. The challenge was to design a user studies environment that would provide 'instant' configurations, obviating the need for users to connect components by hand. Toward this end, we purchased equipment that could be controlled directly or indirectly by a computer and designed the wiring plant to all run through a matrix switcher, also under computer control. Upon this technology, we designed a user interface in HyperCard that automatically configures the lab and provides the interface controls required for any one of a set of specific pre-designed tasks that the user may select. The interface also permits the user to customize and save sets of configurations and controls by copying and pasting among cards and also to create novel configurations by manipulating the matrix controller's software switches one by one. %M J.BIT.13.1/2.57 %T Bellcore's User-Centred-Design Support Centre %S Special Issue: Usability Laboratories: Redesigning a Usability Laboratory %A Tom Dayton %A Leslie G. Tudor %A Robert W. Root %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 57-66 %* (c) Copyright 1994 Taylor & Francis Ltd. %X Bellcore recently replaced its small laboratory that was designed primarily for formal testing of software usability. The new facility is a suite of rooms that handles multiple, independent activities. More importantly, the new space is a manifestation of our philosophy that the best approach to interface design is the cultivation of eclectic design practices early in and throughout the software development process. To that end, the new lab supports other kinds of user-centred design (UCD) activities in addition to formal testing of computerized prototypes of software interfaces. To encourage participatory design, nearly all the rooms are large enough for design meetings, contain entire walls of movable whiteboards, and have small tables so design teams can huddle over paper prototypes and task layouts. In this article we describe the new lab, the rationales behind its features, and the process by which it was designed. %M J.BIT.13.1/2.67 %T Ameritech's Usability Laboratory: From Prototype to Final Design %S Special Issue: Usability Laboratories: Redesigning a Usability Laboratory %A Arnold M. Lund %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 67-80 %* (c) Copyright 1994 Taylor & Francis Ltd. %X Ameritech's human factors organization was established in 1989, and from the beginning its charter assumed that user-centred design, iterative usability testing, and beginning-to-end involvement in the product system development cycle would be central to its work. This article describes the laboratory resources that were created to support the organization. It identifies the needs of the human factors professionals using the lab that served as requirements for the design of the resources, and the interim lab that was built where implementation approaches to some of these requirements were tested and refined. It describes the final laboratory, as well as three different kinds of portable labs. The laboratory is a critical corporate resource, and while it continues to evolve as it is used, it has already demonstrated its value to the human factors organization it serves. %M J.BIT.13.1/2.81 %T Designing and Equipping a Usability Laboratory %S Special Issue: Usability Laboratories: Redesigning a Usability Laboratory %A Louis Blatt %A Mark Jacobson %A Steve Miller %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 81-93 %* (c) Copyright 1994 Taylor & Francis Ltd. %X The goal of usability lab design is to create a space where high quality data capture occurs in an environment that looks and feels like the workplace of the product that is being tested. The lab must be part recording studio and part flexible work environment. Since most work environments are not recording studios, achieving a balance between simulation of the work environment and high quality data capture presents a challenge to usability lab designers. Steps can be taken with a user-centred design process to insure that a usability lab design meets this goal. This paper describes such a user-centred design process and how it, in combination with practical architectural and equipment guidelines derived from the authors' past experience, can be used in the design and redesign of future labs. The authors also discuss what changed in the present lab at NCR as a result of these guidelines. %M J.BIT.13.1/2.94 %T A Practical Guide to Using Software Usability Labs: Lessons Learned at IBM %S Special Issue: Usability Laboratories: Conducting Evaluations %A Janet L. Fath %A Teresa L. Mann %A Thomas C. Holzman %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 94-105 %* (c) Copyright 1994 Taylor & Francis Ltd. %X Usability evaluation is a key component of a user-centred design process. Access to a usability laboratory can greatly facilitate the process of empirically measuring user performance, but the mere presence of a usability laboratory does not assure usable products. Rather, the laboratory must be used within an evaluation process. The process described in this article has five phases: designing the evaluation, preparing to conduct the evaluation, conducting the evaluation, analyzing the data, and reporting the results Lessons learned by the authors while they practised this evaluation process with a variety of products are summarized for possible use by other usability organizations. %M J.BIT.13.1/2.106 %T Usability Testing -- On a Budget: A NASA Usability Test Case Study %S Special Issue: Usability Laboratories: Conducting Evaluations %A Martha Szczur %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 106-118 %* (c) Copyright 1994 Taylor & Francis Ltd. %X Okay, so you've purchased a graphical user interface (GUI) builder tool to help you quickly build a sophisticated user interface, and your developers promise to follow a particular style guide (e.g., OSF/Motif, Apple/Macintosh) when creating the GUI. This is definitely a step in the right direction, but it is no guarantee that the application's user interface will be usable; that is, where the user interface helps, rather than hinders, the end-users from doing their jobs. Numerous techniques for testing the usability and user satisfaction of an application's GUI are available, such as design walk-throughs, field testing with beta releases, demonstrations of prototypes to future end-users, and user questionnaires. One of the most effective techniques is usability testing with defined tasks and metrics, and yet, it is not commonly used in project development life cycles at the National Aeronautics and Space Agency (NASA). This paper discusses a low-budget, but effective, approach we used at NASA's Goddard Space Flight Center (GSFC) to perform structured usability testing. It did not require any additional staff or a usability laboratory, but did successfully identify problems with the application's user interface. The purpose of the usability testing was two-fold: (1) to test the process used in the usability test; and (2) to apply the results of the test to improving the subject software's user interface. This paper will discuss the results from the test and the lessons learned. It will conclude with a discussion of future plans to conduct cost benefit analysis and integrate usability testing as a required step in a project's development life cycle. %M J.BIT.13.1/2.119 %T Usability Laboratories at Philips: Supporting Research, Development, and Design for Consumer and Professional Products %S Special Issue: Usability Laboratories: Conducting Evaluations %A Govert de Vries %A Tedde van Gelderen %A Fred Brigham %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 119-127 %* (c) Copyright 1994 Taylor & Francis Ltd. %X This paper describes two of the usability laboratories at Philips, discusses practical issues arising from our experience using the facilities, gives an example of a typical usability evaluation, and briefly outlines our vision for the future of the laboratories. Usability tests at Philips can involve any product from a portfolio ranging from Compact Disc Interactive (CD-I) to electron microscopes. Performing usability tests for consumer electronic products poses a number of specific problems: our user group is broad and diverse, the context in which our products are used is highly variable, and it is difficult to determine the importance of usability relative to other design goals. In the further development of our facilities, the efficient planning and the execution of usability test is of particular concern since we are driven by demanding time schedules. In the future, we expect a shift in focus towards testing more products and product concepts in their actual context of use. %M J.BIT.13.1/2.128 %T Breaking Away from the Conventional 'Usability Lab': The Customer-Centered Design Group at Tektronix, Inc. %S Special Issue: Usability Laboratories: Conducting Evaluations %A Susan Palmiter %A Gene Lynch %A Scott Lewis %A Mark Stempski %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 128-131 %* (c) Copyright 1994 Taylor & Francis Ltd. %X The conventional usability lab is primarily responsible for testing prototypes and products to determine if customers will accept a new design. Often this testing comes too late in the development cycle to allow major design or product changes to occur. In the Customer-Centered Design Group at Tektronix Labs, the usability lab is a small part of our group's involvement in the entire design life cycle of a Tektronix product. We work with design groups to bring the benefits of a usability lab to all phases of design, beginning with understanding our customer's current system and work processes to assessing the competitor's strengths and weaknesses to simulating and evaluating design alternatives. Our 'lab' is often on the road; meeting with customers where they work, working with design teams to simulate and prototype designs, and evaluating designs with our customers. To keep in touch with customers and to keep product development focused, we feel a usability group must break down the barriers inherent in a conventional testing suite. By breaking these barriers we can better determine what customers need and how these needs are addressed throughout the entire product life cycle. %M J.BIT.13.1/2.132 %T Usability Measurement in Context %S Special Issue: Usability Laboratories: Usability Metrics %A Nigel Bevan %A Miles Macleod %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 132-145 %* (c) Copyright 1994 Taylor & Francis Ltd. %X Different approaches to the measurement of usability are reviewed and related to definitions of usability in international standards. It is concluded that reliable measures of overall usability can only be obtained by assessing the effectiveness, efficiency and satisfaction with which representative users carry out representative tasks in representative environments. This requires a detailed understanding of the context of use of a product. The ESPRIT MUSiC project has developed tools which can be used to measure usability in the laboratory and the field. An overview is given of the methods and tools for measuring user performance, cognitive workload, and user perceived quality. %M J.BIT.13.1/2.146 %T Using the Usability Laboratory: BT's Experiences %S Special Issue: Usability Laboratories: Usability Metrics %A Chris Fowler %A Jonathan Stuart %A Tony Lo %A Mike Tate %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 146-153 %* (c) Copyright 1994 Taylor & Francis Ltd. %X British Telecommunications PLC (BT) is a global telecommunications company providing a wide range of products and services, supported by a large research and development organization which includes a Human Factors Unit (HFU). Part of the HFU's work is to ensure that BT's current and future products and services are useful and usable. A team within the HFU has recently carried out a reassessment of the processes, tools and techniques required for effective and efficient usability evaluations. The existing facilities, reasons for change and benefits to the company are described in the context of a usability evaluation framework. %M J.BIT.13.1/2.154 %T Preventing User Interface Disasters %S Special Issue: Usability Laboratories: Usability Metrics %A Rolf Molich %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 154-159 %K Cost-effectiveness, Interface evaluation, Usability problems, Discount usability engineering, Examples of usability problems %* (c) Copyright 1994 Taylor & Francis Ltd. %X This article defines a quantitative goal that is cheap to measure for the usability of a business application system for casual users. The article also describes a cost-effective method for attaining the goal. The goal is to eliminate all user interface disasters (UIDs) in a given system. UIDs are usability problems that seriously annoy users, or prevent them from accomplishing their work without help from a human being. The method consists of series of simple user tests without audio or video recording, and with little analysis after each user test. The article concludes by describing Baltica's results of applying the method to a medium-size business application for casual users. %M J.BIT.13.1/2.160 %T Designing and Using Integrated Data Collection and Analysis Tools: Challenges and Considerations %S Special Issue: Usability Laboratories: Data Analysis %A Derek E. Hoiem %A Kent D. Sullivan %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 160-170 %* (c) Copyright 1994 Taylor & Francis Ltd. %X This paper describes the design and evolution of an integrated set of computer-aided usability engineering (CAUSE) tools for data collection and analysis. The tools were designed to collect and analyze observational, video, and system event data in both the usability laboratory and in the field. Three generations of tools are described and the problems with each generation are discussed. Solutions to the problems are presented, where available. Conclusions about the strengths and weaknesses of particular types of data, CAUSE tool design, and the importance of multiple data sources are drawn. An agenda for future work is also outlined. %M J.BIT.13.1/2.171 %T Understanding the Applicability of Sequential Data Analysis Techniques for Analyzing Usability Data %S Special Issue: Usability Laboratories: Data Analysis %A Donna L. Cuomo %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 171-182 %* (c) Copyright 1994 Taylor & Francis Ltd. %X The applicability of sequential data analysis (SDA) techniques for analyzing usability test data is examined. SDA techniques include transition matrix analysis, lag sequential analysis, frequency of cycles, graphical summarization techniques, and pattern analysis techniques. A subset of each was used in analyzing the data from three usability studies. The encoding schemes used, the analysis routines run, software tools to support encoding and analysis (SHAPA and the Maximal Repeating Pattern analysis tool), and their interactions are discussed. The different types of usability problems which can be extracted from the data when analysed with SDA techniques are illustrated. It is concluded that the SDA techniques will be useful once the state-of-the-art in software support is able to provide the analyst greater flexibility in applying the analysis routines. Without the ability to apply analysis routines to multiple data levels, too much work is involved in obtaining a complete analysis of usability problems at all levels. %M J.BIT.13.1/2.183 %T Are We Overlooking Some Usability Testing Methods? A Comparison of Lab, Beta, and Forum Tests %S Special Issue: Usability Laboratories: Moving Beyond the Laboratory %A Elissa D. Smilowitz %A Michael J. Darnell %A Alan E. Benson %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 183-190 %* (c) Copyright 1994 Taylor & Francis Ltd. %X We compared the effectiveness of lab testing, beta testing, and forum testing at identifying software usability problems. Thirty participants were involved in the experiment, with ten participants in each of the three test conditions. The lab test involved participants performing prescribed scenarios with the software in a controlled lab environment, while human factors engineers recorded participant's problems. The beta test method had participants use the software in their own environment to perform their real world work and record their own problems. The forum test was similar to the beta test, except that the software was made available on a company-wide computer bulletin board and the participants selected themselves. Findings show that the beta test method was as effective as the lab test method in the number of problem types identified. The lab test uncovered a larger proportion of serious usability problems than did the beta test. The beta test method was the most cost-effective method. The forum test method found the fewest number of problem types and was the least cost-effective. Thus, the results of this study broaden the current literature by showing that the beta test method may be a cost-effective alternative to the traditional lab test. %M J.BIT.13.1/2.191 %T Usability Testing in a Competitive Market: Lessons Learned %S Special Issue: Usability Laboratories: Moving Beyond the Laboratory %A Dieter Zirkler %A Donald R. Ballman %J Behaviour and Information Technology %D 1994 %V 13 %N 1/2 %P 191-197 %* (c) Copyright 1994 Taylor & Francis Ltd. %X Usability testing is a relatively new and rapidly developing field. Newcomers to usability testing typically enter the profession with a knowledge of social science research methods and the belief that usability testing is conducted in a lab using thinking aloud techniques to identify usability defects. Our practice of usability testing at Mead Data Central has shown that these core beliefs represent an approach of limited utility in designing products like the LEXIS-NEXIS) research systems. In this paper, we describe our experiences in conducting traditional usability testing and how we used the results of those efforts to develop more effective methods of testing for Mead Data Central's products and customers. %M J.BIT.13.3.199 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1994 %V 13 %N 3 %P 199 %* (c) Copyright 1994 Taylor & Francis Ltd. %M J.BIT.13.3.201 %T Analysing and Evaluating Multi-Actor Multi-Goal Systems in Use: Social Contexts and Participation in Three Vocational Guidance Systems (VGS) %A Giuseppe Mantovani %A Mirco Bolzoni %J Behaviour and Information Technology %D 1994 %V 13 %N 3 %P 201-215 %* (c) Copyright 1994 Taylor & Francis Ltd. %X The contexts of real use of information technology (IT) tools may be highly specific. Their distinctive features, especially normative and informational influences related to the social roles involved, can affect deeply both design and actual use of the artefact. Analysis and evaluation of the ongoing human-artefact interaction, particularly in systems addressed to multi-actor multi-goal environments like Vocational Guidance Systems (VGS), should thus be viewed as basically context-dependent. Studying three types of VGS (currently developed and running in public and private vocational agencies in Northern Italy), we constructed a taxonomy connecting types of systems and types of social environments, in order to explain differences between systems in design, communication and outcome. To assess the characteristics of the different types of VGS as dialogue tools, we considered their Social Design Structure (SDS) and Operating Social Structure (OSS), connecting steps and distance in each user-artefact interaction to the flow of the communication processes between designers, VG officers, and final users. %M J.BIT.13.3.216 %T A Management Strategy for Innovation and Organizational Design: The Case of MRP2/JIT Production Management Systems %A J. A. A. Sillince %J Behaviour and Information Technology %D 1994 %V 13 %N 3 %P 216-227 %* (c) Copyright 1994 Taylor & Francis Ltd. %X Industrial innovation often involves human rather than technical problems. Such problems can be particularly acute when embedded within organizational structures and when allied to mechanisms, such as control systems, which reinforce the status quo. Management accountancy systems often play this role, being crucially involved in the process of evaluating innovative investments against performance criteria, and indeed are an element within a range of options available in the organizational design process. Yet often in practice such systems and their designers are too far removed from where the innovation occurs: being seen incorrectly as an adjunct of senior management, and as an appraisal and control mechanism, rather than an enabler of change and improvement. This is a symptom of a wider problem of separation between the sites of innovation and production. These issues are explored and some strategic design criteria developed in the context of MRP2/JIT production management systems. %M J.BIT.13.3.228 %T The Impact of Interface-Induced Handling Requirements on Action Generation in Technical System Control %A Friedrich W. Hesse %A Cornelia Hahn %J Behaviour and Information Technology %D 1994 %V 13 %N 3 %P 228-238 %* (c) Copyright 1994 Taylor & Francis Ltd. %X In analyzing action generation in technical system control we differentiate between a purely cognitive stage of pre-actional decision-making and an action-related cognitive-physical stage of action planning and plan execution. This study investigates the impact of interface-induced handling requirements on the action-related processes in the domain of artificial respiration in intensive care. Thirty-two novice and experienced intensive care nurses had to solve three realistic control tasks on two types of respiration unit equipped either with an 'analogue' or with a 'digital' user interface. The quality of the novices' plan execution and -- unexpectedly -- action planning, too, decreased when working on the 'digital' interface. Interface-induced handling requirements obviously have an important influence on the usability of technical systems not only on a purely cognitive level, but also on the action-related level. %M J.BIT.13.3.239 %T Decision-Making using Computer Conferencing: A Case Study %S Case Study %A Michael Reynolds %J Behaviour and Information Technology %D 1994 %V 13 %N 3 %P 239-252 %* (c) Copyright 1994 Taylor & Francis Ltd. %X In January 1991, the members of the Centre for the Study of Management Learning at Lancaster University replaced their monthly departmental meetings with an online conference for a six-month trial. The paper describes the procedures followed and reviews the experience of department members and the effect of using the conference on discussions of departmental business, planning and decision-making. Advantages and disadvantages of using conferencing for this purpose are discussed in relation to a democratic approach to work and working relationships. Of particular interest was the way the change interacted with the ethos of the department. %M J.BIT.13.4.253 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1994 %V 13 %N 4 %P 253-254 %* (c) Copyright 1994 Taylor & Francis Ltd. %M J.BIT.13.4.255 %T Towards Real-Time GOMS: A Model of Expert Behaviour in a Highly Interactive Task %S Fun Can Be a Serious Business %A Bonnie E. John %A Alonso H. Vera %A Allen Newell %J Behaviour and Information Technology %D 1994 %V 13 %N 4 %P 255-267 %K User models, Cognitive models, GOMS, Model human processor %* (c) Copyright 1994 Taylor & Francis Ltd. %X We present an analysis of an expert performing a highly interactive computer task. The analysis uses GOMS models, specifying the Goals, Operators, Methods, and Selection rules used by the expert. Two models are presented, one with function-level operators which perform high-level functions in the domain, and one with keystroke-level operators which describe hand movements. For a segment of behaviour in which the expert accomplished about 30 functions in about 30 s, the function-level model predicted the observed behaviour well, while the keystroke-level model predicted only about half of the observed hand movements. These results, including the discrepancy between the models, are discussed. %M J.BIT.13.4.268 %T Information Technology and Self Managing Work Groups %S Working in Groups %A Trevor A. Williams %J Behaviour and Information Technology %D 1994 %V 13 %N 4 %P 268-276 %* (c) Copyright 1994 Taylor & Francis Ltd. %X This paper reports a two-year study of work redesign and technological innovation in taxation returns processing. A union-management agreement went a considerable way towards providing conditions necessary for self-managing groups to operate. An existing batch processing technical system restricted the work redesign, but a new online interactive system supported the full scope of the redesign. However, the new system was implemented differently by branch offices which affected job satisfaction and performance and also revealed limits on the scope for self-management which work groups had. Wider implications are discussed. %M J.BIT.13.4.277 %T A Blackboard Framework for the Design of Group Decision Support Systems %S Working in Groups %A Ritu Agarwal %A Kislaya Prasad %J Behaviour and Information Technology %D 1994 %V 13 %N 4 %P 277-284 %K Group problem solving, Group decision support systems, Blackboard framework %* (c) Copyright 1994 Taylor & Francis Ltd. %X A blackboard framework is a natural model for describing group problem solving in complex and ill-structured settings. At a descriptive level, this leads us to a theory of group interaction. The mapping of the group decision making problem into the blackboard framework suggests that Blackboard systems, as computational entities, can be used as central components in the design of Group Decision Support Systems for organizational decision making tasks at various levels of sophistication. Important features of such systems include the ability to improve communication, actively guide the nature of the information exchange process, and reduce the uncertainty that characterizes group decision problems. %M J.BIT.13.4.285 %T Organizational and Behavioural Issues Raised by Intelligent Argumentation Systems %S Intelligent Argumentation %A J. A. A. Sillince %J Behaviour and Information Technology %D 1994 %V 13 %N 4 %P 285-298 %* (c) Copyright 1994 Taylor & Francis Ltd. %X This paper introduces and reviews intelligent argumentation systems. It seeks to define what such systems are, and to emphasize the crucial distinction between argument representation and argument generation programs. Such a review includes both working programs and design ideas. The paper also explores some domain applications, suggesting the wide-ranging motivations which have stimulated the creation of such systems, and suggesting a model of roles which such systems play, such as critic and tutor. These roles have hitherto been almost wholly for individual decision support, and so the paper suggests some ways in which current roles can be generalized from individual to group support. Finally a model is put forward for answering questions such as: Where in an organization would such group systems fit? What is so different about such systems from other support systems? How do such systems relate to newly emerging organizational structures? %M J.BIT.13.4.299 %T Do Human Factors Experts Accept the ISO 9241 Part 10 -- Dialogue Principle -- Standard? %S Usability and Standards %A Jurgen Beimel %A Raimund Schindler %A Hartmut Wandke %J Behaviour and Information Technology %D 1994 %V 13 %N 4 %P 299-308 %* (c) Copyright 1994 Taylor & Francis Ltd. %X This paper presents the results of an international questionnaire survey that was developed to analyse how the potential addressees of the ISO 9241 part 10 standard -- human factor (HF) experts engaged in the design, evaluation, purchase, and application of software systems -- accept the first committee draft of this standard. It reports how HF experts from nine countries evaluated the First Committee Draft of ISO 9241 Part 10. Inquiries were made about whether the standard provides a framework for the design and evaluation of dialogue systems, or whether the subject of the standard is mature enough to be published as an international recommendation. Results indicate a widespread approval among 90 HF experts of the form and content of ISO 9241 Part 10. %M J.BIT.13.5.309 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1994 %V 13 %N 5 %P 309 %* (c) Copyright 1994 Taylor & Francis Ltd. %M J.BIT.13.5.311 %T Measuring the Quality of Computer-Mediated Communication %S Evaluating User Interfaces. I: Software %A John C. McCarthy %A Andrew F. Monk %J Behaviour and Information Technology %D 1994 %V 13 %N 5 %P 311-319 %* (c) Copyright 1994 Taylor & Francis Ltd. %X There is a growing literature of experiments whose purpose is to compare different configurations for computer-mediated communication. If the results of these experiments are to be useful they must: (i) use the right experimental tasks; and (ii) measure the right dependent variables. This paper is concerned with the latter problem which is illustrated using data collected in experimental comparisons of three configurations of a text-based conferencing system. No significant differences were found using a measure of task outcome. This accords with numerous previous findings. However, a number of process-related dependent variables were devised that did show significant effects. These included common ground, as measured by shared recall, and references to the topic of one message in the next available turn. Another, the use of first and second person pronouns in conversation approached significance. Finally, an approach to the selection of measures for use in studies of computer-mediated communication is commended. %M J.BIT.13.5.320 %T The Perception and Measurement of Contrast: The Influence of Gaps between Display Elements %S Evaluating User Interfaces. II: Hardware %A Gerd P. J. Spenkelink %A Ko Besuijen %J Behaviour and Information Technology %D 1994 %V 13 %N 5 %P 320-327 %* (c) Copyright 1994 Taylor & Francis Ltd. %X The influence of the luminance of the gap between display elements of flat panel displays (FPDs) on perceived contrast was investigated. Twelve black-on-white FPDs, differing systematically with respect to foreground, background, and gap luminance, were simulated in an experiment. Twelve subjects rated each simulation on a scale, measuring several aspects of image quality, and performed a search task with each simulated FPD. The aims of the research were (a) to validate and assess the reliability of the rating scale items concerning contrast; (b) to relate subjective to objective measures; (c) to find out if ratings improve if raters perform a task with the rated objects; and (d) to evaluate a metric for expressing FPD contrast that we recently proposed. It is concluded that (a) the scale items are reliable if the rated objects vary on the property under concern; several items consistently measured subjective contrast; (b) subjective and objective contrast were strongly related in a linear fashion; (c) without actually using the stimuli in a working task, raters were capable of producing reliable and valid ratings; and (d) the proposed effective luminance modulation (M{sub:e}) metric did, but ordinary luminance modulation did not correspond to perceived contrast. Based on this latter finding we recommend that an alternative contrast measurement procedure based on the M{sub:e} metric is further validated for wide gaps and negative polarity displays. %M J.BIT.13.5.328 %T Effects of Output Display and Control-Display Gain on Human Performance in Interactive Systems %S Evaluating User Interfaces. II: Hardware %A I. Scott MacKenzie %A Stan Riddersma %J Behaviour and Information Technology %D 1994 %V 13 %N 5 %P 328-337 %* (c) Copyright 1994 Taylor & Francis Ltd. %X Human performance comparisons on interactive systems were drawn between output displays (CRT and LCD) across settings of control-display gain. Empirical evidence was sought in light of the common feeling in the user community that motor-sensory tasks are more difficult on a system equipped with an LCD display vs. a CRT display. In a routine target acquisition task using a mouse, movement times were 34% longer and motor-sensory bandwidth was 25% less when the output display was an LCD vs. a CRT. No significant difference in error rates was found. Control-display (C-D) gain was tested as a possible confounding factor; however, no interaction effect was found. There was a significant, opposing main effect for C-D gain on movement time and error rates, illustrating the difficulty in optimizing C-D gain on the basis of movement time alone. %M J.BIT.13.5.338 %T Implementing Expert Systems Technology: A Corporate-Wide Approach %S Case Studies %A Thow-Yick Liang %A Yee-Kian Teo %J Behaviour and Information Technology %D 1994 %V 13 %N 5 %P 338-346 %* (c) Copyright 1994 Taylor & Francis Ltd. %X At present, expert systems (ES) technology is used opportunistically by organizations mainly on an individual application basis. As a result, assimilation of this technology can be slow as there is no proper co-ordination. With increasing awareness of its value and benefits, more organizations are venturing into this technology, but to maximize its potential, a systemic approach must be adopted. This study examines an organized corporate-wide approach designed by a major corporation in Singapore to exploit ES technology. Besides technical issues, the analysis revealed numerous human behavioural variables pertinent to the construction of the master plan. The corporate culture and its present level of computerization, which are related to the psychological readiness of its staff members to tap into ES technology on a more massive scale, are significant factors. The entire study is put into perspective by using technology assimilation models such as those of McFarlan, McKenny, and Pyburn. %M J.BIT.13.6.347 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1994 %V 13 %N 6 %P 347-348 %* (c) Copyright 1994 Taylor & Francis Ltd. %M J.BIT.13.6.349 %T The Respective Roles of Perceived Usefulness and Perceived Fun in the Acceptance of Microcomputer Technology %S More Fun %A Magid Igbaria %A Stephen J. Schiffman %A Thomas J. Wieckowski %J Behaviour and Information Technology %D 1994 %V 13 %N 6 %P 349-361 %* (c) Copyright 1994 Taylor & Francis Ltd. %X This study examined the effects of two main factors affecting microcomputer technology acceptance: perceived usefulness and perceived fun. We examined whether users are motivated to accept a new technology due to its usefulness or fun. Results of this study suggest that perceived usefulness is more influential than perceived fun in determining whether to accept or reject microcomputer technology. We also examined the impact of computer anxiety on acceptance. Results showed that computer anxiety had both direct and indirect effects on user acceptance of microcomputer technology, through perceived usefulness and fun. We also found attitude (satisfaction) to be less influential than perceived usefulness and fun. Implications for the design and acceptance of microcomputer technology and future research are discussed. %M J.BIT.13.6.362 %T Using Predictors to Partition Menu Selection Times %S Modelling User Interface Behaviour %A Jochen Musseler %J Behaviour and Information Technology %D 1994 %V 13 %N 6 %P 362-372 %* (c) Copyright 1994 Taylor & Francis Ltd. %X Selection times of drop-down menus are in many ways influenced by cognitive and motor processes of the user and by design variables of the menu. Since the number of these variables is too large, the contribution of individual variables to selection time cannot be assessed by using factorial designs. Multiple regression is introduced to solve this problem. The technique uses selection times as criterions and a set of general menu characteristics as predictors. The non-standardized slopes {beta} report the increase (or decrease) in selection time which can be assessed for each predictor. In a first experiment, the validity of the technique was demonstrated replicating various well-known effects in a mouse-driven editor. For example, the selection times increased with the number of subordinate menu items or atypical items. Further, due to motor components of the mouse movement, selection times depended on the spatial position of an item within the menu. In a second experiment, mouse selection was replaced by key selection to stress cognitive processes contributing to response times. The technique yielded results that were sensitive to this variation. Limitations of the technique are discussed. %M J.BIT.13.6.373 %T Performance Effects of Reduced Proprioceptive Feedback on Touch Typists and Casual Users in a Typing Task %S Flat Keyboards and Performance %A Julia Barrett %A Helmut Krueger %J Behaviour and Information Technology %D 1994 %V 13 %N 6 %P 373-381 %* (c) Copyright 1994 Taylor & Francis Ltd. %X This study examined performance and acceptance effects of lack of kinesthetic and tactile feedback from the keyboard in a typing task with two subject groups of differing skill level: touch typists and casual users. Subjects' objective performance (e.g., speed, accuracy, throughput) and subjective acceptance (questionnaire) was evaluated for both a conventional full travel keyboard and a prototype piezo-electric flat keyboard which lacked familiar kinesthetic and tactile feedback. Any performance decrement present with the flat keyboard was expected to diminish with practice for the touch typists due to transfer and adaptation of typing skills. Performance for both subject groups was significantly higher with the conventional keyboard and touch typists' performance was more adversely affected by the flat keyboard than casual users'. No performance improvement with practice was found for one subject group relative to the other or for one keyboard relative to the other. It was concluded the touch typists were unable to adapt to the unusual feedback conditions present with the piezo-electric flat keyboard. %M J.BIT.14.1.1 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1995 %V 14 %N 1 %P 1-2 %* (c) Copyright 1995 Taylor & Francis Ltd. %M J.BIT.14.1.3 %T The Retrieval of Images from Image Databases: Trademarks %S There's More to Text and Pictures than Meets the Eye %A Thomas Whalen %A Eric S. Lee %A Frank Safayeni %J Behaviour and Information Technology %D 1995 %V 14 %N 1 %P 3-13 %* (c) Copyright 1995 Taylor & Francis Ltd. %X This paper focuses on the problem of information retrieval from databases containing images rather than text. We propose an error-tolerant alternative to menus and keywords -- the feature-matching approach -- in which users describe what they want to retrieve in response to a set of queries. The system matches the user's description with descriptions of images already in the database. Database images are then presented to the user in order of similarity to the user's description. The present paper serves four purposes: application of our feature-matching approach to a new image domain (trademarks); systematization of the process for developing these systems (articulation of five stages in the process of system development); specification of criteria for selecting features to maximize system performance; and introduction of concepts of power of discrimination and error tolerance to show how measures of these two factors can be used for evaluating system performance and optimizing system development. Evaluation of the system (including experiments on a small pilot database of trademarks and simulations of large databases) show the proposed set of 150 features would, without modification, be capable of handling expansion of the database to over 50000 trademarks while still retrieving the target within the first 10 items on average. Analysis suggested several changes that should further improve the feature set. %M J.BIT.14.1.14 %T A Comparison of Mouse and Speech Input Control of a Text-Annotation System %S There's More to Text and Pictures than Meets the Eye %A M. M. Bekker %A F. L. Van Nes %A J. F. Juola %J Behaviour and Information Technology %D 1995 %V 14 %N 1 %P 14-22 %* (c) Copyright 1995 Taylor & Francis Ltd. %X An experiment was designed to determine whether speech input is a valuable alternative or addition to manual input. Subjects used both speech and mouse input for control purposes in a document-annotation system. Speech recognition was realized by a speaker-dependent speech-recognition board. In separate sessions, subjects used either a mouse or speech interface, and comparisons were made between the two media in performance speed, number of commands, and number of errors. In a third session, subjects were free to use either input medium, and measures included both objective (usage) and subjective (questionnaire) preferences for the two media. The main results were that: (1) 9 out of 24 subjects used speech more than the mouse when they were free to use both; (2) 21% of the subjects preferred speech control, because it allowed other devices to be operated manually; and (3) 37% of the subjects preferred to control the system with both input devices available. Speech can be a valuable addition to other input media enabling users to adapt their choice of media to specific task situations. %M J.BIT.14.1.23 %T Occupational Differences in Computer-Related Anxiety: Implications for the Implementation of a Computerized Patient Management Information System %S Not Everyone Loves their Computer %A R. D. Henderson %A F. P. Deane %A M. J. Ward %J Behaviour and Information Technology %D 1995 %V 14 %N 1 %P 23-31 %* (c) Copyright 1995 Taylor & Francis Ltd. %X The present investigation was concerned with the implementation of an information system within a health care setting. A large number of staff required training on a new patient management information system (MIS). The aim of this study was to assess occupational differences on a number of psychological variables associated with MIS success. Computer anxiety was of primary concern due to its relationship to avoidance of computers. A total of 175 questionnaires were distributed, with 103 questionnaires being completed and returned for analysis (61.1%). It was found that clerical/administrative staff had significantly higher self-efficacy regarding computer use and more experience with computers. The nursing group experienced significantly more, computer anxiety, negative attitudes, and negative expectations than the clerical group. Self-efficacy was found to be the best predictor of computer related anxiety. The results have implications for MIS implementation strategies particularly in the areas of training and resource allocation. %M J.BIT.14.1.32 %T Effect of Job Demands and Social Support on Worker Stress: A Study of VDT Users %S Not Everyone Loves their Computer %A Chien-Lin Yang %A Pascale Carayon %J Behaviour and Information Technology %D 1995 %V 14 %N 1 %P 32-40 %* (c) Copyright 1995 Taylor & Francis Ltd. %X This study examined the effect of job demands (quantitative workload and computer-related problems) and social support (supervisor and co-worker support) on stress of VDT users. A survey questionnaire was administered to employees of three public service organizations. Two-hundred and sixty-two office workers participated in this study. Results showed that job demands (quantitative workload and computer-related problems) had a direct effect on psychological complaints of VDT users. On the other hand, co-worker support did not affect worker stress. Supervisor support was a buffer against worker stress both in the low and high job demands conditions. However, supervisor support did not have any interactive buffering effect on the relationship between job demands and worker stress. %M J.BIT.14.1.41 %T Dialogue Modelling of Graphical User Interfaces with a Production System %S Dialogue Design-Tools and Techniques %A Martin B. Curry %A Andrew F. Monk %J Behaviour and Information Technology %D 1995 %V 14 %N 1 %P 41-55 %* (c) Copyright 1995 Taylor & Francis Ltd. %X In systems development it is essential for a piece of software to be able effectively to incorporate the requirements of the particular task domain that it is intended to address. This paper describes an approach that uses dialogue modelling to carry the requirements derived from task analysis through to the implementation phase of development. A notation based on production systems is used to develop an abstract specification of user and system behaviour which can subsequently be used as the basis for the implementation. The requirements for a computer-based tool are also discussed, with particular attention being given to ways in which the communication and reasoning about such a dialogue design can be supported. %M J.BIT.14.1.56 %T Programmable Applications: Exploring the Potential for Language/Interface Symbiosis %S Dialogue Design-Tools and Techniques %A Michael Eisenberg %J Behaviour and Information Technology %D 1995 %V 14 %N 1 %P 56-66 %* (c) Copyright 1995 Taylor & Francis Ltd. %X Programmable applications are software systems that seek to combine the learnability and accessibility of direct manipulation interfaces with the expressive power and range of programming languages. In this paper we explore techniques for creatively integrating language and interface constructs within programmable applications. Using SchemePaint -- a programmable graphics application -- as a source of examples, we demonstrate how an interface and language can combine symbiotically and thereby provide powerful modes of expression within applications. %M J.BIT.14.2.67 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1995 %V 14 %N 2 %P 67-68 %* (c) Copyright 1995 Taylor & Francis Ltd. %M J.BIT.14.2.69 %T Multiple Multimodal Mentors: Delivering Computer-Based Instruction via Specialized Anthropomorphic Advisors %S Context and Metaphors -- Gurus to the Rescue %A Sherman R. Alpert %A Mark K. Singley %A John M. Carroll %J Behaviour and Information Technology %D 1995 %V 14 %N 2 %P 69-79 %* (c) Copyright 1995 Taylor & Francis Ltd. %X We describe the Smalltalk Gurus, components of the MoleHill intelligent tutoring system for Smalltalk programming. The Gurus offer help on plans for achieving goals in the Smalltalk environment, as well as remediation for students' incorrect and less-than-optimal plans. The Gurus' assistance is provided via the multimodal media of animation and voice-over audio. MoleHill employs multiple Gurus to deliver advice and instruction concerning disparate information domains, thus facilitating learners' cognitive organization and assimilation of new knowledge and information. We have labelled the approach instantiated by the Smalltalk Gurus the guru instructional model, one which is generally applicable to computer-based advisory systems. %M J.BIT.14.2.80 %T Breakdowns in Writing Intentions when Simultaneously Deploying SGML-Marked Texts in Hard Copy and Electronic Copy %S Context or Contexts? %A D. G. Hendry %J Behaviour and Information Technology %D 1995 %V 14 %N 2 %P 80-92 %* (c) Copyright 1995 Taylor & Francis Ltd. %X Many writers of technical documentation must consider two different presentation media, namely traditional printed books and electronic forms. This appears to be a long-term situation, not a transitional phase: for some reading tasks, hard copy will be preferred, but for others, electronic copy will be preferred. In some settings, it is thus necessary to prepare material that is of high quality in both media, often with the constraint that a single source file be used. The problem is to specify the structure of a text so that whether it is printed or deployed electronically, neither version contains textual problems caused by its dual role. Several examples are presented to show how a writer's structuring intentions can be effective in hard copy but not in electronic copy. The difficulty of preserving structuring intentions in both media stems from declarative markup languages that are rhetorically impoverished. While standard markup languages can be used to specify what text elements comprise a text, they cannot be used to specify the intended roles of the text elements. To preserve structuring intentions, it is proposed that a rhetorical markup language is needed. Two potential advantages of such a language are improved media-transferability and improved visibility of text structure. %M J.BIT.14.2.93 %T The Influence of Design Decisions on the Usability of Direct Manipulation User Interfaces %S Context or Contexts? %A Klaus Kunkel %A Maria Bannert %A Peter W. Fach %J Behaviour and Information Technology %D 1995 %V 14 %N 2 %P 93-106 %* (c) Copyright 1995 Taylor & Francis Ltd. %X It is assumed that the usability of direct manipulation user interfaces is influenced by a number of design aspects. In this experimental study, the order of command specification and the type of function activation were manipulated in a 2 x 2 factorial design, in order to test hypotheses H1, that object-function specification contributes more to usability than function-object specification; and H2, that the type of function activation (clicking vs. dragging) will influence the usability of direct manipulation user interfaces. Sixty-four subjects, balanced by sex, without computer experience, were assigned randomly to the four experimental conditions. The dependent variables include performance data such as time, efficiency and error rates (logfile-recording), and subjective user rating of the user interface (questionnaire). Whereas H1 had to be rejected in this general form, a more elaborated analysis showed significant differences between the factor levels in terms of performance time and syntactically correct actions. Furthermore, the results of the study demonstrated evidence for H2. %M J.BIT.14.2.107 %T Issues in Training Older Adults to Use Computers %S The Downside of Context %A Catherine L. Kelley %A Neil Charness %J Behaviour and Information Technology %D 1995 %V 14 %N 2 %P 107-120 %* (c) Copyright 1995 Taylor & Francis Ltd. %X Given the aging of the workforce and the general population, it is important to determine how best to train older adults to use computers. Generally, research has shown that training takes significantly more time for older adults compared with younger learners, and that older adults commit more errors in post-training evaluations. This paper reviews research demonstrating age differences in learning to use a computer. We also explore the effects of attitudes, anxiety, and cognitive abilities on computer use, as well as research on training novices to use computers. Finally, we discuss designing the human computer interface for the advantage of older users. %M J.BIT.14.2.121 %T Design and Validation of Knowledge Acquisition Tools in a Business Domain %S The Downside of Context %A George Valiris %A Lambros Laios %J Behaviour and Information Technology %D 1995 %V 14 %N 2 %P 121-131 %* (c) Copyright 1995 Taylor & Francis Ltd. %X This paper presents an approach for the design and the validation of a prototype knowledge acquisition tool in the domain of business planning. Results from previous work in the area of problem-solving in business domain indicate that there are wide differences in both the ways problems are represented, and solution strategies are selected. These differences can have a significant effect on the suitability of knowledge acquisition techniques. The knowledge acquisition tool has been designed to accommodate these differences. Problem decomposition and simplification techniques are employed by the tool in order to elicit the appropriate information for managerial decision making. The prototype tool has been validated in the field with 35 managers using ten test scenarios. The results of the validation process are presented, and implications for the design of such tools in business domain are discussed. %M J.BIT.14.3.133 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1995 %V 14 %N 3 %P 133-134 %* (c) Copyright 1995 Taylor & Francis Ltd. %M J.BIT.14.3.135 %T A Comparison of Display Methods for Spatial Point Layout %S Presentation -- Room for Improvement %A David Leiser %A Yoella Bereby %A Avraham Melkman %J Behaviour and Information Technology %D 1995 %V 14 %N 3 %P 135-142 %* (c) Copyright 1995 Taylor & Francis Ltd. %X A series of six experiments compared several approaches to displaying 3D point information on a CRT screen. The methods used included perspective, motion, stereo, and numeric information, in various combinations. Measures included error rate and reaction times on three tasks, which all involved deciding whether a given configuration of dots exhibits a given property (collinearity, coplanarity, acute angle). Stereo proved to be the best method, being both faster and more accurate than the others. Simply presenting two perspective views is also effective, yet adding azimuthal motion under the subject's control is better on the most demanding task (coplanarity detection), while digital height information combined with a traditional top view (PPI) is slow, and especially inaccurate for coplanarity detection. Finally, the worst methods are the rotational interactive displays. Accuracy does not improve, whereas reaction times are considerably slower. %M J.BIT.14.3.143 %T Negotiability: A Metafunction to Tailor Access to Data in Groupware %S Consistency and Negotiation %A Volker Wulf %J Behaviour and Information Technology %D 1995 %V 14 %N 3 %P 143-151 %* (c) Copyright 1995 Taylor & Francis Ltd. %X Functions which control access to data in groupware should be designed flexibly by offering different options to end users. However, conflicts might arise among different end users in the process of selecting one of these options. To support users in finding a consensual solution for these conflicts, we propose a metafunction called 'negotiability'. We propose to define and explore the concept of 'negotiability', and discuss its application to access control, concurrency control, and consistency control. We assume that negotiability can play an important role in tailoring these mechanisms and supporting a co-operative use of system's flexibility. %M J.BIT.14.3.152 %T The Effect of a Database Feedback System on User Performance %S Matching Complex Tasks -- A Major Challenge %A Hock Chuan Chan %A Kwok Kee Wei %A Keng Leng Siau %J Behaviour and Information Technology %D 1995 %V 14 %N 3 %P 152-162 %* (c) Copyright 1995 Taylor & Francis Ltd. %X There are two main approaches to improving the effectiveness of database interfaces. One is to raise the level of abstraction for the content of the user-database interaction. The relational model belonging to the logical level has replaced the hierarchical and network models that belong to the lower physical level. It is likely that the relational model will eventually be replaced by models belonging to the even higher conceptual level, such as entity relationship models and object-oriented models. The second approach is to enhance the actual interaction process. This can be done by providing better feedback to the user. Feedback can be in the form of more comprehensible error messages, and the provision of a natural language interpretation of user's query. Such a feedback system was developed, and its effectiveness tested in an experiment. The results showed that the feedback system enhanced user performance greatly. Specifically, users who used the feedback system were 12.9% more accurate than those without the feedback system. They were also 41.2% more confident of their answers, and they took 29.0% less time than those without the feedback system. %M J.BIT.14.3.163 %T A Structural Equation Model of Job Performance using a Computer-Based Order Entry System %S Matching Complex Tasks -- A Major Challenge %A John W. Henry %A Robert W. Stone %J Behaviour and Information Technology %D 1995 %V 14 %N 3 %P 163-173 %* (c) Copyright 1995 Taylor & Francis Ltd. %X The research uses a structural equation model with latent variables to examine the role of computer self-efficacy and outcome expectancy in impacting job performance. Constructs measuring management support, ease of system use, and the previous computer experience of the user are used as antecedents to computer self-efficacy and outcome expectancy. The empirical results are generated using 524 responses to a questionnaire administered in a large hospital in the southeastern United States regarding its computer-based order entry system. These results provide empirical support for the theoretical role of computer self-efficacy and outcome expectancy positively impacting job performance. Further, the antecedents were found to have the expected positive impacts on computer self-efficacy and outcome expectancy. %M J.BIT.14.3.174 %T Impact of Cognitive Abilities of Experts on the Effectiveness of Elicited Knowledge %S Matching Complex Tasks -- A Major Challenge %A Chin-Jung Chao %A Gavriel Salvendy %J Behaviour and Information Technology %D 1995 %V 14 %N 3 %P 174-182 %* (c) Copyright 1995 Taylor & Francis Ltd. %X This paper addresses the possible relation of cognitive abilities of experts on the effectiveness of acquired knowledge for three different tasks (diagnosis, debugging and interpretation) and four different methods of knowledge elicitation (interview, protocol, induction and repertory grid). Based on task analysis and the analysis of method of knowledge elicitation, ten cognitive abilities have been identified. Experimental data indicate that the cognitive abilities of experts affect significantly the effectiveness of the elicited data and the percentage of total knowledge acquired. %M J.BIT.14.3.183 %T Network Politics in an Educational Organization %S Case Study %A Julie Ann Wambach %J Behaviour and Information Technology %D 1995 %V 14 %N 3 %P 183-195 %* (c) Copyright 1995 Taylor & Francis Ltd. %X The electronic mail (EM) network in a large, multi-campus community college district was used by some employees to gain support for positions contrary to those of the leadership. The case study offered an opportunity to look at technology within an organizational setting. It raised questions about the loose coupling of the educational organization's technical and authority systems, about the strength of coupling among employee groups during the incident, about the boundaries of the EM political activists, and about the power manifested within educational organization's technical and authority systems. A variety of research methods (stages of event progression, fantasy types associated with consciousness-building, and evidence of user technical and rhetorical skills) were used to answer questions about the organization's loosely coupled systems during the EM political incident. Notes were taken of conversations and more formal interviews. From this the technical and authority systems of the institution were described and compared. Results indicated that (1) the loose coupling of the technical and the authority systems made the EM political incident possible; (2) employees were more tightly coupled on organizational goals and more loosely coupled on organizational means; (3) political activists did not make full use of the EM's political medium potential; and (4) when the college district's administration refused to limit anyone's use of the EM network, they reinforced the integrity of both the authority and the technical systems. Implications included: (1) the potential of some of the research methods for EM study, especially fantasy theme analysis; (2) a political interpretation of EM language, especially flaming; (3) the importance of technical and rhetorical skills for mature EM users; and (4) the role of the authority and technical systems in the debate about appropriate EM network use within an organization. %M J.BIT.14.4.197 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1995 %V 14 %N 4 %P 197-198 %* (c) Copyright 1995 Taylor & Francis Ltd. %M J.BIT.14.4.199 %T Appropriateness of Communications Media Use in Organizations: Situation Requirements and Media Characteristics %S It's All about Choice %A Barrett S. Caldwell %A Shiaw-Tsyr Uang %A Lilas H. Taha %J Behaviour and Information Technology %D 1995 %V 14 %N 4 %P 199-207 %* (c) Copyright 1995 Taylor & Francis Ltd. %X The purpose of this paper is to examine media use in organizations as affected by situation requirements and media characteristics. This paper discusses the strength of four existing models describing communications media use in individuals and organizations. The paper also presents research which evaluated interactions of multiple situation variables affecting communications media appropriateness in a survey population. Participants rated the acceptability of each of twelve communications media in each of eight hypothetical organizational situations. Situations varied based on high or low levels of three factors: message urgency, amount of message content, and distance between communicators. Results indicated (1) situations have unique and significant contributions to media appropriateness; (2) appropriateness of media usage depends on the match between situation requirements and media characteristics, and (3) situation effects are more salient in some 'situation-dependent' media. Another survey of 1072 voice mail users confirmed the validity and reliability of these results. %M J.BIT.14.4.208 %T Graphical versus Character-Based Word Processors: An Analysis of User Performance %S It's All about Choice %A Gery d'Ydewalle %A Jurgen Leemans %A Johan Van Rensbergen %J Behaviour and Information Technology %D 1995 %V 14 %N 4 %P 208-214 %* (c) Copyright 1995 Taylor & Francis Ltd. %X The study investigates how experienced computer users take advantage of the availability of graphic user interfaces in a word processing task. Performance time and actions were compared in three groups of subjects working respectively with WordPerfect 5.1, WordPerfect for Windows, or WordPerfect V2.00 for the Macintosh. The three groups did not differ in efficiency: they performed the word processing task at the same speed. Very few WordPerfect 5.1 users worked with the pull-down menus; the great majority preferred using the function key shortcuts. No significant difference in menu use was noted between the two graphical user interface word processors (Windows and Macintosh). Windows users did not apply shortcuts to move text, but used menus or the button bar instead. There was no difference in the use of the mouse between the Windows and Macintosh groups. While better task satisfaction is often reported with the availability of graphical user interfaces, our findings are in agreement with other studies suggesting that experienced users don't perform more efficiently with such a computer environment. %M J.BIT.14.4.215 %T Discretionary Use of Personal Computers by Knowledge Workers: Testing of a Social Psychology Theoretical Model %S It's All about Choice %A Guy Pare %A Joyce J. Elam %J Behaviour and Information Technology %D 1995 %V 14 %N 4 %P 215-228 %* (c) Copyright 1995 Taylor & Francis Ltd. %X Understanding the discretionary use of computers by knowledge workers has been a central issue of information systems research. However, previous research has reflected a limited theoretical perspective and has overlooked important theories from other reference disciplines. This lack of theoretical foundation might provide a potential explanation for the mixed empirical support that has been found. To identify the factors which condition the discretionary use of computers, this research utilizes a well-accepted theoretical framework from the field of social psychology (Triandis 1971; 1977, 1980). Responses were obtained from 355 faculty members of a Southeastern US university, and data analysis was performed using bivariate as well as traditional and second generation multivariate techniques. The results obtained from this study confirm that Triandis' theory of behaviour should be applied for understanding and explaining computer usage behaviour in a voluntary environment. Interestingly, it was found that personal factors have a more important influence on behaviour than social or environmental factors in such context. %M J.BIT.14.4.229 %T Anthropocentrism and Computers %S It's All about Choice %A Clifford I. Nass %A Matthew Lombard %A Lisa Henriksen %A Jonathan Steuer %J Behaviour and Information Technology %D 1995 %V 14 %N 4 %P 229-238 %* (c) Copyright 1995 Taylor & Francis Ltd. %X This paper introduces the multi-dimensional concept of anthropocentrism with respect to computers, the tendency to believe that (1) computers do not possess human physical and psychological capabilities; and (2) it is not acceptable for computers to fill routinized (e.g., auto mechanic), interpretive (e.g., newspaper reporter), and personal (e.g., baby sitter) roles traditionally held only by people. A mail survey (n=133) of individuals in Northern California focuses on individual differences rather than differences between technologies. As suggested by the literature on ethnocentrism, experience with other cultures and education are strong predictors of the dimensions of anthropocentrism; surprisingly, experience with computers fails as a predictor. %M J.BIT.14.4.239 %T Spatial Metaphors and Disorientation in Hypertext Browsing %S Meaningful Metaphors %A Hanhwe Kim %A Stephen C. Hirtle %J Behaviour and Information Technology %D 1995 %V 14 %N 4 %P 239-250 %* (c) Copyright 1995 Taylor & Francis Ltd. %X The spatial metaphor can be used as a framework for explaining and designing tools that alleviate disorientation problems in hypertext systems. The approach based on this metaphor would involve developing tools analogous to navigational aids in physical environments and applying analogous concepts from research on human spatial processing and navigation in physical spaces. Research on hypertext browsing with respect to the spatial metaphor is reviewed and contrasted with the larger task context where users are trying to explore, learn, analyse, and summarize the contents of the hypertext space. %M J.BIT.14.4.251 %T The Cockpit Metaphor %S Meaningful Metaphors %A Lynne Colgan %A Robert Spence %A Paul Rankin %J Behaviour and Information Technology %D 1995 %V 14 %N 4 %P 251-263 %* (c) Copyright 1995 Taylor & Francis Ltd. %X Engineering design is increasingly being supported by automatic procedures capable of improving a design but which, nevertheless, require human guidance if they are to be successful. Such guidance requires an effective interface. One such interface, recently implemented within a complex engineering design tool, is based upon the Cockpit Metaphor which is the subject of this paper. The metaphor was invented by domain experts and a psychologist, not in response to a commission but as an innovative statement of a fruitful path which future engineering design tools might follow. This paper describes the context of the Cockpit Metaphor, the requirements influencing its incorporation in the Cockpit interface, the evaluations carried out, and the research issues raised. %M J.BIT.14.5.265 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1995 %V 14 %N 5 %P 265-266 %* (c) Copyright 1995 Taylor & Francis Ltd. %M J.BIT.14.5.267 %T Live, Audio-Visual Communication Systems for Distance Learning: Experience, Heuristics, and ISDN %A Martin Colhert %A Catherine Voglimacci %A Anthony Finkelstein %J Behaviour and Information Technology %D 1995 %V 14 %N 5 %P 267-288 %* (c) Copyright 1995 Taylor & Francis Ltd. %X This paper collates some of the experience of managers, tutors, and learners who have used live, audio-visual communication systems for distance learning. Eight heuristics are abstracted from this experience and used to reason about how digital communications could make one such system more effective. The heuristics are: (i) encourage other (non-training) uses for the communications network; (ii) encourage the participation of otherwise unavailable experts; (iii) exploit visual images, both to communicate information and to support information presented verbally; (iv) avoid technology-induced, inequable opportunity for learning; (v) encourage analogies with face-to-face learning modes, rather than conventional television and home video; (vi) help users to find out about other participants and what they are able to see and hear; (vii) actively encourage interaction; and (viii) reassure tutors that the apparent intrusiveness of the technology is just an initial impression. %M J.BIT.14.5.289 %T Excellent Software Professionals: Experience, Work Activities, and Perception by Peers %A Sabine Sonnentag %J Behaviour and Information Technology %D 1995 %V 14 %N 5 %P 289-299 %* (c) Copyright 1995 Taylor & Francis Ltd. %X This paper reports findings of a field study examining expertise in 29 software development projects. Using a peer nomination method, 33 out of 200 subjects were characterized as excellent software professionals. Excellent software professionals are described as having high technical and computational knowledge, a high level of social skills, and as using a method-oriented working style. They have a broader, not longer professional experience than do their colleagues. Excellent and average software professionals do not differ with respect to time spent on typical software development activities such as design, coding, or testing, but excellent software professionals are more often engaged in review meetings and consultations than are other team members. %M J.BIT.14.5.300 %T Response Effects and Computer-Administered Questionnaires: The Role of the Entry Task and Previous Computer Experience %A Gregory R. Bratton %A Peter R. Newsted %J Behaviour and Information Technology %D 1995 %V 14 %N 5 %P 300-312 %* (c) Copyright 1995 Taylor & Francis Ltd. %X In a field experiment at a tourist attraction, a between-subjects design was used to compare paper-and-pencil survey responses against those collected from two computer-administered questionnaire (CAQ) packages; one using a cursor movement answering protocol, and the second using number pad entry. Three response effects were identified for the groups completing computerized questionnaires: an increase in the range of responses to scale questions, a tendency to select only one choice in answering multiple response questions, and longer answers to open-ended questions. Response effects were shown to be as much a function of the specific computer entry task, as the computerized interviewing situation in general. This finding suggests that computer-collected data should not be compared with data from other methodologies or even different questionnaire software without qualification. Respondent's previous computer experience was shown to have a marginal effect on the size of response effects, and only for the cursor movement protocol. Those with more computer experience completed both computerized questionnaires slightly faster than those with less computer experience. %M J.BIT.14.5.313 %T Age and Cognitive Ability as Predictors of Computerized Information Retrieval %A S. J. Westerman %A D. R. Davies %A A. I. Glendon %A R. B. Stammers %A G. Matthews %J Behaviour and Information Technology %D 1995 %V 14 %N 5 %P 313-326 %* (c) Copyright 1995 Taylor & Francis Ltd. %X This paper presents an empirical investigation of age and cognitive ability as predictors of computerized information retrieval. Upon the basis of age-related changes in cognitive ability, hypotheses were generated relating to the effects of database structure (linear, hierarchical, or network) and node selection method (explicit or embedded menu). In keeping with previous research in other areas of human-computer interaction, there was a significant main effect of age, with older subjects performing more slowly. However, interactive effects of 'question block' indicated that older subjects were at a particular disadvantage in the early stages of task performance. Age differences in processing speed and/or psychomotor skill appeared to be a particularly important factor. Whilst the effects of cognitive ability were generally weak, spatial memory and logical reasoning scores were negatively correlated with information retrieval response times. Although interactions were not significant, trends in the data for all dependent measures suggested that older subjects may be at a disadvantage when using a network structure. %M J.BIT.14.6.327 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1995 %V 14 %N 6 %P 327-328 %* (c) Copyright 1995 Taylor & Francis Ltd. %M J.BIT.14.6.329 %T Individual and Organizational Influences on Voice Mail Use and Evaluation %A Ronald E. Rice %A Joyce Tyler %J Behaviour and Information Technology %D 1995 %V 14 %N 6 %P 329-341 %* (c) Copyright 1995 Taylor & Francis Ltd. %X This study develops and tests a simple model predicting influences on use of voice mail, and influences of voice mail use on later system evaluations. Data were collected in two organisations, using self-report and system-monitored usage measures. The study makes distinctions between individual and organizational innovativeness, communication-based and location-based group interdependence, overall and intentional voice mail usage, and generic and specific appropriateness of voice mail. Results were quite similar across the two organizations. Individual innovativeness had no influence, but organizational conservativeness had a positive influence on system usage, possibly for less innovative uses of voice mail as voice answering rather than as a voice messaging. Task analysability had a small positive influence on usage. Group location interdependency had perhaps the most consistent influence on voice mail usage. Greater intentional self-reported use of voice mail for voice messaging, rather than simple monitored and self-reported amount of usage, had somewhat of a greater influence on system evaluations. Individual and organizational variables had no significant influence system evaluations, controlling for the influence of usage. The discussion provides some suggestions for models of new organizational media use in organizations. %M J.BIT.14.6.342 %T Comprehending User Behaviour Using Psycholinguistics %A Edwin Bos %J Behaviour and Information Technology %D 1995 %V 14 %N 6 %P 342-357 %* (c) Copyright 1995 Taylor & Francis Ltd. %X This article explores the use of psycholinguistics in attempting to comprehend user behaviour. It aims at getting an idea of what cognitive processes underlie the generation and interpretation of interactions with computers. The key claim of the article is that the cognitive processes underlying artificial language processing in human computer interaction are analogous to the ones underlying natural language processing in inter-human communication. The article presents a tentative model of the user's cognitive processes. The model generates interesting hypotheses and provides possible explanations of interaction phenomena. %M J.BIT.14.6.358 %T Private Camera Conversation: A New Method for Eliciting User Responses? %A Govert de Vries %A Mark Hartevelt %A Ron Oosterholt %J Behaviour and Information Technology %D 1995 %V 14 %N 6 %P 358-360 %* (c) Copyright 1995 Taylor & Francis Ltd. %X This paper discusses a new method called Private Camera Conversation. This method can be used to elicit user opinions on various subjects like their use of products. Initial impressions of the method are given on the basis of three small studies in which the method was employed. The method has not yet been validated and compared with existing human factors methods. This study reports the first findings of the application of the method. With Private Camera Conversation people are invited to talk about a particular topic in private to a video camera. The participants themselves decide when they want to start and when they want to stop the recording session. Initial impressions are that the method has potential benefits for eliciting rich and useful responses even with respect to 'personal' issues. The Private Camera Conversation method seems particularly suitable for obtaining information about the social context in which products are used and about qualitative aspects of product use. The method is inviting and entertaining for participants and easy and effective to carry out. Optimal exploitation of the method has to be realized through further development. We hope this article will be a catalyst for further research. %M J.BIT.14.6.361 %T The Singapore Government's Role in National Computerization Efforts %A James Ang %A P. H. Soh %J Behaviour and Information Technology %D 1995 %V 14 %N 6 %P 361-369 %* (c) Copyright 1995 Taylor & Francis Ltd. %X This paper examines the role of the Singapore Government in Singapore's computerization efforts. In restructuring Singapore's economy and sharpening its competitive edge, information technology (IT) is singled out as one of the economic boosting engines whose dynamic, innovative role will change the economic and social fabric of society leading to a better quality of life for Singaporeans. The government and its agencies have deliberately intervened in the IT diffusion process through proactive IT policies, effective regulations and implementation. The national computerization plans, namely, the National IT Plan and the IT2000 Report, contain a set of IT strategic initiatives. Although the socioeconomic conditions and the cultural factors do have a significant influence on the IT diffusion process, an understanding of roles different institutions play and the various institutional policies will provide a better assessment of the impacts of IT on Singapore's information economy. %M J.BIT.14.6.370 %T Theoretical Upper and Lower Bounds on Typing Speed using a Stylus and a Soft Keyboard %A R. William Soukoreff %A I. Scott MacKenzie %J Behaviour and Information Technology %D 1995 %V 14 %N 6 %P 370-379 %* (c) Copyright 1995 Taylor & Francis Ltd. %X A theoretical model is presented to predict upper- and lower-bound text-entry rates using a stylus to tap on a soft QWERTY keyboard. The model is based on the Hick-Hyman law for choice reaction time, Fitts' law for rapid aimed movements, and linguistic tables for the relative frequencies of letter-pairs, or digrams, in common English. The model's importance lies not only in the predictions provided, but in its characterization of text-entry tasks using keyboards. Whereas previous studies only use frequency probabilities of the 26 x 26 digrams in the Roman alphabet, our model accommodates the space bar -- the most common character in typing tasks. Using a very large linguistic table that decomposes digrams by position-within-words, we established start-of-word (space-letter) and end-of-word (letter-space) probabilities and worked from a 27 x 27 digram table. The model predicts a typing rate of 8.9wpm for novices unfamiliar with the QWERTY keyboard, and 30.1 wpm for experts. Comparisons are drawn with empirical studies using a stylus and other forms of text entry. %M J.BIT.15.1.1 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1996 %V 15 %N 1 %P 1-2 %* (c) Copyright 1996 Taylor & Francis Ltd. %M J.BIT.15.1.3 %T A Sociotechnical Approach to Smart Card Systems Design: An Australian Case Study %A Joan Cooper %A Nilay Gencturk %A Robyn A. Lindley %J Behaviour and Information Technology %D 1996 %V 15 %N 1 %P 3-13 %* (c) Copyright 1996 Taylor & Francis Ltd. %X Sociotechnical theory represents an important frontier as an effective design tool for new technology. This paper suggests a working model for adopting the objectives of sociotechnical principles for smart card systems design. As an example, a case study based on the collective design practices of Australian firms known to be using smart card is presented. It is found that we are witnessing the birth of a new capacity of Australian firms to understand in a practical way, how sociotechnical knowledge can be applied. It is concluded that current smart card design practices of Australian firms ale not responsible for the limited success of attempts by Australian firms to introduce smart card technology. Rather, it is suggested that there are good economic and organizational reasons why smart card acceptance and use in Australia may have been inhibited. Some important challenges that must be addressed have been noted. %M J.BIT.15.1.14 %T Auditor Evidence Evaluation: Expert Systems as Credible Sources %A David S. Murphy %A Scott A. Yetmar %J Behaviour and Information Technology %D 1996 %V 15 %N 1 %P 14-23 %* (c) Copyright 1996 Taylor & Francis Ltd. %X Seventy-four experienced auditors from four Big-6 public accounting firms participated in a study of the effect of expert system use by subordinate auditors on superiors' decisions. Superiors were provided with information about a subordinate's decision and were told that the subordinate had or had not used an expert system. Superiors reported higher belief likelihoods and agreed more frequently with conclusions provided by subordinates who were expert system users, even when those conclusions were wrong. However, superiors' confidence in their own decisions was not affected by subordinate's use of an expert system. %M J.BIT.15.1.24 %T A Model of Group Satisfaction in Computer-Mediated Communication and Face-to-Face Meetings %A Bolanle A. Olaniran %J Behaviour and Information Technology %D 1996 %V 15 %N 1 %P 24-36 %* (c) Copyright 1996 Taylor & Francis Ltd. %X This study attempts to present a model of member satisfaction with group decision process. Three variables: ease of use (EOU) of the communication medium; participation; and decision confidence (DC) were explored as determinants of member satisfaction. The study offers in explanation of the effects of these variables on group process satisfaction in two communication media: a nearly synchronous text-based computer-mediated communication (CMC) and traditional face-to-face communication (FTF). Results indicate that these variables were good predictors of member satisfaction. Regression and correlation analyses help to validate the model for the two communication media using the ordering of the predictor variables and the strength of the relationship. Results confirm that case of use showed the most contribution to satisfaction and that ease of use is lower in CMC than in FTF. The findings also confirm the effect of communication medium on member satisfaction. %M J.BIT.15.1.37 %T Deixis and Points of View in Media Spaces: An Empirical Gesture %A Philip Barnard %A Jon May %A Daniel Salber %J Behaviour and Information Technology %D 1996 %V 15 %N 1 %P 37-50 %* (c) Copyright 1996 Taylor & Francis Ltd. %X Claims are being made that videophone facilities on microcomputers allow transparent and effective use of shared work spaces by geographically separated colleagues. This can only be true if the video image helps the users understand each other's everyday speech. This study examines factors affecting the comprehension of deictic, gestural reference in videophone communication. Three camera positions were compared: the standard, 'face-to-face' view of the colleague, a 'reversed' view, and a rear three-quarters 'hind' view. Task conditions involved low referential ambiguity (where reference was verbally explicit as well as deictically indicated by gesture) and high referential ambiguity (deictic reference alone). The reference was either to an item in the workspace or a spatial relationship, and two-dimensional and three-dimensional workspaces were compared. Results indicate that the standard face-to-face view found on many systems does not allow gestures made towards shared areas of the screen to be understood when the verbal information is ambiguous. In designing systems that encourage the use of normal patterns of speech, and hence the use of deictic reference, it is necessary to understand which cues are likely to resolve ambiguities, in which dimensions, and the extent to which the cues provided are likely to achieve that end. %M J.BIT.15.1.51 %T Experimental Evaluation of Dialogue Styles for Hybrid Telephone-Based Interface %A Donna Lauretta %A Gerhard Deffner %J Behaviour and Information Technology %D 1996 %V 15 %N 1 %P 51-56 %* (c) Copyright 1996 Taylor & Francis Ltd. %X This paper describes empirical research evaluating dialogue styles used in telephone-based interfaces that incorporate both touch-tone and speech input. Task completion time, selection frequency, proportion of spoken commands, proportion of prompt interruptions, and user preference were obtained for four different dialogue styles. These styles varied with respect to (1) prompt style (whether explicit command information was presented in prompts or not presented in prompts), and (2) presentation order (function stated first versus command information stated first in prompts). Results provide a basis for a discussion of the strengths and weaknesses of different dialogue styles and their implications for selecting a preferred style. %M J.BIT.15.1.57 %T Slow and Steady Wins the Race? Three-Year-Old Children and Pointing Device Use %A Erik F. Strommen %A Glenda L. Revelle %A Lisa M. Medoff %A Setarah Razavi %J Behaviour and Information Technology %D 1996 %V 15 %N 1 %P 57-64 %* (c) Copyright 1996 Taylor & Francis Ltd. %X While adult performance with different pointing devices has received extensive study in the human computer interaction literature, there is little data on the performance of young children using any input devices at all. In the present study, 64 three-year-old children used a joystick, mouse, or trackball to perform a simple cursor placement task. Two substantive results were obtained. First, trackball users were the slowest, but also the most accurate in their cursor control. Second, characteristics of the children's performance suggest that adult standards for an optimal interface, which stress speed and efficiency, may not be appropriate when children are the intended users. %M J.BIT.15.2.65 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1996 %V 15 %N 2 %P 65-66 %* (c) Copyright 1996 Taylor & Francis Ltd. %M J.BIT.15.2.67 %T User Involvement in the Early Stages of the Development of an Aircraft Warning System %A J. M. Noyes %A A. F. Starr %A C. R. Frankish %J Behaviour and Information Technology %D 1996 %V 15 %N 2 %P 67-75 %* (c) Copyright 1996 Taylor & Francis Ltd. %X There is an increasing awareness of the importance and the benefits to be attained from consulting the end-users during system and product development. Although the rationale of utilizing the expertise of end-users in the system development life cycle appears to provide an apparently straightforward, even 'ideal' approach, there are many difficulties associated with eliciting the required knowledge from experts, both general and specific to every user group. Furthermore, many developers do not know how to involve users, or if they do, they do not utilize them to best effect. In the avionics sphere, the wealth of knowledge possessed by line pilots and flight engineers represents a vital information resource for the design of future flight-deck systems. As a specific example, this paper overviews some of the considerations which arose from working with these end-users in the early stages of the development of a warning and diagnostic system for civil aircraft. The end-goal of this particular phase of the work was the generation of guidelines for the design of the interface for the software engineers to use when building the prototype, and the methodological approach taken to achieve this is reported here. %M J.BIT.15.2.76 %T The Role of Users in Interactive Systems Design: When Computers are Theatre, Do We Want the Audience to Write the Script? %A Brian R. Webb %J Behaviour and Information Technology %D 1996 %V 15 %N 2 %P 76-83 %* (c) Copyright 1996 Taylor & Francis Ltd. %X User participation in the design process may be an axiom of quality design but in the design of interactive, innovative computer systems, user participation may be neither feasible nor desirable. Here, user centred methodologies miss the point. If computers are a medium rather than a tool, then we need a new design paradigm that recognizes the difference between using a product and experiencing a show. In this paper the role of users in interactive systems design within the context of Multimedia product development is discussed. The main features of Multimedia product development are outlined through reference to an empirical study of two organizations and the role of users in the design process is discussed. Finally a different design paradigm is suggested. %M J.BIT.15.2.84 %T Pull-Down versus Traditional Menu Types: An Empirical Comparison %A Jane M. Carev %A Philip J. Mizzi %A Leonard C. Lindstrom %J Behaviour and Information Technology %D 1996 %V 15 %N 2 %P 84-95 %* (c) Copyright 1996 Taylor & Francis Ltd. %X An experiment was conducted to test the performance of pull-down versus traditional or explicit menus. Sixty subjects, including novice and experienced computer users, manipulated both types of menus to complete banking tasks similar to those found on Automatic Teller Machines. The order of the menus was randomly varied to control for learning effects. Across both types of users, traditional-style menus elicited fewer errors than did pull-down menus; however, no significant difference was found in the time to complete the banking task. Experienced users outperformed novice users in the amount of time taken to complete the task regardless of menu type, though no difference was found in the number of errors committed by both user types. %M J.BIT.15.2.96 %T The Use or Misuse of Three-Dimensional Graphs to Represent Lower-Dimensional Data %A Michael Siegrist %J Behaviour and Information Technology %D 1996 %V 15 %N 2 %P 96-100 %* (c) Copyright 1996 Taylor & Francis Ltd. %X Some statisticians hold strong opinions regarding graphs with a 3-D look. However, in experiments little attention has been paid to the effects of adding decorative depth. The performance of subjects on pie charts and bar charts with and without 3-D was evaluated in the present experiment. Subjects were asked to make relative magnitude estimates for different graphs. For pie charts, better performance was observed for 2-D than for 3-D charts. For the bar charts, a more differentiated picture emerged: performance was dependent on the position, height and dimension of the bars. However, 3-D bar charts had the one disadvantage that subjects needed more time to evaluate this type of graph. %M J.BIT.15.2.101 %T Teaching Human-Computer Interaction in Context: An Illustrative Lesson on Windows %A Dov Te'eni %J Behaviour and Information Technology %D 1996 %V 15 %N 2 %P 101-112 %* (c) Copyright 1996 Taylor & Francis Ltd. %X To date, courses on human computer interaction (HCI) at different institutions are very different in their content and form. They are often criticized as too practical or too theoretical, too technical or too behavioural. This paper proposes and illustrates an approach for introducing HCI that blends psychology, the work context and practical techniques. It is based on the goal of attaining a fit between user, task and technology and combines two themes that organize the material. First, user activity is examined at four levels of interaction: task, semantic, syntactic and lexical. The discussion of any specific topic, such as the use of graphics, is conducted in the task context. In this paper the context is managerial and office work, which include tasks such as making decisions and communicating. Second, user activity is analysed as a function of user characteristics such as memory, attention, comprehension and affect. The approach is demonstrated with a lesson on the design of windows. %M J.BIT.15.2.113 %T Identifying Decision Maker's Preferences through a Prototype Based Inductive Learning Method: A Medical Case Study %A Panayotis Vassilakis %A Vassilis Moustakis %J Behaviour and Information Technology %D 1996 %V 15 %N 2 %P 113-122 %* (c) Copyright 1996 Taylor & Francis Ltd. %X We present a model of a prototype based inductive method supporting the modelling and identification of decision maker's preferences. We approach decision making using concept formation techniques, namely the prototype model, and identify decision making preference via a two-phase process. During the first phase we identify crisp decision patterns while in the second we focus on patterns that are influenced by decision-making context. Descriptions that associate both types of decision patterns are induced using machine learning. We demonstrate our model using a medical domain that relates to therapeutic planning of maldescensus testis in children. Finally we explore advantages and limitations of our method and discuss the potential for further research on the subject. %M J.BIT.15.2.123 %T Announcement %J Behaviour and Information Technology %D 1996 %V 15 %N 2 %P 123 %* (c) Copyright 1996 Taylor & Francis Ltd. %M J.BIT.15.3.125 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1996 %V 15 %N 3 %P 125-126 %* (c) Copyright 1996 Taylor & Francis Ltd. %M J.BIT.15.3.127 %T Assessing User Interfaces for Diverse User Groups: Evaluation Strategies and Defining Characteristics %A L. Leventhal %A B. Teasley %A B. Blumenthal %A K. Instone %A D. Stone %A Mikhail V. Donskoy %J Behaviour and Information Technology %D 1996 %V 15 %N 3 %P 127-137 %* (c) Copyright 1996 Taylor & Francis Ltd. %X User interface designers are challenged to design for diverse users, including those of different genders, cultures and abilities; however, little research has been directed at this problem. One factor which may inhibit such research is its cost. This paper presents an approach which offers a way to seek out important characteristics of designs in a cost-effective way and reports on the results. In a study reported here, subjects from different nationalities and of both genders evaluated three dialog boxes specifically designed for 'white American women'. 'European adult male intellectuals' and 'English-speaking-internationals'. The dialog boxes were evaluated with conjoint techniques of preference rankings and factor-analysed adjective ratings. These results showed that female subjects had stronger and more consistent patterns of preferences than the male subjects. All subjects preferred interfaces rated high on an accessibility factor and disliked complex layouts; this effect was even stronger for women. Nationality did not effect ratings. Gender had a stronger effect on the outcome than nationality. %M J.BIT.15.3.139 %T An Objective Approach to Exploring Skill Differences in Strategies of Computer Program Comprehension %A Nong Ye %A Gavriel Salvendy %J Behaviour and Information Technology %D 1996 %V 15 %N 3 %P 139-147 %* (c) Copyright 1996 Taylor & Francis Ltd. %X An experiment was conducted to examine skill differences in the control strategy for computer program comprehension. A computer program along with its hierarchy of program plans was provided to 10 intermediate and 10 novice computer programmers. Each program plan is known as a program segment to the subjects. A random list of plan goals was also provided to the subjects. The subjects were asked to match each program segment with its goal while they were comprehending the program. Several measures of the subjects' performance and control strategy were collected and analysed. The results indicated the use of an overall top-down strategy by both intermediates and novices for program comprehension. Novices' control strategies involved more opportunistic elements than experts' in the overall top-down process of program comprehension. Those differences in the control strategy between intermediates and novices result in better performance in intermediates than novices. %M J.BIT.15.3.149 %T Towards the Development of Classes of Interaction: Initial Illustration with Reference to Off-Load Planning %A Martin Colbert %A John Long %J Behaviour and Information Technology %D 1996 %V 15 %N 3 %P 149-181 %* (c) Copyright 1996 Taylor & Francis Ltd. %X In recent years, a number of difficulties in designing interactions between military personnel and their command and control systems have been identified. These difficulties have been attributed to a lack of carry forward between procurement projects. This paper suggests that lack of carry forward is an integral part of current 'case by case' approaches to HCI. Consequently, a fundamentally different approach to HCI is required. The approach suggested here is a class approach. A class approach to HCI makes class <--> instance relationships between knowledge representations explicit by organising knowledge representations into class hierarchies. Given such hierarchies, procurement projects may consider the relevance of existing knowledge by attempting to locate the problem at hand within the hierarchy. Thus, a class approach to HCI may encourage carry forward by providing: (a) the opportunity to develop multiple instances of classes of interaction by specialising and instantiating class knowledge representations for the instances at hand; (b) the opportunity to apply research knowledge at different levels of development -- to the development of the class and the instance (not just the case); and (c) an additional means of reasoning about the completeness/selectivity of instance knowledge representations -- with respect to relevant, super-ordinate representations. This paper presents an initial illustration of a class approach to HCI. It identifies some key characteristics of a class approach to HCI, and then presents research and development work which exhibits these characteristics. Such an illustration is required, because current understanding about the nature of HCI concerns, and the relationships between HCI knowledge, practices and problems is such that one may not assume that all desirable approaches to HCI are necessarily realisable. Successful initial illustration provides an additional, encouraging precedent for full development of the approach. %M J.BIT.15.3.183 %T Stress, Control and Computer System Design: A Psychophysiological Field Study %A David G. Wastell %A Michael Newman %J Behaviour and Information Technology %D 1996 %V 15 %N 3 %P 183-192 %* (c) Copyright 1996 Taylor & Francis Ltd. %X The stressful nature of computer-based work is often highlighted in the research literature. In this study, we argue that a well designed computer system should realize the twin aims of enhancing performance and lowering stress. This paper reports on a psychophysiological field study of the implementation of a command-and-control system in an ambulance service. The evaluation revealed both improvements in operator performance and a reduction in stress levels. In particular, it was found that computer support reduced both systolic blood pressure and subjective anxiety during conditions of peak workload. These findings are discussed in terms of Turner and Karasek's integrated model of the relationships between computer system design, task performance and well-being. The success of the computer system was attributed to the support that it gave operators; by enhancing their degree of control it enabled them to cope better in a highly demanding work environment. The study shows that psychophysiological techniques have a valuable role to play in system design/evaluation; and more generally, that systems development methodologies should take greater account of applied psychological research, especially in areas such as stress. %M J.BIT.15.3.193 %T A Modest Experiment in the Usefulness of Electronic Archives %A Jon May %A Philip J. Barnard %J Behaviour and Information Technology %D 1996 %V 15 %N 3 %P 193-201 %* (c) Copyright 1996 Taylor & Francis Ltd. %X As part of a collaborative long-term research project in human computer interaction (HCI), the use of electronic archiving was studied by making pre-publication material available over the Internet, through anonymous FTP directories and pages on the World Wide Web. The archive was designed to fulfil two aims. First it was a live experiment in computer supported co-operative work. Documents were no longer prepared and distributed in paper form but were made available electronically for use throughout the project. This resulted in substantial economies in the management of the project, virtually eliminating the need for routine mass duplication of all documents and minimizing postage, courier and facsimile costs. Second, the directories also appeared to function well in support of the rapid dissemination of our results to their potential users outside the project. Data on the use of the archive by project and non-project sites are presented here. %M J.BIT.15.4.203 %T Integrating Organizational and Cognitive Approaches Towards Computer-Based Systems %S Guest Editorial %A Chris W. Clegg %A Michael Frese %J Behaviour and Information Technology %D 1996 %V 15 %N 4 %P 203-204 %* (c) Copyright 1996 Taylor & Francis Ltd. %M J.BIT.15.4.205 %T Implicit Knowledge and Fault Diagnosis in the Control of Advanced Manufacturing Technology %S Integrating Organizational and Cognitive Approaches Towards Computer-Based Systems %A Peter H. Gardner %A Nik Chmiel %A Toby D. Wall %J Behaviour and Information Technology %D 1996 %V 15 %N 4 %P 205-212 %* (c) Copyright 1996 Taylor & Francis Ltd. %X Field studies have shown that increasing operator responsibility for running advanced manufacturing technology can substantially enhance system performance. Improved fault diagnosis is central to such performance gains, and observations suggest this depends on implicit as well as explicit knowledge. However, the question of whether this is the case has not been systematically investigated. Evidence from field settings is circumstantial, and laboratory investigations of implicit knowledge have been based on other types of task. In this paper we described a study of implicit knowledge in fault diagnosis based on laboratory simulation of a robotics line. This confirms the existence of implicit knowledge in fault diagnosis, as well as raising both conceptual and methodological issues relevant to experimental approaches. We discuss the implications of the study for organizational practice and for the interaction between cognitive and organizational psychology. %M J.BIT.15.4.213 %T Planning and Knowledge about Strategies: Their Relationship to Work Characteristics in Software Design %S Integrating Organizational and Cognitive Approaches Towards Computer-Based Systems %A Sabine Sonnentag %J Behaviour and Information Technology %D 1996 %V 15 %N 4 %P 213-225 %* (c) Copyright 1996 Taylor & Francis Ltd. %X This paper describes an empirical study of software design processes in which both cognitive (i.e. planning the work process, knowledge about strategies) and organizational (i.e. work characteristics) factors were examined. Thirty-five software designers with an average professional experience of 6.6 years worked on a software design task in a laboratory setting. Thinking-aloud protocols were analysed, and additional interview and questionnaire data were gathered. It was found that software designers do very little explicit planning but have a broad knowledge of useful strategies. Results of regression analyses indicated that the amount of explicit planning and knowledge of strategies is predicted by the amount of design work to accomplish, communication and cooperation requirements, and control at work. %M J.BIT.15.4.226 %T Don't Underestimate the Problems of User Centredness in Software Development Projects -- There Are Many! %S Integrating Organizational and Cognitive Approaches Towards Computer-Based Systems %A Torsten Heinbokel %A Sabine Sonnentag %A Michael Frese %A Wolfgang Stolte %A Felix C. Brodbeck %J Behaviour and Information Technology %D 1996 %V 15 %N 4 %P 226-236 %* (c) Copyright 1996 Taylor & Francis Ltd. %X On the basis of a longitudinal field study of 29 commercial software development projects, the pros and cons of user centredness in software development were analysed. We looked at two concepts: user participation -- an organizational device -- involving a user representative in the team, and user orientation -- a cognitive-emotional concept -- which pertains to positive attitudes towards users. Both were found to be associated with project difficulties relating to process and product quality as well as overall project success. We suggest that the issue is no longer whether or not to involve users, but instead to develop a realistic understanding of the difficulties associated with user centredness. %M J.BIT.15.4.237 %T Software Development: Knowledge-Intensive Work Organizations %S Integrating Organizational and Cognitive Approaches Towards Computer-Based Systems %A Chris W. Clegg %A Patrick E. Waterson %A Carolyn M. Axtell %J Behaviour and Information Technology %D 1996 %V 15 %N 4 %P 237-249 %* (c) Copyright 1996 Taylor & Francis Ltd. %X We report the findings from three studies of software development projects using a series of questions framed to provide a more detailed understanding than usually pertains of the management and organization outcomes and derivations of work organization. We discuss some practical and theoretical implications of this work; in particular we conclude that these are knowledge intensive work organizations that current theory is ill-equipped to address these practices, and that their analysis and understanding requires both organizational and cognitive explanations. %M J.BIT.15.4.250 %T Scenarios for System Development: Matching Context and Strategy %S Integrating Organizational and Cognitive Approaches Towards Computer-Based Systems %A Marjolein A. G. van Offenbeek %A Paul L. Koopman %J Behaviour and Information Technology %D 1996 %V 15 %N 4 %P 250-265 %* (c) Copyright 1996 Taylor & Francis Ltd. %X A comparison of seventeen contingency models for system development (SD) led to the conclusion that no model supports all requested activities: diagnosing the context, describing alternative approaches, matching context and approach, looking at social organizational issues, and supporting a dynamic fit between context and approach. This study paid special attention to the social and organizational aspects of system development. Our contingency model specifies five possible types of risk (functional uncertainty, conflict potential, technical uncertainty and resistance potential) in system development that should be controlled. For each type, a corresponding proposition about its control was derived from this model and analysed in seven system development processes. We succeeded in explaining the outcome of the development process through the fit between context and situation, thereby gaining some preliminary support for the model. Still, the limitations of such a contingency model are to be taken seriously. %M J.BIT.15.4.266 %T Becoming Social: Expanding Scenario-Based Approaches in HCI %S Integrating Organizational and Cognitive Approaches Towards Computer-Based Systems %A John M. Carroll %J Behaviour and Information Technology %D 1996 %V 15 %N 4 %P 266-275 %* (c) Copyright 1996 Taylor & Francis Ltd. %X Scenarios of use support the integration of cognitive and organizational approaches to human computer interaction (HCI) by providing a rich representation of activity from which cognitive and organizational perspectives can be developed. In this paper, a 'cognitive' approach to scenario-based analysis and design -- one focused on causal relationships implicit in episodes of individual problem-solving and learning -- is extended by emphasizing an organizational work view of social causes and effects. %M J.BIT.15.4.276 %T Knowledge-Based Systems from a Socio-Cognitive Perspective %S Integrating Organizational and Cognitive Approaches Towards Computer-Based Systems %A Gerhard Strube %J Behaviour and Information Technology %D 1996 %V 15 %N 4 %P 276-288 %* (c) Copyright 1996 Taylor & Francis Ltd. %X Recent trends in the design and development of knowledge-based systems (KBSs) arc discussed with special emphasis on issues that relate to situated knowledge. A knowledge base is regarded as a model of expertise that acknowledges the embeddedness of expert knowledge in social interaction and in the workplace in general. KBS development is viewed as an instance of socio-technical design. Experience from several European projects is recounted to illustrate the issues addressed. Suggestions for KBS development are presented as methodological guidelines, with special emphasis on systems employing case-based reasoning. %M J.BIT.15.5.289 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1996 %V 15 %N 5 %P 289-290 %* (c) Copyright 1996 Taylor & Francis Ltd. %M J.BIT.15.5.291 %T Complexity of User Interfaces: Can it be Reduced by a Mode Key? %S Simple or Easy? %A Jochen Musseler %A Cristina Meinecke %A Johannes Dobler %J Behaviour and Information Technology %D 1996 %V 15 %N 5 %P 291-300 %* (c) Copyright 1996 Taylor & Francis Ltd. %X Control panels of computer and other modern instruments are often equipped with so-called mode keys, the pressing of which changes the function of other control elements. Thus user keys have different functions depending on the current mode of the instrument. The question is, however, whether it is more user friendly to have a panel with parallel arranged keys for each function (thus with almost direct possibility to intervene), or to have serial equipment with only a few user keys, where the different functions are only available if the user calls up the relevant machine mode (e.g. displayed on a monitor that operates with different switchable screens). In this case there exist only serial access possibilities. Two experiments compared performances with three types of user interfaces with and without mode keys on the basis of selection times and errors. Although mode keys apparently reduce the complexity of the user interface, our results show that they lead to slower and more often incorrect usage. However, the amount of practice was a moderator variable. As a consequence, for occasional users it is worth considering a less complex interface, that is, with mode keys, but for expert users an interface where each function has its own key should be preferred. %M J.BIT.15.5.301 %T One Size Fits All -- Or Does It? %S Simple or Easy? %A Reima Suomi %J Behaviour and Information Technology %D 1996 %V 15 %N 5 %P 301-312 %* (c) Copyright 1996 Taylor & Francis Ltd. %X There seem to be two driving forces in systems development. Systems can be developed based on either tradition or on innovation. Whereas tradition often has much to offer in planning information systems of an operational character, strategic information systems clearly necessitate new ways of thinking, i.e. innovation. You can't get any advantage with information systems without being original. Therefore, rigid methods initially designed for the development of operative information systems and based on following up old established conventions are not suitable for the development of strategic systems. Such methods, based on a technical view of information systems, also ignore the social dimensions of computing, whereas innovative uses of computers create new and socially acceptable ways to use computers. In order to clarify the ideas we shall first discuss the difference between operational and strategic information systems. Discussion on the 'traditional methods' for building operational systems is conducted and their characteristics that inhibit innovation and creativity are reviewed. Based on this discussion, it is claimed that strategic information systems exhibiting innovative solutions should not and cannot be built based on methods derived from the building of operational information systems. We will also take up the factors allowing and at the same time demanding innovation. Several Finnish examples of innovation in information systems are presented. %M J.BIT.15.5.313 %T An Attributional Explanation of Individual Resistance to the Introduction of Information Technologies in the Workplace %S Resistance to Change %A Mark J. Martinko %A John W. Henry %A Robert W. Zmud %J Behaviour and Information Technology %D 1996 %V 15 %N 5 %P 313-330 %* (c) Copyright 1996 Taylor & Francis Ltd. %X This article proposes an attributional explanation for individual resistance (or acceptance of) information technology. The focus of the article is on the dynamic process of how individuals make attributions for failed as well as successful experiences with information technology and how this process influences individual resistance of new or changing information technologies. Procedures for decreasing individual resistance to (and, hence, increasing acceptance and use of) information technologies are suggested. %M J.BIT.15.5.331 %T Importance of the Quality of Human-Software Interaction in Expert Systems %S Opinion -- Quality Matters %A Agnes Werner %J Behaviour and Information Technology %D 1996 %V 15 %N 5 %P 331-335 %* (c) Copyright 1996 Taylor & Francis Ltd. %X Numerous expert systems operate with more or less success in Hungary, primarily in pharmaceutics, banking, finance and industry. Naturally, the number of these is significantly lower than those used in West European countries like the United Kingdom, France or Germany. Several companies strive to develop these systems, unfortunately in many cases their efforts are in vain. As local facilities (financial background) are not suitable either there are no means to complete the system begun or sufficient time has not been spent on developing suitable human-computer interactions. There are many initiatives to develop the user interface and make knowledge defined in the expert system more exact in the hope of improving usability. I would like to set down some ideas related to this. %M J.BIT.15.5.336 %T "Proceedings of the HCI'95 Conference 'People and Computers X'," edited by M. A. R. Kirby, A. J. Dix and J. E. Finlay %S Book Review %A Jan Noyes %J Behaviour and Information Technology %D 1996 %V 15 %N 5 %P 336 %* (c) Copyright 1996 Taylor & Francis Ltd. %M J.BIT.15.6.337 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1996 %V 15 %N 6 %P 337-338 %* (c) Copyright 1996 Taylor & Francis Ltd. %M J.BIT.15.6.339 %T Reducing Conflicts in Groupware: Metafunctions and their Empirical Evaluation %A Volker Wulf %A Markus Rohde %J Behaviour and Information Technology %D 1996 %V 15 %N 6 %P 339-351 %* (c) Copyright 1996 Taylor & Francis Ltd. %X Certain functions in groupware affect more than one user who might have conflicting interests. To describe conflicts arising from the use of groupware functions, we distinguish the roles of the activator and the user affected. As technical means to lessen these conflicts, we develop two metafunctions: visibility of use and negotiability. We expect that these metafunctions reduce role-based conflicts and lead to higher acceptance of groupware-systems among users. To examine these hypotheses we performed an empirical study in six different organizations. Using scenarios to present different design options to users, we confirmed most of our assumptions. Implications of these findings for the design of groupware are discussed. %M J.BIT.15.6.352 %T Information Administrative Support of Decision Processes in Organizations %A Carl Martin Allwood %A Lisbeth Hedelin %J Behaviour and Information Technology %D 1996 %V 15 %N 6 %P 352-362 %* (c) Copyright 1996 Taylor & Francis Ltd. %X Twenty-four high-level managers, working with information administration, from twenty large organizations of different kinds, were interviewed about how they perceived information administration and present information administrative practices. ADP-managers saw greater promise in the concept of information administration than did information managers. Many informants were concerned that planned information administration could lead to control and restriction of the information flow rather than to a supportive and facilitative approach. Furthermore, most informants reported various deficiencies in current information handling practices. The consequences of the results for improved IT use in organizations are discussed. %M J.BIT.15.6.363 %T User Involvement in the Systems Design Process -- A Practical Guide for Users %A Leela Damodaran %J Behaviour and Information Technology %D 1996 %V 15 %N 6 %P 363-377 %* (c) Copyright 1996 Taylor & Francis Ltd. %X Increasingly users find themselves 'involved' in IT design projects. This occurs because the organizational culture of the parent organization purports to promote participation, or because structured design methods are being used which require users to play a part. In either case users who find themselves required to participate in IT projects are frequently unclear about what this requires. In most organizations surprisingly little briefing on the users' role in design projects is provided. Users are therefore confused about their brief and concerned about their lack of expertise in computing. Although research reports on participatory design (PD) projects abound, little coherent guidance for the key stakeholders representing users' interests is available. The contents of this paper go some way towards filling the gap. Clear differentiation is made in the paper between the roles of the different players involved. Detailed guidance is provided for meeting the varied requirements of the different roles. For example, the roles of 'top' management and 'middle' management in supporting user involvement are explored, their special responsibilities specified and required actions listed. The need for an infrastructure to support user involvement and how to create one is discussed. Guidance is provided on, for example, the representation process and the factors to consider in selecting user representatives. The role of user representatives is particularly problematical and therefore receives particularly close attention. Finally guidance is given regarding the common pitfalls in Quality Assurance procedures and especially how to avoid the procedures becoming a meaningless 'rubber-stamping' exercise. The guidance presented is grounded in the extensive experience of the author in participative design processes in a wide variety of contexts including the footwear industry, a major UK government department and a telecommunications and broadcasting company. %M J.BIT.15.6.378 %T "Re-Engineering the Enterprise," edited by Jim Browne and David O'Sullivan %S Book Review %A Neil D. Burns %J Behaviour and Information Technology %D 1996 %V 15 %N 6 %P 378 %* (c) Copyright 1996 Taylor & Francis Ltd. %M J.BIT.16.1.1 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1997 %V 16 %N 1 %P 1-2 %* (c) Copyright 1997 Taylor & Francis %M J.BIT.16.1.3 %T An Interview Study of 'Continuous' Implementations of Information Technology %A Cristiaan Korunka %A Andreas Weiss %A Sabine Zauchner %J Behaviour and Information Technology %D 1997 %V 16 %N 1 %P 3-16 %* (c) Copyright 1997 Taylor & Francis %X Modern workplaces are continuously affected by frequent implementations of information technology. Managing the technology's implementation can have an important moderating function between implementation characteristics and demands as well as effects for the companies and their employees. The development of an interview guide for evaluating technology implementations and their management and a first empirical application of the instrument are presented here. Developed incrementally, the interview guide consists of 139 questions on implementation characteristics, implementation management, and effects. Results of interviews with 59 managers of implementation projects are presented. The implementation projects fulfilled the following criteria: no first-time introduction of information technology, at least 10 employees affected and at least one day of training per employee. Most of the implementations investigated were characterized by increases in qualification demands, changes in work structures, and increases in working time with the new technology. Large implementations characterized by a management using few management tools showed high negative effects for the company (e.g., over-budget), whereas large implementations characterized by few participation indicators showed high negative effects for the employees (e.g., complaints). The interview-guide proved usable for the description of important characteristics of continuous implementations of information technology. %M J.BIT.16.1.17 %T The Evaluation of an Information System for Intensive Care %A Judith Ramsay %A Hans-Joachim Popp %A Bernhard Thull %A Gunter Rau %J Behaviour and Information Technology %D 1997 %V 16 %N 1 %P 17-24 %* (c) Copyright 1997 Taylor & Francis %X This paper describes the application of human-computer interaction (HCI) research methods in critical care medicine. An evaluation of an information system for the support of cardiological intensive care (The Aachen Information System for Intensive Care -- AISIC) is outlined. AISIC supports the capturing of diagnostic and therapeutic patient data by nursing staff, the requesting of external diagnostic reports, and the retrieval of information for treatment planning performed by physicians (Popp 1994). It was hypothesized that use of the information system would result in quicker task completion times and a reduction in error-making, when compared to the existing paper-based record-keeping system. The evaluation was carried out using eight different forms of data capture, ranging from interview and questionnaire to automatic keystroke logging. The results of the evaluation revealed problems in the prescribing and recording of medication dosage and administration. The resultant redesign of the medication option is discussed, along with implications for improved patient care through the cognitive engineering of medical information systems. The problems encountered in conducting this type of work in a critical care environment are also discussed. %M J.BIT.16.1.25 %T Style Guides and Their Application: The Case of Microsoft 'Windows' and a Remote Tutoring Environment %A Martin Colbert %J Behaviour and Information Technology %D 1997 %V 16 %N 1 %P 25-42 %* (c) Copyright 1997 Taylor & Francis %X The application of Graphical User Interface styles is supported by 'style guides' -- books which authoritatively specify a basic set of application controls (interface objects) and user input methods, and which advise when and how to use these controls and input methods. Style guides are typically presented as resources that encourage consistency and re-use. This paper reports a recent project which applied the Microsoft 'Windows' style as a de facto standard, rather than a resource. The style was applied in this manner, to offer potential customers a guarantee of usability (of a kind). The project was a success, in that the Windows re-design of a remote tutoring environment out-performed the previous, push button design in key respects in a usability trial. However, with the benefit of hindsight, the Windows re-design was also unnecessarily complex, because the project's view of style compliance was somewhat misleading. If styles are to be used as de facto standards, then it is suggested that projects are provided with explicit concepts of style compliance, compliance rules and compliance assessment procedures. %M J.BIT.16.1.43 %T Evaluating and Improving the Usability of a User Manual %A Carl Martin Allwood %A Tomas Kalen %J Behaviour and Information Technology %D 1997 %V 16 %N 1 %P 43-57 %* (c) Copyright 1997 Taylor & Francis %X This research deals with user-testing as a means to improve the usability of a user manual. In Study 1 we analysed the effects of three different methods for user-testing a commercial user manual to a patient administrative system. Thirty nurses read the manual and noted difficulties found by either (1) making underlinings, (2) writing questions, or (3) verbalizing their comments aloud. Underlinings were more associated with difficult words or concepts, and question writing with broader content issues. Comments verbalized aloud produced the greatest variety of information and the greatest number of comments. In Study 2 we analysed the effects of rewriting the user manual on the basis of the results from the user-tests performed in Study 1 and some general writing principles. The modified manual group spent significantly less time (21% less) on the tasks, issued significantly fewer ineffective commands and made significantly fewer obstructive errors, compared to the original manual group. However, no differences were found with respect to error recovery. These results suggest that user-testing by means of the investigated methods can be an important means to enhance the usability of user instruction manuals. %M J.BIT.16.2.59 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1997 %V 16 %N 2 %P 59-60 %* (c) Copyright 1997 Taylor & Francis %M J.BIT.16.2.61 %T Graphing Small Data Sets: Should We Bother? %S Information Presentation -- It's Not What You Show It's the Way That You Show It %A C. Melody Carswell %A Catherine Ramzy %J Behaviour and Information Technology %D 1997 %V 16 %N 2 %P 61-71 %* (c) Copyright 1997 Taylor & Francis %X While display designers tend to agree that the communication of large amounts of quantitative information calls for the use of graphs, there is less consensus about whether graphs should be used for small, summarized data sets. In the present study, three groups of 16 subjects viewed 11 sets of time series data presented as tables, bar charts, or line graphs. Data sets varied in size (4, 7, or 13 values) and complexity (number and type of departures from linearity). Subjects provided written interpretations of each of the data sets, and these interpretations were scored for (1) overall number of propositions pertaining to the data set as a whole (global content), (2) number of propositions describing relations within a subset of the data (local content), and (3) number of references to specific data values (numeric content). For the larger (7- and 13-point) data sets, interpretations based on bar charts included the greatest overall global content, but line graph interpretations proved to be most sensitive to the actual information content (complexity) of the data sets. The greater sensitivity of the line graphs was still obtained with four-point data sets; however, this advantage was greater for men than for women. For data sets of all sizes, but especially for the smallest sets, gender differences in interpretation content were obtained. These differences are discussed within the context of more general individual differences presumed to exist in graph-reading strategies. %M J.BIT.16.2.72 %T Reading Music from Screens vs Paper %S Information Presentation -- It's Not What You Show It's the Way That You Show It %A Richard Picking %J Behaviour and Information Technology %D 1997 %V 16 %N 2 %P 72-78 %* (c) Copyright 1997 Taylor & Francis %X The reading of music text from a computer screen was compared to paper in a laboratory controlled study. Computer-based animated score tracking devices of three types were tested, as well as a static screen representation of the music text and its paper-based counterpart. A proof-reading exercise was given to subjects, which involved them listening to pieces of music and identifying intentional errors in the score. Their subjective views were also recorded. No significant difference between the five presentation styles were apparent in the proof-reading study. However, subjects showed a significant preference for animation over paper and static representation. The most popular style of animation was where each note on the score was marked in time to the music. The medium of paper performed better overall than the static screen representation. %M J.BIT.16.2.79 %T Spoken Help for a Car Stereo: An Exploratory Study %S Computers in Cars -- Why Don't You Talk to Me? %A Govert de Vries %A Graham I. Johnson %J Behaviour and Information Technology %D 1997 %V 16 %N 2 %P 79-87 %* (c) Copyright 1997 Taylor & Francis %X This paper reports an investigation of the use of spoken (audible) help in an attempt to increase the usability and learnability of a high-end car stereo. To investigate the usefulness of audible spoken help for a car stereo, a simulation was constructed within which experimental help systems were incorporated. To validate the simulation, the 'real' car stereo (an existing consumer product, acting as the control condition) was compared empirically with its simulation. An experiment, using the four conditions of actual product, simulation of actual product, and two simulations employing different spoken help functions was undertaken. Forty participants in a between subjects design, carried out specified tasks with the car stereo version according to experimental condition. User performance, specifically task completion and number of button presses, and subjective reactions were measured. The simulated spoken help versions clearly assisted users with their tasks, and, in general, were responded to favourably when compared to performance with the control simulation and its product equivalent. This exploratory study provided further insight into users' concerns about car stereo usability and the overall results revealed the potential of spoken help facilities for novice users. We can conclude that the use of audible, spoken help, whether as a global option or as a specific 'button help', enhances the performance of, and is acceptable to, novice users of this consumer product type. Finally, this investigation also demonstrated that the use of a (Hypercard) simulation versus the 'real' counterpart (the simulated car stereo) to be generally valid and appropriate for this type of evaluation. In order to progress this direction, examination of the design of spoken help dialogues, user control of these, and issues concerning 'longitudinal' use of the product type are recommended. %M J.BIT.16.2.88 %T In-Vehicle Intelligent Information Technologies as Safety Benefit Systems: Consideration of Philosophy and Function %S Computers in Cars -- Why Don't You Talk to Me? %A Nicholas J. Ward %A Steve Hirst %J Behaviour and Information Technology %D 1997 %V 16 %N 2 %P 88-97 %* (c) Copyright 1997 Taylor & Francis %X Various technological solutions have been advanced to address motorist failings (e.g., sensory limitations, perceptual biases, fatigue, inattention) in the acquisition of safety relevant information. One goal of these systems is to improve traffic safety. Although the functional goal of these technologies is to serve as safety benefit systems, they are foremost information technologies. This paper reviews a number of fundamental issues which underlie the basic nature of these systems as informational services. From the discussion of the philosophy of these systems in relation to the meaning of 'information', a number of functional requirements and limitations of these systems are identified. %M J.BIT.16.2.98 %T Trade-Off Decision Making in User Interface Design %S An Empirical Study of Interface Designers %A S. Howard %J Behaviour and Information Technology %D 1997 %V 16 %N 2 %P 98-109 %* (c) Copyright 1997 Taylor & Francis %X The way in which designers choose between alternatives in user interface design can affect both the design process and also the quality of the outcome, i.e., the user interface. However, little is known about the knowledge drawn on during, or the processes that guide, the choice between design alternatives. This paper presents the results of an empirical study aimed at modelling 'trade-off decision making' in user interface design. It is argued that a single abstract vocabulary can capture important aspects of the rich knowledge drawn on during design problem solving. It is also argued that designers' reasoning during 'choice episodes' is not sophisticated. In choosing between alternatives in design, designers invariably limit the range, or nature, of the alternatives considered. The implications of this finding are discussed. %M J.BIT.16.2.111 %T Determinants of User Participation: A Finnish Survey %S Computing and Culture %A Juhani Iivari %A Magid Igbaria %J Behaviour and Information Technology %D 1997 %V 16 %N 2 %P 111-121 %* (c) Copyright 1997 Taylor & Francis %X The relationship between user participation and information systems success has intrigued researchers for two decades. Despite this history there is minimal research on the antecedents of user participation. The tenet of the present paper is that the conditions of user participation are essentially changing. Especially, the European tradition of user participation has focused on blue collar workers rather than professionals and managers. Users are normally assumed to be computer illiterate. The North American tradition has almost exclusively focused on the impact of user participation on information systems success. The present paper examined the significance of organizational level of users, their task variety and computer experience as determinants of user participation including age, gender, education, computer training, organizational tenure and job tenure as control variables. The three determinants were found to have a significant positive effect on user participation, computer experience emerging as the most dominant factor. Gender, education and computer training were discovered to have significant effects mediated by organizational level, task variety and computer experience. %M J.BIT.16.3.123 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1997 %V 16 %N 3 %P 123-124 %* (c) Copyright 1997 Taylor & Francis %M J.BIT.16.3.125 %T Public Attitudes Toward Voice-Based Electronic Messaging Technologies in the United States: A National Survey of Opinions about Voice Response Units and Telephone Answering Machines %S Three Surveys and a Framework %A James Katz %A Philip Aspden %A Warren A. Reich %J Behaviour and Information Technology %D 1997 %V 16 %N 3 %P 125-144 %* (c) Copyright 1997 Taylor & Francis %X We surveyed 912 Americans in the Fall of 1993 about their attitudes toward voice response units (VRUs, also known as voice-based electronic messaging or Interactive Voice Response Units, IVRs) and telephone answering machines or devices (TAMs or TADs). We present data from a national survey to provide an empirical understanding of these novel and significant forms of technologically mediated interpersonal communications. Our results suggest that attitudes toward electronic voice response systems are less closely linked to demographic variables than are attitudes toward answering machines. We uncovered no evidence that the 'information rich' are more positively inclined to electronic voice response systems than the 'information poor'. We also found that attitudes toward the electronic technologies varied strongly by age. The most significant predictor of liking for electronic voice response systems was the quality of one's most recent experience with this technology. We conclude by considering some insights about the formation of attitudes toward these electronic technologies and argue that voice-based services could provide an important access modality to a wide range of electronically-delivered phone services. %M J.BIT.16.3.145 %T An Analysis of the Use of Natural Language Processing Systems in Business %S Three Surveys and a Framework %A J. Sidhu %A C. J. Hinde %J Behaviour and Information Technology %D 1997 %V 16 %N 3 %P 145-157 %* (c) Copyright 1997 Taylor & Francis %X The results of a survey conducted amongst managers, users and application developers of Natural Language interrogation systems are presented and analysed. Those that were able to develop successful and effective applications using natural language paid careful attention to the certain stages. It is proposed that these stages are: 1. Systematic analysis of the company's requirements. 2. Effective integration of the natural language technology with the target database ensuring current applications are not adversely affected. 3. Introduction to new users of the system. This resulted in realistic user expectations and enabled effective use of the natural language software. The advantages and disadvantages of natural language interfaces from an application developer, manager and user perspective are also discussed and recommendations made. %M J.BIT.16.3.158 %T Empirical Assessment of Individuals' 'Personal Information Management Systems' %S Three Surveys and a Framework %A Stephen R. Jones %A Peter J. Thomas %J Behaviour and Information Technology %D 1997 %V 16 %N 3 %P 158-160 %* (c) Copyright 1997 Taylor & Francis %X A simple pilot study has been undertaken to investigate the use of 'personal information management technologies' (including both traditional and emerging electronic technologies) via a combination of nominal questionnaire and semi-structured interview schedules. The pilot study suggested that the number of users adopting computer-based personal information management technologies is low, as is the combination of computer-based technologies with traditional paper-based technologies in users' 'personal information management systems'. %M J.BIT.16.3.161 %T A Design-Oriented Framework for Modelling the Planning and Control of Multiple Task Work in Secretarial Office Administration %S Three Surveys and a Framework %A Wally Smith %A Becky Hill %A John Long %A Andy Whitefield %J Behaviour and Information Technology %D 1997 %V 16 %N 3 %P 161-183 %* (c) Copyright 1997 Taylor & Francis %X Design-oriented frameworks are a type of Human-Computer Interaction (HCI) discipline knowledge. They are intended to support iterative 'specify-and-implement' design practice, by assisting designers to create models of specific design problems, within a class of design problem. This paper presents a design-oriented framework for a class of HCI design problem, expressed as a the planning and control of multiple task work in secretarial office administration. The planning and control of multiple task work refers generally to how interactive human-computer worksystems specify and select behaviours for performing multiple concurrent tasks. Secretarial office administration is a sub-class of design problem, in which the work supports communications of the organization commissioning the new worksystem. The framework is based on a conception proposed to support an engineering discipline of HCI. The framework conceptualizes the relationship between an interactive worksystem, its domain of work and the effectiveness, or performance, with which work is carried out. The framework was developed from cognitive science and HCI theory and an empirical case-study of an existing secretarial worksystem. The framework expresses the domain of secretarial work as the state transformation of hierarchies of abstract and physical objects, representing communications carried out by the organization. The description of the secretarial work-system expresses the relationship between abstract processes of planning, controlling, perceiving and executing, and abstract representations of plans and knowledge-of-tasks. Planning heuristics and control rules reflect general properties of the dynamic work domain, such as external interruptions and temporary opportunities. The framework also expresses the relationship between these planning and control structures and performance. In its current form, the framework is incomplete, but illustrates an approach to the development of design-oriented knowledge. Using this type of knowledge, a designer may reason about potential solutions to HCI design problems concerning planning and control behaviours for carrying out multiple task work for secretarial office administration. %M J.BIT.16.4/5.185 %T Guest Editorial %S Usability Evaluation Methods %A Dominique L. Scapin %A Tomas Berns %J Behaviour and Information Technology %D 1997 %V 16 %N 4/5 %P 185-187 %* (c) Copyright 1997 Taylor & Francis %M J.BIT.16.4/5.188 %T Tracking the Effectiveness of Usability Evaluation Methods %S Usability Evaluation Methods %A Bonnie E. John %A Steven J. Marks %J Behaviour and Information Technology %D 1997 %V 16 %N 4/5 %P 188-202 %* (c) Copyright 1997 Taylor & Francis %X We present a case study that tracks usability problems predicted with six usability evaluation methods (claims analysis, cognitive walkthrough, GOMS, heuristic evaluation, user action notation, and simply reading the specification) through a development process. We assess the method's predictive power by comparing the predictions to the results of user tests. We assess the method's persuasive power by seeing how many problems led to changes in the implemented code. We assess design-change effectiveness by user testing the resulting new versions of the system. We conclude that predictive methods are not as effective as the HCI field would like and discuss directions for future research. %M J.BIT.16.4/5.203 %T A Planning Aid for Human Factors Evaluation Practice %S Usability Evaluation Methods %A Ian Denley %A John Long %J Behaviour and Information Technology %D 1997 %V 16 %N 4/5 %P 203-219 %* (c) Copyright 1997 Taylor & Francis %X The work reported here attempts to address Human-Computer Interaction (HCI) design problems by the creation of support for the conceptualization of such problems during evaluation. This support takes the form of a planning aid intended to aid novice human factors practitioners (recently qualified graduates, for example) to evaluate interactive worksystems. The planning aid provides a structure for relating and recruiting techniques used in Human Factors (HF) evaluations. It incorporates relevant information for planning an evaluation (e.g., evaluation methods themselves), and offers advice in the form of heuristics about the use of the methods, their selection, and configuration. The output of the planning aid is an evaluation plan. This paper reports the development of the planning aid, and illustrates its application with a case study. Two assessments of the planning aid with novice HF practitioners are also presented and discussed. %M J.BIT.16.4/5.220 %T Ergonomic Criteria for Evaluating the Ergonomic Quality of Interactive Systems %S Usability Evaluation Methods %A Dominique L. Scapin %A J. M. Christian Bastien %J Behaviour and Information Technology %D 1997 %V 16 %N 4/5 %P 220-231 %* (c) Copyright 1997 Taylor & Francis %X This paper summarizes research work conducted on the design and assessment of a set of usability dimensions called 'ergonomic criteria'. It also provides a detailed description of each of the individual criteria. The paper then mentions the inherent limitations of the method discusses the notion of ergonomic quality, the differences in perspective compared to empirical testing, and identifies the potential users of the method. Finally the paper stresses the limitations in the current state of development of the method and identifies research issues for further improving the method. %M J.BIT.16.4/5.232 %T Software Evaluation Using the 9241 Evaluator %S Usability Evaluation Methods %A Reinhard Oppermann %A Harald Reiterer %J Behaviour and Information Technology %D 1997 %V 16 %N 4/5 %P 232-245 %* (c) Copyright 1997 Taylor & Francis %X There is an increasing need for practical and comprehensive evaluation methods and tools for conformance testing with ISO standards. In this study, we focus on ISO 9241 which is an important ergonomic standard. A brief description shows its content and structure. Practical evaluations include the amount of time and resources which must be managed in software projects, while comprehensive evaluations require that the context of use be considered during the evaluation of user interfaces. In order to complete a comprehensive evaluation of usability, it is necessary to use more than one evaluation method. Therefore, an overview of different evaluation approaches is given, describing their advantages and disadvantages. Finally, the ISO 9241 evaluator is presented in detail as an example of a practical expert-based evaluation method for conformance testing with the ISO 9241 standard, that can be integrated in a comprehensive evaluation approach. %M J.BIT.16.4/5.246 %T Comparison of Evaluation Methods Using Structured Usability Problem Reports %S Usability Evaluation Methods %A Darryn Lavery %A Gilbert Cockton %A Malcolm P. Atklnson %J Behaviour and Information Technology %D 1997 %V 16 %N 4/5 %P 246-266 %* (c) Copyright 1997 Taylor & Francis %X Recent HCI research has produced analytic evaluation techniques which claim to predict potential usability problems for an interactive system. Validation of these methods has involved matching predicted problems against usability problems found during empirical user testing. This paper shows that the matching of predicted and actual problems requires careful attention, and that current approaches lack rigour or generality. Requirements for more rigorous and general matching procedures are presented. A solution to one key requirement is presented: a new report structure for usability problems. It is designed to improve the quality of matches made between usability problems found during empirical user testing and problems predicted by analytic methods. The use of this report format is placed within its design research context, an ongoing project on domain-specific methods for software visualizations. %M J.BIT.16.4/5.267 %T A Proposed Index of Usability: A Method for Comparing the Relative Usability of Different Software Systems %S Usability Evaluation Methods %A Han X. Lin %A Yee-Yin Choong %A Gavriel Salvendy %J Behaviour and Information Technology %D 1997 %V 16 %N 4/5 %P 267-278 %* (c) Copyright 1997 Taylor & Francis %Y 1. COMPATIBILITY 1. Is the control of cursor compatible with movement? 2. Are the results of control entry compatible with user expectations? 3. Is the control matched to user skill? 4. Are the coding compatible with familiar conventions? 5. Is the wording familiar? 2. CONSISTENCY 6. Is the assignment of colour codes conventional? 7. Is the coding consistent across displays, menu options? 8. Is the cursor placement consistent? 9. Is the display format consistent? 10. Is the feedback consistent? 11. Is the format within data fields consistent? 12. Is the label format consistent? 13. Is the label location consistent? 14. Is the labelling itself consistent? 15. Is the display orientation consistent? -- panning vs. scrolling. 16. Are the user actions required consistent? 17. Is the wording consistent across displays? 18. Is the data display consistent with entry requirements? 19. Is the data display consistent with user conventions? 20. Are symbols for graphic data standard? 21. Is the option wording consistent with command language? 22. Is the wording consistent with user guidance? 3. FLEXIBILITY 23. Does it have by-passing menu selection with command entry? 24. Does it have direct manipulation capability? 25. Is the design for data entry flexible? 26. Can the display be controlled by user flexibly? 27. Does it provide flexible sequence control? 28. Does it provide flexible user guidance? 29. Are the menu options dependent on context? 30. Can user name displays and elements according to their needs? 31. Does it provide good training for different users? 32. Are users allowed to customize windows? 33. Can users assign command names? 34. Does it provide user selection of data for display? 35. Does it handle user-specified windows? 36. Does it provide zooming for display expansion? 4. LEARNABILITY 37. Does it provide clarity of wording? 38. Is the data grouping reasonable for easy learning? 39. Is the command language layered? 40. Is the grouping of menu options logical? 41. Is the ordering of menu options logical? 42. Are the command names meaningful? 43. Does it provide no-penalty learning? 5. MINIMAL ACTION 44. Does it provide combined entry of related data? 45. Will the required data be entered only once? 46. Does it provide default values? 47. Is the shifting among windows easy? 48. Does it provide function keys for frequent control entries? 49. Does it provide global search and replace capability? 50. Is the menu selection by pointing? -- primary means of sequence control. 51. Is the menu selection by keyed entry? -- secondary means of control entry. 52. Does it require minimal cursor positioning? 53. Does it require minimal steps in sequential menu selection? 54. Does it require minimal user control actions? 55. Is the return to higher-level menus required only one simple key action? 56. Is the return to general menu required only one simple key action? 6. MINIMAL MEMORY LOAD 57. How are abbreviations and acronyms used? 58. Does it provide aids for entering hierarchic data? 59. Is the guidance information always available? 60. Does it provide hierarchic menus for sequential selection? 61. Are selected data highlighted? 62. Does it provide index of commands? 63. Does it provide index of data? 64. Does it indicate current position in menu structure? 65. Are data items kept short? 66. Are the letter codes for menu selection designed carefully? 67. Are long data items partitioned? 68. Are prior answers recapitulated? 69. Are upper and lower case equivalent? 70. Does it use short codes rather than long ones? 71. Does it provide supplementary verbal labels for icons? 7. PERCEPTUAL LIMITATION 72. Does it provide coding by data category? 73. Is the abbreviation distinctive? 74. Is the cursor distinctive? 75. Are display elements distinctive? 76. Is the format for user guidance distinctive? 77. Do the commands have distinctive meanings? 78. Is the spelling distinctive for commands? 79. Does it provide easily distinguished colours? 80. Is the active window indicated? 81. Are items paired for direct comparison? 82. Is the number of spoken messages limited? 83. Does it provide lists for related items? 84. Are menus distinct from other displayed information? 85. Is the colour coding redundant? 86. Does it provide visually distinctive data fields? 87. Are groups of information demarcated? 88. Is the screen density reasonable? 8. USER GUIDANCE 89. System feedback: How helpful is the error message? 90. Does it provide CANCEL option? 91. Are erroneous entries displayed? 92. Does it provide explicit entry of corrections? 93. Does it provide feedback for control entries? 94. Is HELP provided? 95. Is completion of processing indicated? 96. Are repeated errors indicated? 97. Are error messages non-disruptive/informative? 98. Does it provide RESTART option? 99. Does it provide UNDO to reverse control actions? 100. Is the sequence control user initiated? %X Usability is becoming a more and more important software criterion but the present usability measurement methods are either difficult to apply or overly dependent upon evaluators' expertise. Based on human information processing theory, this study identified eight human factors considerations which are relevant to software usability. These considerations as well as the three stages of human information processing theory formed the framework from which our Purdue Usability Testing Questionnaire (PUTQ) is derived. An experiment was conducted to test the validity of PUTQ. The experiment result showed high correlation between PUTQ and the Questionnaire for User Interaction Satisfaction (QUIS version 5.5). In addition, PUTQ detected the differences in user performance between two experimental interface systems, but QUIS failed to do so. %X Both the questionnaire and answer sheets are reproducible without permission provided this footnote is included in all copies used. Reproduced by permission from Han X. Lin, Yee-Yin Choong, and Gavriel Salvendy, A proposed index of usability: a method for comparing the relative usability of different software systems, Behaviour & Information Technology, 1997, Oct., pp. 267-278. Instruction: This questionnaire contains 100 questions about computer interfaces. They are grouped into eight parts. Please answer each of these questions regarding the system to be evaluated in the order they are given, using the answer sheet provided. Answer Sheet Instruction: For the 100 questions in the Purdue Usability Testing Questionnaire, your answer for each question regarding the system to be evaluated will consist of the following three sequential parts: (a) Please evaluate each of the 100 questions whether they are applicable to the system to be evaluated. If it is not applicable then please proceed to the next question. If it is applicable, then please proceed to answer the following two questions. (b) Please rate how important is the question to the system being evaluated (1 is the least important; 3 is most important). (c) Rate the system to be evaluated for effectiveness on the scale of 1 to 7 (1 for very bad; 7 for very good), or choose 'Not available' is the item is not available in the system being evaluated. %M J.BIT.16.4/5.279 %T The MUSiC Performance Measurement Method %S Usability Evaluation Methods %A Miles Macleod %A Rosemary Bowden %A Nigel Bevan %A Ian Curson %J Behaviour and Information Technology %D 1997 %V 16 %N 4/5 %P 279-293 %* (c) Copyright 1997 Taylor & Francis %X This paper reports a method for measuring usability in terms of task performance -- achievement of frequent and critical task goals by particular users in a context simulating the work environment. The terms usability and quality in use are defined in international standards as the effectiveness, efficiency and satisfaction with which goals are achieved in a specific context of use. The performance measurement method gives measures which, in combination with measures of satisfaction, operationalize these definitions. User performance is specified and assessed by measures including task effectiveness (the quantity and quality of task performance) and User efficiency (effectiveness divided by task time). Measures are obtained with users performing tasks in a context of evaluation which matches the intended context of use. This can also reveal usability problems which may not become evident if the evaluator interacts with the user. The method is supported by tools which make it practical in commercial timescales. The method has been widely applied in industry, and can be adapted for use early in design, and to evaluate non-computer products and the performance of small work groups. %M J.BIT.16.6.295 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1997 %V 16 %N 6 %P 295-296 %* (c) Copyright 1997 Taylor & Francis %M J.BIT.16.6.297 %T The Role of Working Memory on Graphical Information Processing %S Design and Evaluation of User Interface Software %A Gerald L. Lohse %J Behaviour and Information Technology %D 1997 %V 16 %N 6 %P 297-308 %* (c) Copyright 1997 Taylor & Francis %X This research extends previous graphics research by examining how individual differences in working memory (WM) capacity and changes in graphic design influence graphical information processing. An experiment compared decision accuracy of two graphic decision aids and an unaided group for a task at two levels of complexity. There were no accuracy differences for the low complexity task. At high levels of task complexity, accuracy depended upon WM capacity and how the graphic aid influenced perception. Eye movement data show information processing differences also are contingent upon graphic design features and WM capacity. We postulate that graphs reduce cognitive overhead by shifting some of the cognitive burden to our visual perception system. More efficient graphical perceptual will improve decision performance only if our cognitive resources are capacity constrained and those cognitive resources are used elsewhere in the problem solving process. %M J.BIT.16.6.309 %T Age Differences in Reactions to Errors in Computer-Based Work %S Design and Evaluation of User Interface Software %A Kamaljit S. Birdi %A Dieter Zapf %J Behaviour and Information Technology %D 1997 %V 16 %N 6 %P 309-319 %* (c) Copyright 1997 Taylor & Francis %X The present study examined the reactions of older and younger workers to the situation of encountering an error during computer-based work. It was expected that older workers would have a stronger negative emotional reaction to such an error due to a combination of age-related factors. In both a questionnaire and an observational study among 134 office workers this was found to be the case. This age relationship remained after controlling for differences in computer experience, attitudes to new technology, education and the number of errors made by participants during a typical computer-based work session. More detailed analyses showed that in response to an error situation, older workers compared to younger ones stated they were significantly less likely to try and solve the problem entirely on their own; this was also partly supported by the observational data. In terms of the available options for helping rectify errors, older workers reported that they were more often likely to use written documentation and rely less on asking other workers. The implications of the findings are discussed in terms of interventions to ameliorate the impact of errors in computer-based work on an older workforce. %M J.BIT.16.6.320 %T Responses to Comprehension Questions and Verbal Protocols as Measures of Computer Program Comprehension Processes %S Design and Evaluation of User Interface Software %A Teresa M. Shaft %J Behaviour and Information Technology %D 1997 %V 16 %N 6 %P 320-336 %* (c) Copyright 1997 Taylor & Francis %X To study cognitive processes, such as computer program comprehension, researchers often use verbal protocols to collect a process trace. However, the difficulty of collecting and analysing verbal protocol data can discourage even the most resolute researcher. Therefore, alternatives to verbal protocols, such as responses to comprehension questions, are undeniably attractive. Unfortunately, there is little methodological research to justify the use of most alternative methods. The current study compares the use of verbal protocol data with responses to comprehension questions as measures of comprehension process. According to results from the protocol analysis data, programmers used significantly different comprehension processes to understand computer programs in two phases of an experiment. If previous research was correct, then programmers' responses to different types of comprehension questions should reflect the differences in comprehension process. Unfortunately, comprehension process was not reflected in the responses to the questions. Hence, this research confirms that process tracing methods, such as verbal protocols, are a more appropriate method by which to investigate program comprehension processes. %M J.BIT.16.6.337 %T The Importance of the Number of Degrees of Freedom for Rotation of Objects %S Design and Evaluation of User Interface Hardware %A J. P. Djajadiningrat %A C. J. Overbeeke %A G. J. F. Smets %J Behaviour and Information Technology %D 1997 %V 16 %N 6 %P 337-347 %* (c) Copyright 1997 Taylor & Francis %X In an experiment input methods for object rotation with differing degrees of freedom were assessed. The results are relevant for human-computer interfacing, not only for the finger tip controlled interface proposed in this paper but also for evaluation of existing approaches to rotation. When designing an interface with finger tip controlled rotation of virtual objects, for technical reasons the number of finger tips to be registered should be minimized. Performance of subjects who rotated real objects with different numbers of finger tips was assessed. Subjects rotated a transparent sphere encasing an object according to their personal preference, with three, two or one finger, and restricted to three orthogonal axes. The latter reflects rotation in much current 3D software, whereby only one rotational degree of freedom (DOF) is accessible at a time. Performance in the three and two finger conditions did not differ significantly from the free condition, whilst performance with one finger and orthogonally restricted was significantly lower. However, only the three finger condition was rated as comfortable as the free condition, whilst the two finger, one finger and orthogonally restricted conditions were rated as less comfortable. It is argued that the number of DOFS which can be accessed simultaneously is an important design consideration when quick and intuitive rotation is to be achieved. %M J.BIT.16.6.348 %T Applying the AHP Approach to Evaluate Human Sensitivity to Chromatic Light %S Design and Evaluation of User Interface Hardware %A Mao-Jiun J. Wang %A Ying-Jye Lee %J Behaviour and Information Technology %D 1997 %V 16 %N 6 %P 348-358 %* (c) Copyright 1997 Taylor & Francis %X The difference threshold of judging chromatic light was evaluated in this study. The experimental factors included target colour, background colour, interspacing, target surface interferences, and luminance level. Results showed that humans were more sensitive to green light than to red or blue light. The differential brightness sensitivity was higher for dark target on bright background than for bright target on dark background. The interspacing between two targets also affected differential brightness sensitivity, but the luminance level of the standard stimulus was found to have no effect on difference threshold. In addition, there was significant individual differences in differential brightness sensitivity. Further, by comparing the results obtained from the Analytic Hierarchy Process (AHP) and the method of constant stimuli, it suggests that the AHP approach was a valid and effective method to assess difference threshold. %M J.BIT.16.6.359 %T Software Development: Some Critical Views %S Short Papers %A Chris W. Clegg %A Patrick E. Waterson %A Carolyn M. Axtell %J Behaviour and Information Technology %D 1997 %V 16 %N 6 %P 359-362 %* (c) Copyright 1997 Taylor & Francis %X We argue that the software development process can be interpreted as a knowledge-intensive system, incorporating the expertise and skills of many different people over extended periods of time and facing high levels of internal and external uncertainty. Such a perspective enables us to question some current fashions, challenge some powerful and pervasive ideas and assumptions, redefine some problems and open up new debates and opportunities. %M J.BIT.16.6.363 %T Boosting Trainees' Expectations of Success Through Knowledge of Performance Norms %S Short Papers %A Karen T. Hilling %A Andrew J. Tattersall %J Behaviour and Information Technology %D 1997 %V 16 %N 6 %P 363-364 %* (c) Copyright 1997 Taylor & Francis %X A field study of the role of performance norms in computer training shows that norms have an influential impact on expectations and anticipated satisfaction. %M J.BIT.17.1.1 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1998 %V 17 %N 1 %P 1-2 %* (c) Copyright 1998 Taylor and Francis Ltd. %M J.BIT.17.1.3 %T Positioning HCI: Journals, Descriptors and Parent Disciplines %A Pedro Valero %A Andrew Monk %J Behaviour and Information Technology %D 1998 %V 17 %N 1 %P 3-9 %* (c) Copyright 1998 Taylor and Francis Ltd. %X The first part of this paper cautions against the injudicious use of citation data to rank journals. The second and main part presents a correspondence analysis of the descriptors assigned by abstractors to papers in five HCI, two human factors and three psychology journals. This analysis makes it possible to position the journals in a space of descriptors. The HCI journals form a cluster distinct from the psychology and human factors journals, suggesting HCI has now separated from its parent disciplines. Further, it is possible to position individual journals, for example, Behaviour & Information Technology is identified as an HCI journal with a leaning towards human factors. %M J.BIT.17.1.10 %T Remote Ultrasound using Cooperative Video: A Field Study %A David V. Beard %A Brad M. Hemminger %J Behaviour and Information Technology %D 1998 %V 17 %N 1 %P 10-17 %* (c) Copyright 1998 Taylor and Francis Ltd. %X In this ultrasound field study, patients were examined by a technologist in a separate room from the radiologist. Two-way audio and the NTSC video signal from the ultrasound probe were provided to the remote radiologist. Data were collected using observation, surveys, and interviews. Of particular interest was how often the radiologists felt it clinically necessary to walk to the examination room and interact directly with the patient, indicating a failure of the technology. The system was judged viable with no cases requiring hands-on viewing during the last 3 weeks of the 5-week study. Based on this experience, such video technology has been purchased and is currently in use in the clinic. Similar pilot studies are recommended during introduction of remote consultation facilities to improve technology interaction, develop new organizational procedures, and insure minimal interpersonal conflicts. %M J.BIT.17.1.18 %T Visualization using Colour: Visual Presentation of Events in Particle Physics %A Hans Drevermann %A David Travis %J Behaviour and Information Technology %D 1998 %V 17 %N 1 %P 18-26 %* (c) Copyright 1998 Taylor and Francis Ltd. %X This paper applies a model of colour vision to achieve optimal use of colour in a software system that visualizes the results of experiments in high energy physics. It shows how the elements of the visualization were designed and provides details of why particular colours were chosen. By grounding these findings in psychological research, it is able to show how other computer systems that use colour may profitably apply this methodology. %M J.BIT.17.1.27 %T It's Not Really Theft!: Personal and Workplace Ethics that Enable Software Piracy %A Darryl A. Seale %A Michael Polakowski %A Sherry Schneider %J Behaviour and Information Technology %D 1998 %V 17 %N 1 %P 27-40 %* (c) Copyright 1998 Taylor and Francis Ltd. %X This study examines predictors of software piracy, a practice estimated to cost the software industry between $4 and $12 billion in lost revenue annually. Correlates with software piracy were explored using responses from a university wide survey (n = 589). Forty-four percent of university employees reported having copies of pirated software (mean = 5.0 programmes), while thirty-one percent said they have made unauthorized copies (mean = 4.2 programmes). A structural model was developed based on (1) previous studies of software piracy, (2) consequential aspects of intellectual property, and (3) the theories of planned behaviour (Ajzen 1985), and reasoned action as applied to moral behaviour (Vallerand et al. 1992). This model indicates that social norms, expertise required, gender, and computer usage (both home and at work), all have direct effects on self-reported piracy. In addition, ease of theft, people's sense of the proportional value of software, and various other demographic factors were found to affect piracy indirectly. Theoretical as well as practical implications for the design and marketing of software are discussed. %M J.BIT.17.1.41 %T The Consideration of Organizational Issues During the Systems Development Process: An Empirical Analysis %A N. F. Doherty %A M. King %J Behaviour and Information Technology %D 1998 %V 17 %N 1 %P 41-51 %* (c) Copyright 1998 Taylor and Francis Ltd. %X The lack of consideration of organizational issues in systems development can lead to project failure. A review of the literature and a pre-test survey suggested classifying organizational issues into five categories and examining how these are considered by IT managers. A postal survey with responses from 64 senior IT specialists over a cross section of industry and commerce showed that there is a general awareness of the importance of organizational issues but there was little consensus on how they should be addressed in the development process. These IT managers were consistent in spending most effort on the issues perceived as most important from the list of 14 issue provided, but there was considerable variation in which specific issues they rated most important. In general those organizational issues with a 'technical' aspect were given more prominence than those which are less tangible, but which may be more critical to a system's success. %M J.BIT.17.1.52 %T The Influence of Time on Error-Detection %A E. J. A. Verheijen %A L. M. de Bruijn %A F. L. Van Nes %A A. Hasman %A J. W. Arends %J Behaviour and Information Technology %D 1998 %V 17 %N 1 %P 52-58 %* (c) Copyright 1998 Taylor and Francis Ltd. %X Secretaries are needed to type out the reports dictated by medical specialists. Even with a large transcription department it takes more than a day before a dictated report is ready to be sent to the people concerned. The use of automatic speech recognition (ASR) can shorten this time interval. A disadvantage is that ASR systems still make errors. As reports must be error-free a lot depends on the pathologists' correction capabilities. The correction procedure that pathologists currently use may not be adequate for correcting ASR errors. To be able to correct the reports pathologists must be able to recollect the structure and contents of their dictation. Their recollection is likely to be better with less time between dictation and correction. In this paper correction performance on the same day as dictation is compared with correction the day after. To be able to make this comparison, errors were artificially introduced into the pathologists' reports. No difference between the conditions was observed, but it was found that pathologists had great difficulty correcting the reports. It is concluded that their current correction procedure is inadequate to correct ASR errors and may be inadequate altogether. %M J.BIT.17.1.59 %T User Performance Differences between Relational and Entity Relationship Models: A Summary Review of the Literature %A Hock C. Chan %J Behaviour and Information Technology %D 1998 %V 17 %N 1 %P 59-61 %* (c) Copyright 1998 Taylor and Francis Ltd. %X There are differing views on the importance of the differences between the relational model and the entity relationship (ER) model. The actual impact of the model differences on user performance is reported here. A summary of the very few experiments that compared user performance for the ER model and the relational model is presented. The overall result from the experiments is that user performance is usually better, and often significantly better, with the ER model than with the relational model. %M J.BIT.17.2.63 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1998 %V 17 %N 2 %P 63-64 %* (c) Copyright 1998 Taylor and Francis Ltd. %M J.BIT.17.2.65 %T Implementing the Directive for VDU Work -- The EU-State of the Art %S Laws, Standards and Regulations %A Chris Stary %A Thomas Riesenecker-Caba %A Jorg Flecker %J Behaviour and Information Technology %D 1998 %V 17 %N 2 %P 65-81 %* (c) Copyright 1998 Taylor and Francis Ltd. %X In order to improve occupational health and safety conditions in the workplace, several national directives and international standards have been defined. In 1990 the European Union (EU) defined such a directive, i.e. a minimal set of ergonomic requirements that should be met at workplaces equipped with Visual Display Units (VDUs). In order to put the directive to work, existing measurements have been reviewed to evaluate how far they support the implementation of the directive. The instrument that should be used finally for checking VDU-workplaces should not hinder the work flow and the organizational development of a company. The instrument should rather support the effective evaluation of all VDU-workplaces according to the directive. The investigations in this paper focus on the analysis of 18 techniques for measurement stemming from different disciplines. The directive addresses several different perspectives including human cognition, organization of work and technical features. However, an absence of comprehensive measurements has been identified. Most of the existing techniques for measurement focus either on users, user interfaces or on organizational issues. In order to support the development of a comprehensive instrument to check the minimal requirements of the EU directive EU-CON, a technique for evaluation and re-design of VDU-work has been developed. %M J.BIT.17.2.82 %T An Experimental Evaluation of Preferences for Data Entry Method in Automated Telephone Services %S Remember POTS? %A J. C. Foster %A F. R. McInnes %A M. A. Jack %A S. Love %A R. T. Dutton %A I. A. Nairn %A L. S. White %J Behaviour and Information Technology %D 1998 %V 17 %N 2 %P 82-92 %* (c) Copyright 1998 Taylor and Francis Ltd. %X This paper reports an experiment to investigate users' preferences amongst three modes of data entry in an automated home shopping service: DTMF input on the telephone keypad, and isolated word (IW) and connected word (CW) speech input. Preferences were measured both by means of attitude questionnaires and by giving participants an explicit choice among the three versions of the service once they had experienced them all. Users' attitudes to the service with a given mode of data entry were found to vary according to their cognitive skills (verbal and spatial abilities) and according to whether they had previously experienced a different data entry mode. Overall, DTMF and CW were rated similarly, and were strongly preferred to IW. Implications of these findings for the implementation of telephone-based services are discussed. %M J.BIT.17.2.93 %T The Auditory AlphaWheel: A Challenge to Digit Code Representation of Objects %S Remember POTS? %A M. Goldstein %A M. Karlberg %A M. Wilkne %J Behaviour and Information Technology %D 1998 %V 17 %N 2 %P 93-102 %* (c) Copyright 1998 Taylor and Francis Ltd. %X Two public Swedish telephone voice response information services, using the traditional digit code paradigm for object representation, were implemented using the new auditory AlphaWheel paradigm. The paradigm is a software-implemented direct manipulation interface of the alphabet. Usability was tested experimentally, using the ETSI (European Telecommunications Standards Institute) usability model. Ten naive subjects participated in a test of each service, using both digit code and AlphaWheel paradigms. Some tasks required significantly longer completion time and more keystrokes using the new AlphaWheel paradigm. However, flexibility is high, since the new paradigm does not require access to any (code) manual. 70% of the users preferred the AlphaWheel application. Vocabularies limited to 400-500 objects are well suited for the paradigm, since in over 90% of the cases, only 1-2 of the initial letters of a name have to be elicited in order to generate a suitably constrained output set of objects. %M J.BIT.17.2.103 %T Triangulation Strategies in User Requirements Investigations: A Case Study on the Development of An IT-Mediated Service %S Case Studies %A Matti A. Kaulio %A I. C. Marianne Karlsson %J Behaviour and Information Technology %D 1998 %V 17 %N 2 %P 103-112 %* (c) Copyright 1998 Taylor and Francis Ltd. %X Effective investigations of user requirements for products and services are most often discussed in terms of which method to use. Nevertheless, when user investigations are planned and carried out in a system design context, several related aspects must be considered. For example: Which users should be included? Where should the study be carried out? How should data be collected? and What kind of information is relevant to what stage of the design process? In this paper, the concept of triangulation is introduced as a 'conceptual tool' for managing the multidimensionality of user requirements investigations. To illustrate how triangulation works, a case study of the user requirements investigation process for a home-shopping service system is presented. Three types of triangulations: location, knowledge, and methodological triangulation are identified and defined, and are proven appropriate in the characterization of strategies of user requirements investigations. Moreover, the concept of triangulation as a means for increasing the reliability of a user requirement investigation, as well as some underlying factors in determining a triangulation strategy are discussed. %M J.BIT.17.2.113 %T Leveraging Information Technology to Achieve the IT2000 Vision: The Case Study of an Intelligent Island %S Case Studies %A Thompson S. H. Two %A Vivien K. G. Lim %J Behaviour and Information Technology %D 1998 %V 17 %N 2 %P 113-123 %* (c) Copyright 1998 Taylor and Francis Ltd. %X Although many developing and developed countries have major initiatives to promote the use of information technology (IT), Singapore is one of the few countries which not only has a comprehensive IT2000 vision, but which is also taking proactive steps to make the vision a reality. This paper examines how Singapore is currently leveraging IT applications to achieve the IT2000 vision. It also explores some of the uses of IT that will be deployed in the near future. Specifically, this paper discusses the use of IT applications to provide one-stop, non-stop government and business services, promote cashless transactions, provide more options for leisure, and facilitate easy commuting. %M J.BIT.17.3.125 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1998 %V 17 %N 3 %P 125-126 %* (c) Copyright 1998 Taylor and Francis Ltd. %M J.BIT.17.3.127 %T Development of a User-Centred IT Strategy: A Case Study %S Case Studies %A Leela Damodaran %J Behaviour and Information Technology %D 1998 %V 17 %N 3 %P 127-134 %* (c) Copyright 1998 Taylor and Francis Ltd. %X This case study documents a twelve month programme of work commissioned by a major British telecommunications and broadcasting company. The brief was to develop a corporate strategy for the effective exploitation of Information Technology (IT) which took due account of human and organizational requirements of IT. The paper explains how human factors principles were applied within this organizational context to develop a user-centred IT strategy. The approach involved the application of a simultaneous 'top down' and 'bottom up' approach. The 'top down' analyses established the corporate goals of the company to be supported by IT. The 'bottom up' data collection process revealed the realities and limitations of IT use in the company. The gap between the desired future requirements of IT in the company and the present experience of IT 'on the ground' was thus made explicit and clear. Specifying the required infrastructure, the policies, procedures, processes and mechanisms necessary to close this gap provided the agenda for the IT strategy development process. It was considered crucial that the eventual strategy should be 'owned' by key stakeholders (i.e. influential IT providers and senior managers of user departments) as well as by end-users. Involvement of end-users was promoted by assigning to them the task of collecting interview data on user experience of IT in the company. This user experience data informed (as one of several inputs) the deliberations of the key stakeholders given the task of agreeing the key components of a corporate IT strategy. In a workshop setting, the stakeholders discussed and eventually agreed a draft strategy document to recommend to the Board of Directors who had commissioned the exercise. In due course the IT strategy document was accepted by the Board and implementation set in motion. The IT strategy development process described in this paper indicates that the systematic application of HF principles to corporate strategy formulation can be viable and effective. However it is evident that such an exercise can only succeed where there is whole-hearted commitment to a user-centred process by key individuals in an organization. %M J.BIT.17.3.135 %T Improving the Availability and Cost-Effectiveness of Guidelines for Guideline-Users: Towards a Structured Approach %S Case Studies %A Alan Arnfeld %A John Rosbottom %J Behaviour and Information Technology %D 1998 %V 17 %N 3 %P 135-140 %* (c) Copyright 1998 Taylor and Francis Ltd. %X The achievement of design and development solutions can be enhanced through consulting appropriate guidelines Although a wide range exist, frequently their full benefits are not realized by guideline-users because of the costs associated with their use. Guideline-users are people who use guidelines to support purposeful activity. Major cost drivers for guideline-users are the processes of 'selecting' appropriate guidelines and their subsequent 'translation' to an applied setting both of which can be prohibitively expensive. A strategy for producing guidelines is proposed, to minimize these costs, which is illustrated by the use of a case study concerned with the development of guidelines to assist in the production of management and administrative tools which will support project managers concerned with Human Factors Acceptance Testing. A process to support the assessment of guidelines is also proposed. %M J.BIT.17.3.141 %T Using a Bilingual Group Support System %S Case Studies %A Milam Aiken %A Hugh Sloan %A Jeanette Martin %J Behaviour and Information Technology %D 1998 %V 17 %N 3 %P 141-144 %* (c) Copyright 1998 Taylor and Francis Ltd. %X Differences in language and culture among participants in a meeting can present tremendous barriers to efficient and effective communication. Cultural and lingual barriers are becoming increasingly important issues to international managers as businesses continue to expand globally. This paper describes a group support system (GSS) which reduces many of these lingual and cultural barriers in groups composed of Spanish and English speakers. %M J.BIT.17.3.145 %T End User Dialogue Context Management of Office Automation Systems %S Design and Evaluation Techniques %A James Ang %A Claude Vanneste %A Gang Lu %J Behaviour and Information Technology %D 1998 %V 17 %N 3 %P 145-151 %* (c) Copyright 1998 Taylor and Francis Ltd. %X Office work is situated social action, a notion that includes both the social actions of computer systems in their interactions with office workers and other computer systems. This notion can be operationalized by dialogue context, which can then be used as a design parameter in office information systems. Observational data were collected by video recording a secretary's activities over an 8 hour duration. The data were analysed and discussed with the secretary to identify her action units. These action units were then related using an action graph. An interpretation of the action graph and observational data suggest certain features that a dialogue context management mechanism should have. They are: (1) a good match between applications and activities, (2) automated tools to support routine activities, and (3) informative and manageable metaphor to model the real world. %M J.BIT.17.3.152 %T MOTHER: System for Continuous Capturing of Display Stream %S Design and Evaluation Techniques %A Marja-Riitta Kivi %A Tapio Gronfors %A Antti Koponen %J Behaviour and Information Technology %D 1998 %V 17 %N 3 %P 152-154 %* (c) Copyright 1998 Taylor and Francis Ltd. %X This paper describes an efficient technique to record display output stream with memory resident software. This kind of recording can be made useful for studying text writing processes experimentally, for example programmers behaviour during coding. The system is inconspicuous in test situation and does not seem to affect the testees working. Separate software has been developed for reviewing captured sessions. %M J.BIT.17.3.155 %T Persuasiveness of Expert Systems %S Experimental Studies %A Jaap J. Dijkstra %A Wim B. G. Liebrand %A Ellen Timminga %J Behaviour and Information Technology %D 1998 %V 17 %N 3 %P 155-163 %* (c) Copyright 1998 Taylor and Francis Ltd. %X Expert system advice is not always evaluated by examining its contents. Users can be persuaded by expert system advice because they have certain beliefs about advice given by a computer. The experiment in this paper shows that subjects (n = 84) thought that, given the same argumentation, expert systems are more objective and rational than human advisers. Furthermore, subjects thought a problem was easier when advice on it was said to be given by an expert system while the advice was shown in production rule style. Such beliefs can influence expert system use. %M J.BIT.17.3.164 %T Computer-Mediated Communication and Media Preference: An Investigation of the Dimensionality of Perceived Task Equivocality and Media Richness %S Experimental Studies %A John D'Ambra %A Ronald E. Rice %A Marcus O'Connor %J Behaviour and Information Technology %D 1998 %V 17 %N 3 %P 164-174 %* (c) Copyright 1998 Taylor and Francis Ltd. %X Computer-mediated communication is the foundation of networking and electronic communities. As the use of new communication technologies continues to proliferate throughout organizations, new modes of interaction between individuals and groups emerge, presenting alternative media choices. How individuals choose between these modes has stimulated much research into theoretical perspectives of media choice within networked and electronic communities. Media Richness Theory is one of these theoretical perspectives. The research presented in this paper investigates the underlying factors of Media Richness Theory, task equivocality and media richness. The results obtained provide evidence to suggest that equivocality may not be unidimensional, and that the richness of media is perceived multidimensionally in terms of the information carrying capacity of media. The findings on dimensionality of equivocality raise doubts as to the basic assumptions of this concept and media richness theory. %M J.BIT.17.3.175 %T Design Issues in a Semiotic Description of User Responses to Three Interfaces %S Experimental Studies %A Kecheng Liu %A Geoff Crum %A Kristian Dines %J Behaviour and Information Technology %D 1998 %V 17 %N 3 %P 175-184 %* (c) Copyright 1998 Taylor and Francis Ltd. %X Semiotics has been used as a theoretical basis for systematizing the increasingly interdisciplinary nature of human-computer interaction. This paper focuses on the descriptive qualities of semiotics which are useful for understanding the user perspective of computer systems. The end goal is to assess the application of such semiotic description in interface design. An experiment is presented in which volunteers were asked to use and describe three interfaces created with the Apple Macintosh product Hypercard. A semiotic interpretation is given to their responses based on six principles taken from the relevant literature. The evaluation is then used to lay down a set of general guidelines for interface design. %M J.BIT.17.4.185 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1998 %V 17 %N 4 %P 185-186 %* (c) Copyright 1998 Taylor and Francis Ltd. %M J.BIT.17.4.187 %T Psychological Factors in Virtual Classroom Situations: A Pilot Study for a Model of Learning through Technological Devices %S Experimental Observations %A Filomena Papa %A Marco Perugini %A Sandra Spedaletti %J Behaviour and Information Technology %D 1998 %V 17 %N 4 %P 187-194 %* (c) Copyright 1998 Taylor and Francis Ltd. %X Multimedia Communication Systems (MMCS) are particularly promising for the realization of advanced virtual classroom situations, in which people spatially distributed can communicate in real time using text, voice, sound, still and moving pictures. They could provide the opportunity to improve flexibility of learning and cooperation in the learning team. On the other hand, there is evidence that the availability of MMCS in a distance learning situation does not ensure their use and adoption by the users. Among the barriers to the diffusion of these forms of distance learning, human factors, in particular psychological factors, may play a prominent role. On these topics further theoretical and experimental work is needed. In order to examine these topics a new tool has been implemented at Fondazione Ugo Bordoni (Roma): the distance learning laboratory (DLL). This tool is being utilized in an investigation concerning the use of virtual classroom situation realised using multimedia systems. The present paper is related to the explorative phase of the investigation. In particular its main objectives are: a) to present a pilot study (realised using the DLL) to gain some insights on the psychological variables that can affect performance in virtual classroom situations; b) to propose a Model of Learning through Technological devices (MLT) in a virtual classroom situation. This model has been developed from previous research on computer acceptance, attitudes, social learning, and from the outcomes of our pilot study. %M J.BIT.17.4.195 %T The Effect of Time Pressure on Expert System Based Training for Emergency Management %S Experimental Observations %A Dyi-Yih M. Lin %A Yuan-Liang Su %J Behaviour and Information Technology %D 1998 %V 17 %N 4 %P 195-202 %* (c) Copyright 1998 Taylor and Francis Ltd. %X In many emergency situations, human operators are required to derive countermeasures based on contingency rules whilst under time pressure. In order to contribute to the human success in playing such a role, the present study intends to examine the effectiveness of using expert systems to train for the time-constrained decision domain. Emergency management of chemical spills was selected to exemplify the rule-based decision task. An Expert System in this domain was developed to serve as the training tool. Forty subjects participated in an experiment in which a computerized information board was used to capture subjects' rule-based performance under the manipulation of time pressure and training. The experiment results indicate that people adapt to time pressure by accelerating their processing of rules where the heuristic of cognitive availability was employed. The simplifying strategy was found to be the source of human error that resulted in undesired decision performance. The results also show that the decision behaviour of individuals who undergo the expert system training is directed to a normative and expeditious pattern, which leads to an improved level of decision accuracy. Implications of these findings are examined in the present study. %M J.BIT.17.4.203 %T Designing Information Systems for Maximum Use in a Dealing Room Environment %S Observational Studies %A David M. Sowray %J Behaviour and Information Technology %D 1998 %V 17 %N 4 %P 203-217 %* (c) Copyright 1998 Taylor and Francis Ltd. %X The paper reports on an investigation into the users of financial dealing room systems in the City of London. These subjects have used a wide range of interactive systems for a number of years. Retrieving information from such systems is an integral and important part of the professional work of a financial dealer. Use of specific systems and specific features is often discretionary. The results obtained indicate that these users can display expert performance with a subset of each system. The same users also displayed novice performance with a large proportion of the functionality of the same systems. The pattern of known and unknown functions varied from user to user, but appeared not to be related to the user's job tasks. Accommodating such users in the design of future user-interfaces is discussed. Parallels with previous studies into discretionary and casual users are drawn. %M J.BIT.17.4.218 %T Analysing 'Work' in Complex System Tasks: An Exploratory Study with GIS %S Observational Studies %A Clare Davies %J Behaviour and Information Technology %D 1998 %V 17 %N 4 %P 218-230 %* (c) Copyright 1998 Taylor and Francis Ltd. %X It has been suggested that task analysis of human-computer interaction could be enhanced by distinguishing 'work' actions, which perform transformations in the work domain, from preparatory or 'enabling' actions. The work/enabling distinction is discussed alongside related ideas in work study and HCI. This study investigated methodological implications of applying the distinction to complex systems, using videotaped use of geographic information systems (GIS) in real workplaces. The study supports the prescriptive potential of the work/enabling distinction in system design and comparison, although methodological issues include the need for extra categories of behaviour to account for all interaction. %M J.BIT.17.4.231 %T Usability and Database Search at the Swedish Employment Service %S Case Study %A Carl Martin Allwood %A Sara Thomee %J Behaviour and Information Technology %D 1998 %V 17 %N 4 %P 231-241 %* (c) Copyright 1998 Taylor and Francis Ltd. %X In this paper we report on a large-scale developmental project (AIS-95, 12,000 users) at the Swedish Labor Market Administration. The project is analyzed from the point of view of achieving good effective productivity in the final work system. Developmental projects of large size pose special problems in this respect. The aim of the project was to replace the current database application system (AF-90, 8000 users) with an improved system. As a background, we first analyzed the problems the employees have when using the current system (AF-90) from the perspectives of functionality, usability and information needs. No systematic attempt was made in the development project to integrate knowledge about users' problems with the AF-90 project into the AIS-95 project. Furthermore, different forms of user participation were tried in the project but still many users reported feeling a lack of influence on the project. Conclusions are given with respect to how some of the deficiencies found in the present project might be avoided in future large-scale projects. %M J.BIT.17.4.242 %T On an Experimental Evaluation of Claim Analysis %S Usability Evaluation -- Some Conflicting Views %A John M. Carroll %J Behaviour and Information Technology %D 1998 %V 17 %N 4 %P 242-243 %* (c) Copyright 1998 Taylor and Francis Ltd. %M J.BIT.17.4.244 %T On Our Case Study of Claims Analysis and Other Usability Evaluation Methods %S Usability Evaluation -- Some Conflicting Views %A Bonnie E. John %J Behaviour and Information Technology %D 1998 %V 17 %N 4 %P 244-246 %* (c) Copyright 1998 Taylor and Francis Ltd. %M J.BIT.17.5.247 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1998 %V 17 %N 5 %P 247-248 %* (c) Copyright 1998 Taylor and Francis Ltd. %M J.BIT.17.5.249 %T Viewing Personal History Records: A Comparison of Tabular Format and Graphical Presentation Using LifeLines %A Diane Lindwarm Alonso %A Anne Rose %A Catherine Plaisant %A Kent L. Norman %J Behaviour and Information Technology %D 1998 %V 17 %N 5 %P 249-262 %* (c) Copyright 1998 Taylor and Francis Ltd. %X Thirty-six participants used a static version of either LifeLines, a graphical interface, or a tabular representation to answer questions about a database of temporal personal history information. Results suggest that overall the LifeLines representation led to much faster response times, primarily for questions which involved interval comparisons and making intercategorical connections. A 'first impression' test showed that LifeLines can reduce some of the biases of the tabular record summary. A post-experimental memory test led to significantly (p< 0.004) higher recall for LifeLines. Finally, simple interaction techniques are proposed to compensate for the problems of the static LifeLines display's ability to deal with precise dates, attribute coding and overlaps. %M J.BIT.17.5.263 %T Integrating Textual and Pictorial Information via Pop-Up Windows: An Experimental Study %A Mireille Betrancourt %A Andre Bisseret %J Behaviour and Information Technology %D 1998 %V 17 %N 5 %P 263-273 %* (c) Copyright 1998 Taylor and Francis Ltd. %X Following previous research in cognitive psychology, this paper deals with the effect of the spatial display of text-picture information on the user's cognitive processes. Two experiments were carried out to compare three displays on a computer screen: 'split' display (text and picture information displayed in separate areas on the screen), 'integrated' display (text information close to the part of the picture to which it refers), and 'pop-up' display (text information integrated in pop-up fields which appeared only via the user's action). In both experiments, the results showed that the integrated display and to a greater extent the pop-up display led to higher performances for an equal or lower learning time. Thus, these experiments reinforce the hypothesis that material where text and picture are integrated improves learning, especially if text information appears in pop-up fields. Results are discussed from a theoretical and a practical point of view. %M J.BIT.17.5.274 %T Assessing the Usability of On-Line Library Systems %A Gabriel K. Rousseau %A Brian A. Jamieson %A Wendy Rogers %A Sherry E. Mead %A Richard A. Sit %J Behaviour and Information Technology %D 1998 %V 17 %N 5 %P 274-281 %* (c) Copyright 1998 Taylor and Francis Ltd. %X Computer-based library systems are becoming pervasive throughout public and university libraries. The purpose of the present study was to survey the users of a representative system to assess the degree to which they used the system's functionality, their difficulties with the system, and their experiences learning the system. The majority of the 966 users of the system made limited use of the more advanced system commands and had difficulty understanding how the system works. Importantly, many of the users reported remotely accessing the system, which has implications for the development of training and help systems. The data from the survey are interpreted in the context of suggestions for design and training improvements for library on-line systems. %M J.BIT.17.5.282 %T Understanding Sources of User Variability in Computer-Based Data Entry Performance %A Sara J. Czaja %A Joseph Sharit %A Sankaran Nair %A Mark Rubert %J Behaviour and Information Technology %D 1998 %V 17 %N 5 %P 282-293 %* (c) Copyright 1998 Taylor and Francis Ltd. %X The pervasive use of computers in work settings implies that an increased number of workers, with varying levels of skills and abilities, will be performing computer-based tasks. This study investigated the impact of age, cognitive abilities, and computer experience on the performance of a real world data entry task. One hundred and ten subjects, ranging in age from 20-75 years, performed the task for nine hours following task training. The results indicated that abilities such as visuo-spatial skills, motor skills and processing speed had a significant impact on performance as did age and prior computer experience. With respect to age, the older participants completed less work than the younger and middle-aged subjects. Age differences in psychomotor skills and processing speed appeared to be important factors underlying age effects. In fact, the data indicated that after controlling for differences in these abilities age was no longer a significant predictor of work output. Further, after controlling for differences in work output the older people made fewer errors than the younger people. Overall the data suggest that older people will be at a disadvantage in the performance of computer-based data entry work to the extent to which speed of responding is emphasized. However, if speed of responding is not a critical element of performance they will be able to achieve comparable levels of performance to that of younger people. %M J.BIT.17.5.294 %T The Effects of Delay on the Performance of Computerized Feature Systems for Identifying Suspects %A Eric Lee %A Thom Whalen %A Gloria Jollymore %A Cathy Read %A Marilyn Swaffer %J Behaviour and Information Technology %D 1998 %V 17 %N 5 %P 294-300 %* (c) Copyright 1998 Taylor and Francis Ltd. %X In suspect identification, witnesses examine photos of known offenders in mugshot albums. The probability of correct identification deteriorates rapidly, however, as more photos are examined. Computerized feature systems, which display mugshots in order of similarity to witness descriptions increase success by reducing the number of mugshots examined. Previous experimental tests failed to examine the effects of delay (in eliciting witness descriptions) on recall memory and system performance, as well as the effects of number of raters per mugshot, and live target suspects (rather than using photos of men as targets). In two studies (one with live and one with photo target suspects), subject witnesses described targets after delays varying from several days up to four weeks. Delay had no effect on the number of photos examined, although in the fourth week the accuracy of witness feature descriptions of suspects began to deteriorate. Two raters per mugshot significantly improved performance. More raters did not improve performance further. Regardless of delay, witness searches resulted in photos of target suspects retrieved on average among the first 20-45 mugshots for a database of 1000 mugshots before a target suspect's photo was displayed. The effects of delay on recall memory were similar to those reported previously for recognition memory of faces. %M J.BIT.17.5.301 %T Participating Informally: Opportunities and Dilemmas in User-Driven Design %A Martin Beirne %A Harvie Ramsay %A Androniki Panteli %J Behaviour and Information Technology %D 1998 %V 17 %N 5 %P 301-310 %* (c) Copyright 1998 Taylor and Francis Ltd. %X This paper draws attention to the hidden influence of human subjectivity and informal patterns of social interaction within the systems development process. Through an extended case analysis, it uncovers a level of activity beneath the surface of structured methodologies and formalized arrangements which can be intense and problematical for the various stakeholders yet crucial in rendering systems viable in use. By contrast with conventional images of passive, dependent or as yet unenfranchized users, we demonstrate the active agency of grassroots staff in claiming space to assert themselves, taking the initiative and developing their own resources to secure viable systems. Essentially, we offer an account of how two data entry workers breached the terms of their contracts to become de facto designers and programmers, successfully customizing applications software to achieve required functionality despite formalized procedures rather than because of them. Though eventually attracting the tacit approval of managerial grades, this was a tense and struggle-suffused activity for the individuals concerned, and also one which implies a gender dimension to the capacity to control final outcomes. By revealing the dilemmas they confronted, and relating these to an appreciation of the creative space they levered open, we reflect on the wider significance of this episode for ambitions towards participatory design. %M J.BIT.17.6.311 %T Editorial %A Tom Stewart %J Behaviour and Information Technology %D 1998 %V 17 %N 6 %P 311-312 %* (c) Copyright 1998 Taylor and Francis Ltd. %M J.BIT.17.6.313 %T Effectiveness of Expert Semantic Knowledge as a Navigational Aid within Hypertext %S Cognition and Knowledge Representation %A Swapnesh C. Patel %A Colin G. Drury %A Valerie L. Shalin %J Behaviour and Information Technology %D 1998 %V 17 %N 6 %P 313-324 %* (c) Copyright 1998 Taylor and Francis Ltd. %X Hypertext systems parse documents into content nodes connected by machine supported links or relationships. Many hypertext researchers claim that the node-link relationships of hypertext provide an information organization that models the structure of human knowledge and should therefore facilitate information access (Fiderio 1988). Yet, failures of information access occur when users lack an understanding of the overall scope and organization of a hypertext system (Gay and Mazur 1991). To support this understanding, the present research incorporated expert-based domain semantics in the design of prosthetic devices for hypertext navigation. The task domain was documentation for a word processing system. In the first experiment, the pathfinder algorithm (Schvaneveldt 1990) and cluster analysis were used to identify a set of expert-based semantic relationships between word-processing concepts. The results from these analyses contributed to the design of two prostheses to assist hypertext navigation: A hierarchical index and a local semantic browser. These aids were tested in a second experiment, crossing type of on-line documentation (semantically enhanced hypertext or an alphabetically indexed text) with level of subject expertise (novice or expert). Both performance and strategy measures suggest that the semantic prostheses improved the accessibility of information for novice users without hampering expert performance. %M J.BIT.17.6.325 %T A Situated Cognition View about the Effects of Planning and Authorship on Computer Program Debugging %S Cognition and Knowledge Representation %A Lai-Chong Law %J Behaviour and Information Technology %D 1998 %V 17 %N 6 %P 325-337 %* (c) Copyright 1998 Taylor and Francis Ltd. %X Two experiments were conducted to investigate the relationship between planning and debugging and the effect of program authorship on debugging strategies. Three groups of participants with different programming experiences were recruited. In the first experiment, the participants were asked to develop and debug their self-generated program whereas in the second experiment, they were asked to debug an other-written program where some logical errors were planted. Situated cognition approach, being an emergent cognitive paradigm, furnishes an alternative framework to understand the problems of interest. Deweyan notion of inquiry and Gibsonian theory of affordance are of particular relevance. The results show that planning is ineffective for debugging, irrespective of the programming expertise level and program authorship. Besides, situated debugging is demonstrated to be the preferred strategy which is not significantly related to the program authorship. A model of planning for program debugging and a theory of two-faceted transparency are postulated for explicating the observations. %M J.BIT.17.6.338 %T Representation Still Matters: Cognitive Engineering and User Interface Design %S Cognition and Knowledge Representation %A Chris Stary %A Mark F. Peschl %J Behaviour and Information Technology %D 1998 %V 17 %N 6 %P 338-360 %* (c) Copyright 1998 Taylor and Francis Ltd. %X With the increased utilization of cognitive models for designing user interfaces several disciplines started to contribute to acquiring and representing knowledge about users, artifacts, and tasks. Although a wealth of studies already exists on modeling mental processes, and although the goals of cognitive engineering have become quite clear over the last decade, essential epistemological and methodological issues in the context of developing user interfaces have remained untouched. However, recent challenging tasks, namely designing information spaces for distributed user communities, have led to a revival of well known problems concerning the representation of knowledge and related issues, such as abstraction, navigation through information spaces, and visualization of abstract knowledge. All of these issues are associated with mental processes and thus, might become part of cognitive models. In this paper we reveal epistemological and methodological assumptions in the field of cognitive modeling as well as their implications for user interface design. It turns out that in order to achieve the goal of developing human-oriented (in contrast to technology-driven) human-computer interfaces developers have to develop knowledge of the structure and the representational dynamics of the cognitive systems which are interacting with the computer. We show that in a first step it is necessary to study and investigate the different levels and forms of representation that are involved in the interaction processes between computers and human cognitive systems. We propose a hybrid user modeling approach as part of the task-based development procedure in TADEUS (Task Analysis/Design/End User Systems). The hybrid approach does not only enable the representation of functional roles end users have to perform, but also how end users perform these roles, i.e. the representation and reflection, if not prediction of their behavior. This way, holistic system development that equally takes into account the organizational requirements and the end user reality at work places is facilitated. %M J.BIT.17.6.361 %T Predicting the Use and Effectiveness of an Office Automation System (OAS): A Case Study %S Case Study %A Luigi Leone %A Giacinto Matarazzo %J Behaviour and Information Technology %D 1998 %V 17 %N 6 %P 361-371 %* (c) Copyright 1998 Taylor and Francis Ltd. %X A model for predicting the use and effectiveness of an implemented office automation system (OAS) is presented and applied to a case study. The data was gathered via questionnaires (n=276) administered to a representative sample of employees working in an Italian telecommunication company. The model was tested using a structural equation confirmatory approach. Structural techniques test both the construct validity of measures and the predictive relations among constructs. Results showed satisfactory levels of construct validity of measures; the model proposed predicted significant amount of variance on the criterion constructs. The predictive model proposed is supported by the data; implications are discussed and perspectives are outlined. %M C.CHI.2000.1.1 %T Unleashed: Web Tablet Integration Into the Home %S Beyond the Workplace %A Anne McClard %A Patricia Somers %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 1-8 %K Internet appliances, Pen-based computing, Hand-held computers, Ergonomics, Ethnography %* (c) Copyright 2000 ACM %O 967 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p1-mcclard/p1-mcclard.pdf %X To understand how web access from a portable tablet appliance changes the way people use the Internet, MediaOne gave families pen-based tablet computers with a wireless connection to our high-speed data network. We used ethnographic and usability methods to understand how tablets would be integrated into household activities and to define user requirements for such devices. Participants viewed the tablet as conceptually different from a PC. The tablet enabled a high degree of multitasking with household activities, yet flaws in form and function affected use. Results suggest that correctly designed portable Internet appliances will fill a special role in peoples' daily lives, particularly if these devices share information with each other. They will allow spontaneous access to information and communication anywhere. %M C.CHI.2000.1.9 %T Predicting Text Entry Speed on Mobile Phones %S Beyond the Workplace %A Miika Silfverberg %A I. Scott MacKenzie %A Panu Korhonen %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 9-16 %K Text entry, Mobile systems, Mobile phones, Keypad input, Human performance modeling, Fitts' law, Digraph frequencies %* (c) Copyright 2000 ACM %O 829 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p9-silfverberg/p9-silfverberg.pdf %X We present a model for predicting expert text entry rates for several input methods on a 12-key mobile phone keypad. The model includes a movement component based on Fitts' law and a linguistic component based on digraph, or letter-pair, probabilities. Predictions are provided for one-handed thumb and two-handed index finger input. For the traditional multi-press method or the lesser-used two-key method, predicted expert rates vary from about 21 to 27 words per minute (wpm). The relatively new T9 method works with a disambiguating algorithm and inputs each character with a single key press. Predicted expert rates vary from 41 wpm for one-handed thumb input to 46 wpm for two-handed index finger input. These figures are degraded somewhat depending on the user's strategy in coping with less-than-perfect disambiguation. Analyses of these strategies are presented. %M C.CHI.2000.1.17 %T Developing a Context-Aware Electronic Tourist Guide: Some Issues and Experiences %S Beyond the Workplace %A Keith Cheverst %A Nigel Davies %A Keith Mitchell %A Adrian Friday %A Christos Efstratiou %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 17-24 %K Mobile computing, Context-awareness, Adaptive hypermedia, User interface design, Evaluation %* (c) Copyright 2000 ACM %O 1069 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p17-cheverst/p17-cheverst.pdf %X In this paper, we describe our experiences of developing and evaluating GUIDE, an intelligent electronic tourist guide. The GUIDE system has been built to overcome many of the limitations of the traditional information and navigation tools available to city visitors. For example, group-based tours are inherently inflexible with fixed starting times and fixed durations and (like most guidebooks) are constrained by the need to satisfy the interests of the majority rather than the specific interests of individuals. Following a period of requirements capture, involving experts in the field of tourism, we developed and installed a system for use by visitors to Lancaster. The system combines mobile computing technologies with a wireless infrastructure to present city visitors with information tailored to both their personal and environmental contexts. In this paper we present an evaluation of GUIDE, focusing on the quality of the visitor's experience when using the system. %M C.CHI.2000.1.25 %T Measuring the Allocation of Control in a 6 Degree-of-Freedom Docking Experiment %S Multi-Hand + Multi-DOF %A Maurice R. Masliah %A Paul Milgram %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 25-32 %K Coordination, Interaction techniques, Allocation of control, Virtual docking task, The M-metric, Evaluation methods, Motor control, Input devices, 6 degree-of-freedom control %* (c) Copyright 2000 ACM %O 810 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p25-masliah/p25-masliah.pdf %X Coordination definitions and metrics are reviewed from the motor control, biomedical, and human factors literature. This paper presents an alternative measurement called the M-metric, the product of the simultaneity and efficiency of a trajectory, as a means of quantifying allocation of control within a docking task. A 6 degree-of-freedom (DOF) longitudinal virtual docking task experiment was conducted to address how control is allocated across six DOFs, how allocation of control changes with extended practice, and if differences in the allocation of control are input device dependent. The results show that operators, rather than controlling all 6 DOFs equally, allocate their control to the rotational and translational DOFs separately, and switch control between the two groups. With practice, allocation of control within the translational and rotational subsets increases at a faster rate than across all 6 DOFs together. %M C.CHI.2000.1.33 %T Symmetric Bimanual Interaction %S Multi-Hand + Multi-DOF %A Ravin Balakrishnan %A Ken Hinckley %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 33-40 %K Two-handed input, Symmetric interaction, Guiard theory, Input, Interaction techniques %* (c) Copyright 2000 ACM %O 869 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p33-balakrishnan/p33-balakrishnan.pdf %X We present experimental work that explores the factors governing symmetric bimanual interaction in a two-handed task that requires the user to track a pair of targets, one target with each hand. A symmetric bimanual task is a two-handed task in which each hand is assigned an identical role. In this context, we explore three main experimental factors. We vary the distance between the pair of targets to track: as the targets become further apart, visual diversion increases, forcing the user to divide attention between the two targets. We also vary the demands of the task by using both a slow and a fast tracking speed. Finally, we explore visual integration of sub-tasks: in one condition, the two targets to track are connected by a line segment which visually links the targets, while in the other condition there is no connecting line. Our results indicate that all three experimental factors affect the degree of parallelism, which we quantify using a new metric of bimanual parallelism. However, differences in tracking error between the two hands are affected only by the visual integration factor. %M C.CHI.2000.1.41 %T Two-Handed Input Using a PDA and a Mouse %S Multi-Hand + Multi-DOF %A Brad A. Myers %A Kin Pou Lie %A Bo-Chieh Yang %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 41-48 %K Personal Digital Assistants (PDAs), Hand-held computers, Palm Pilot, Windows CE, Two-handed input, Smart environments, Ubiquitous computing, Pebbles %* (c) Copyright 2000 ACM %O 1107 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p41-myers/p41-myers.pdf %X We performed several experiments using a Personal Digital Assistant (PDA) as an input device in the non-dominant hand along with a mouse in the dominant hand. A PDA is a small hand-held palm-size computer like a 3Com Palm Pilot or a Windows CE device. These are becoming widely available and are easily connected to a PC. Results of our experiments indicate that people can accurately and quickly select among a small numbers of buttons on the PDA using the left hand without looking, and that, as predicted, performance, does decrease as the number of buttons increases. Homing times to move both hands between the keyboard and devices are only about 10% to 15% slower than times to move a single hand to the mouse, suggesting that acquiring two devices does not cause a large penalty. In an application task, we found that scrolling web pages using buttons or a scroller on the PDA matched the speed of using a mouse with a conventional scroll bar, and beat the best two-handed times reported in an earlier experiment. These results will help make two-handed interactions with computers more widely available and more effective. %M C.CHI.2000.1.49 %T The Effects of Animated Characters on Anxiety, Task Performance, and Evaluations of User Interfaces %S Agents %A Raoul Rickenberg %A Byron Reeves %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 49-56 %K Animated characters, Social agents, Social facilitation, Locus of control %* (c) Copyright 2000 ACM %O 971 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p49-rickenberg/p49-rickenberg.pdf %X Animated characters are common in user interfaces, but important questions remain about whether characters work in all situations and for all users. This experiment tested the effects of different character presentations on user anxiety, task performance, and subjective evaluations of two commerce websites. There were three character conditions (no character, a character that ignored the user, and a character that closely monitored work on the website). Users were separated into two groups that had different attitudes about accepting help from others: people with control orientations that were external (users thought that other people controlled their success) and those with internal orientations (users thought they were in control). Results showed that the effects of monitoring and individual differences' in thoughts about control worked as they do in real life. Users felt more anxious when characters monitored their website work and this effect was strongest for users with an external control orientation. Monitoring characters also decreased task performance, but increased trust in website content. Results are discussed in terms of design considerations that maximize the positive influence of animated agents. %M C.CHI.2000.1.57 %T Helper Agent: Designing an Assistant for Human-Human Interaction in a Virtual Meeting Space %S Agents %A Katherine Isbister %A Hideyuki Nakanishi %A Toru Ishida %A Cliff Nass %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 57-64 %K Social interface agents, Human-human interaction, Virtual meeting place, Cross-cultural communication %* (c) Copyright 2000 ACM %O 895 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p57-isbister/p57-isbister.pdf %X This paper introduces a new application area for agents in the computer interface: the support of human-human interaction. We discuss an interface agent prototype that is designed to support human-human communication in virtual environments. The prototype interacts with users strategically during conversation, spending most of its time listening. The prototype mimics a party host, trying to find a safe common topic for guests whose conversation has lagged. We performed an experimental evaluation of the prototype's ability to assist in cross-cultural conversations. We designed the prototype to introduce safe or unsafe topics to conversation pairs, through a series of questions and suggestions. The agent made positive contributions to participants' experience of the conversation, influenced their perception of each other and of each others' national group, and even seemed to effect their style of behavior. We discuss the implications of our research for the design of social agents to support human-human interaction. %M C.CHI.2000.1.65 %T Agents to Assist in Finding Help %S Agents %A Adriana Vivacqua %A Henry Lieberman %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 65-72 %K Expertise location, Agents, Matchmaking, Java, Help systems %* (c) Copyright 2000 ACM %O 1322 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p65-vivacqua/p65-vivacqua.pdf %X When a novice needs help, often the best solution is to find a human expert who is capable of answering the novice's questions. But often, novices have difficulty characterizing their own questions and expertise and finding appropriate experts. Previous attempts to assist expertise location have provided matchmaking services, but leave the task of classifying knowledge and queries to be performed manually by the participants. We introduce Expert Finder, an agent that automatically classifies both novice and expert knowledge by autonomously analyzing documents created in the course of routine work. Expert Finder works in the domain of Java programming, where it relates a user's Java class usage to an independent domain model. User models are automatically generated that allow accurate matching of query to expert without either the novice or expert filling out skill questionnaires. Testing showed that automatically generated profiles matched well with experts' own evaluation of their skills, and we achieved a high rate of matching novice questions with appropriate experts. %M C.CHI.2000.1.73 %T Lurker Demographics: Counting the Silent %S Communication Environments %A Blair Nonnecke %A Jenny Preece %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 73-80 %K Lurker, Lurking, Discussion list, Demographic, Newsgroup, BBS, Email, Health-support, Traffic, Membership %* (c) Copyright 2000 ACM %O 793 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p73-nonnecke/p73-nonnecke.pdf %X As online groups grow in number and type, understanding lurking is becoming increasingly important. Recent reports indicate that lurkers make up over 90% of online groups, yet little is known about them. This paper presents a demographic study of lurking in email-based discussion lists (DLs) with an emphasis on health and software-support DLs. Four primary questions are examined. One, how prevalent is lurking, and do health and software-support DLs differ? Two, how do lurking levels vary as the definition is broadened from zero posts in 12 weeks to 3 or fewer posts in 12 weeks? Three, is there a relationship between lurking and the size of the DL, and four, is there a relationship between lurking and traffic level? When lurking is defined as no posts, the mean lurking level for all DLs is lower than the reported 90%. Health-support DLs have on average significantly fewer lurkers (46%) than software-support DLs (82%). Lurking varies widely ranging from 0 to 99%. The relationships between lurking, group size and traffic are also examined. %M C.CHI.2000.1.81 %T Talking in Circles: Designing a Spatially-Grounded Audioconferencing Environment %S Communication Environments %A Roy Rodenstein %A Judith S. Donath %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 81-88 %K Computer-mediated communication, Audio, Speech, Drawing, Representation, Media space, Interaction design, Multimodal interfaces, Multicast, Social navigation, Gesture %* (c) Copyright 2000 ACM %O 1250 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p81-rodenstein/p81-rodenstein.pdf %X This paper presents Talking in Circles, a multimodal audioconferencing environment whose novel design emphasizes spatial grounding with the aim of supporting naturalistic group interaction behaviors. Participants communicate primarily by speech and are represented as colored circles in a two-dimensional space. Behaviors such as subgroup conversations and social navigation are supported through circle mobility as mediated by the environment and the crowd and distance-based attenuation of the audio. The circles serve as platforms for the display of identity, presence and activity: graphics are synchronized to participants' speech to aid in speech-source identification and participants can sketch in their circle, allowing a pictorial and gestural channel to complement the audio. We note user experiences through informal studies as well as design challenges we have faced in the creation of a rich environment for computer-mediated communication. %M C.CHI.2000.1.89 %T Jotmail: A Voicemail Interface that Enables You to See what was Said %S Communication Environments %A Steve Whittaker %A Richard Davis %A Julia Hirschberg %A Urs Muller %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 89-96 %K Voicemail, Annotation, Speech access, Note-taking, Asynchronous communication, "Speech as data", Empirical evaluation %* (c) Copyright 2000 ACM %O 928 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p89-whittaker/p89-whittaker.pdf %X Voicemail is a pervasive, but under-researched tool for workplace communication. Despite potential advantages of voicemail over email, current phone-based voicemail UIs are highly problematic for users. We present a novel, Web-based, voicemail interface, Jotmail. The design was based on data from several studies of voicemail tasks and user strategies. The GUI has two main elements: (a) personal annotations that serve as a visual analogue to underlying speech; (b) automatically derived message header information. We evaluated Jotmail in an 8-week field trial, where people used it as their only means for accessing voicemail. Jotmail was successful in supporting most key voicemail tasks, although users' electronic annotation and archiving behaviors were different from our initial predictions. Our results argue for the utility of a combination of annotation based indexing and automatically derived information, as a general technique for accessing speech archives. %M C.CHI.2000.1.97 %T Instructional Interventions in Computer-Based Tutoring: Differential Impact on Learning Time and Accuracy %S Models %A Albert Corbett %A Holly Trask %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 97-104 %K Intelligent tutoring systems, Instructional interface design, Animation, Plan scaffolding, Student modeling %* (c) Copyright 2000 ACM %O 848 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p97-corbett/p97-corbett.pdf %X We can reliably build "second generation" intelligent computer tutors that are approximately half as effective as human tutors. This paper evaluates two interface enhancements designed to improve the effectiveness of one successful second generation tutor, the ACT Programming Tutor. One enhancement employs animated feedback to make key data structure relationships salient. The second enhancement employs subgoal scaffolding to support students in developing simple programming plans. Both interventions were successful, but had very different impacts on student effort required to achieve mastery in the tutor environment and on subsequent posttest accuracy. These results represent a step forward in closing the gap between computer tutors and human tutors. %M C.CHI.2000.1.105 %T Keystroke Level Analysis of Email Message Organization %S Models %A Olle Balter %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 105-112 %K Email, Model, User, Organisation of messages. %* (c) Copyright 2000 ACM %O 789 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p105-balter/p105-balter.pdf %X Organization of email messages takes an increasing amount of time for many email users. Research has demonstrated that users develop very different strategies to handle this organization. In this paper, the relationship between the different organization strategies and the time necessary to use a certain strategy is illustrated by a mathematical model based on keystroke-level analysis. The model estimates time usage for archiving and retrieving email messages for individual users. Besides explaining why users develop different strategies to organize email messages, the model can also be used to advise users individually when to start using folders, clean messages, learn the search functionality, and using filters to store messages. Similar models could assist evaluation of different interface designs where the number of items increase with time. %M C.CHI.2000.1.113 %T Using Naming Time to Evaluate Quality Predictors for Model Simplification %S Models %A Benjamin Watson %A Alinda Friedman %A Aaron McGaffey %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 113-120 %K Model simplification, Simplification metrics, Image quality, Naming time, Human vision %* (c) Copyright 2000 ACM %O 900 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p113-watson/p113-watson.pdf %X Model simplification researchers require quality heuristics to guide simplification, and quality predictors to allow comparison of different simplification algorithms. However, there has been little evaluation of these heuristics or predictors. We present an evaluation of quality predictors. Our standard of comparison is naming time, a well established measure of recognition from cognitive psychology. Thirty participants named models of familiar objects at three levels of simplification. Results confirm that naming time is sensitive to model simplification. Correlations indicate that view-dependent image quality predictors are most effective for drastic simplifications, while view-independent three-dimensional predictors are better for more moderate simplifications. %M C.CHI.2000.1.121 %T Interactive Textbook and Interactive Venn Diagram: Natural and Intuitive Interfaces on Augmented Desk System %S Tangible UI Systems %A Hideki Koike %A Yoichi Sato %A Yoshinori Kobayashi %A Hiroaki Tobita %A Motoki Kobayashi %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 121-128 %K Augmented reality, Computer vision, Finger/hand recognition, Information retrieval, Venn diagram, Education, Computer supported learning %* (c) Copyright 2000 ACM %O 1262 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p121-koike/p121-koike.pdf %X This paper describes two interface prototypes which we have developed on our augmented desk interface system, EnhancedDesk. The first application is Interactive Textbook, which is aimed at providing an effective learning environment. When a student opens a page which describes experiments or simulations, Interactive Textbook automatically retrieves digital contents from its database and projects them onto the desk. Interactive Textbook also allows the student hands-on ability to interact with the digital contents. The second application is the Interactive Venn Diagram, which is aimed at supporting effective information retrieval. Instead of keywords, the system uses real objects such as books or CDs as keys for retrieval. The system projects a circle around each book; data corresponding the book are then retrieved and projected inside the circle. By moving two or more circles so that the circles intersect each other, the user can compose a Venn diagram interactively on the desk. We also describe the new technologies introduced in EnhancedDesk which enable us to implement these applications. %M C.CHI.2000.1.129 %T curlybot: Designing a New Class of Computational Toys %S Tangible UI Systems %A Phil Frei %A Victor Su %A Bakhtiar Mikhak %A Hiroshi Ishii %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 129-136 %K Education, Learning, Children, Tangible interface, Toy %* (c) Copyright 2000 ACM %O 964 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p129-frei/p129-frei.pdf %X We introduce an educational toy, called curlybot, as the basis for a new class of toys aimed at children in their early stages of development -- ages four and up. curlybot is an autonomous two-wheeled vehicle with embedded electronics that can record how it has been moved on any flat surface and then play back that motion accurately and repeatedly. Children can use curlybot to develop intuitions for advanced mathematical and computational concepts, like differential geometry, through play away from a traditional computer. In our preliminary studies, we found that children learn to use curlybot quickly. They readily establish an affective and body syntonic connection with curlybot, because of its ability to remember all of the intricacies of their original gesture; every pause, acceleration, and even the shaking in their hand is recorded. Programming by example in this context makes the educational ideas implicit in the design of curlybot accessible to young children. %M C.CHI.2000.1.137 %T HandSCAPE: A Vectorizing Tape Measure for On-Site Measuring Applications %S Tangible UI Systems %A Jay Lee %A Victor Su %A Sandia Ren %A Hiroshi Ishii %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 137-144 %K Input device, Field measurement tool, On-site applications, Orientation-aware, Physical interaction, Tangible interface %* (c) Copyright 2000 ACM %O 1451 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p137-lee/p137-lee.pdf %X We introduce HandSCAPE, an orientation-aware digital tape measure, as an input device for digitizing field measurements, and visualizing the volume of the resulting vectors with computer graphics. Using embedded orientation-sensing hardware, HandSCAPE captures relevant vectors on each linear measurements and transmits this data wirelessly to a remote computer in real-time. To guide us in design, we have closely studied the intended users, their tasks, and the physical workplaces to extract the needs from real worlds. In this paper, we first describe the potential utility of HandSCAPE for three on-site application areas: archeological surveys, interior design, and storage space allocation. We then describe the overall system which includes orientation sensing, vector calculation, and primitive modeling. With exploratory usage results, we conclude our paper for interface design issues and future developments. %M C.CHI.2000.1.145 %T Bringing Order to the Web: Automatically Categorizing Search Results %S Bringing Order Out of Chaos %A Hao Chen %A Susan Dumais %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 145-152 %K User interface, World Wide Web, Search, User study, Text categorization, Classification, Support vector machine %* (c) Copyright 2000 ACM %O 977 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p145-chen/p145-chen.pdf %X We developed a user interface that organizes Web search results into hierarchical categories. Text classification algorithms were used to automatically classify arbitrary search results into an existing category structure on-the-fly. A user study compared our new category interface with the typical ranked list interface of search results. The study showed that the category interface is superior both in objective and subjective measures. Subjects liked the category interface much better than the list interface, and they were 50% faster at finding information that was organized into categories. Organizing search results allows users to focus on items in categories of interest rather than having to browse through all the results sequentially. %M C.CHI.2000.1.153 %T Enhancing a Digital Book with a Reading Recommender %S Bringing Order Out of Chaos %A Allison Woodruff %A Rich Gossweiler %A James Pitkow %A Ed H. Chi %A Stuart K. Card %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 153-160 %K Spreading activation, Bibliometrics, Recommendations, Information visualization, 3D book, Degree of interest %* (c) Copyright 2000 ACM %O 1149 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p153-woodruff/p153-woodruff.pdf %X Digital books can significantly enhance the reading experience, providing many functions not available in printed books. In this paper we study a particular augmentation of digital books that provides readers with customized recommendations. We systematically explore the application of spreading activation over text and citation data to generate useful recommendations. Our findings reveal that for the tasks performed in our corpus, spreading activation over text is more useful than citation data. Further, fusing text and citation data via spreading activation results in the most useful recommendations. The fused spreading activation techniques outperform traditional text-based retrieval methods. Finally, we introduce a preliminary user interface for the display of recommendations from these algorithms. %M C.CHI.2000.1.161 %T The Scent of a Site: A System for Analyzing and Predicting Information Scent, Usage, and Usability of a Web Site %S Bringing Order Out of Chaos %A Ed H. Chi %A Peter Pirolli %A James Pitkow %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 161-168 %K Information foraging, Information scent, World Wide Web, Usability, Information visualization, Data mining, Longest repeated subsequences, Dome Tree, Usage-based layout %* (c) Copyright 2000 ACM %O 1257 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p161-chi/p161-chi.pdf %X Designers and researchers of users' interactions with the World Wide Web need tools that permit the rapid exploration of hypotheses about complex interactions of user goals, user behaviors, and Web site designs. We present an architecture and system for the analysis and prediction of user behavior and Web site usability. The system integrates research on human information foraging theory, a reference model of information visualization and Web data-mining techniques. The system also incorporates new methods of Web site visualization (Dome Tree, Usage Based Layouts), a new predictive modeling technique for Web site use (Web User Flow by Information Scent, WUFIS), and new Web usability metrics. %M C.CHI.2000.1.169 %T Browsing Digital Video %S Video Summarization %A Francis C. Li %A Anoop Gupta %A Elizabeth Sanocki %A Li-wei He %A Yong Rui %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 169-176 %K Digital video, Video browsing, Video indexing, Time compression, Pause removal, Next-generation video playback interfaces %* (c) Copyright 2000 ACM %O 1498 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p169-li/p169-li.pdf %X Video in digital format played on programmable devices presents opportunities for significantly enhancing the user's viewing experience. For example, time compression and pause removal can shorten the viewing time for a video, textual and visual indices can allow personalized navigation through the content, and random-access digital storage allows instantaneous seeks into the content. To understand user behavior when such capabilities are available, we built a software video browsing application that combines many such features. We present results from a user study where users browsed video in six different categories: classroom lectures, conference presentations, entertainment shows, news, sports, and travel. Our results show that the most frequently used features were time compression, pause removal, and navigation using shot boundaries. Also, the behavior was different depending on the content type, and we present a classification. Finally, the users found the browser to be very useful. Two main reasons were: i) the ability to save time and ii) the feeling of control over what content they watched. %M C.CHI.2000.1.177 %T Comparing Presentation Summaries: Slides vs. Reading vs. Listening %S Video Summarization %A Liwei He %A Elizabeth Sanocki %A Anoop Gupta %A Jonathan Grudin %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 177-184 %K Video abstraction, Video summarization, Digital video library, Video browsing, Video skim, Multimedia %* (c) Copyright 2000 ACM %O 1036 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p177-he/p177-he.pdf %X As more audio and video technical presentations go online, it becomes imperative to give users effective summarization and skimming tools so that they can find the presentation they want and browse through it quickly. In a previous study, we reported three automated methods for generating audio-video summaries and a user evaluation of those methods. An open question remained about how well various text/image only techniques will compare to the audio-video summarizations. This study attempts to fill that gap. This paper reports a user study that compares four possible ways of allowing a user to skim a presentation: 1) PowerPoint slides used by the speaker during the presentation, 2) the text transcript created by professional transcribers from the presentation, 3) the transcript with important points highlighted by the speaker, and 4) a audio-video summary created by the speaker. Results show that although some text-only conditions can match the audio-video summary, users have a marginal preference for audio-video (ANOVA F=3.067, p=0.087). Furthermore, different styles of slide-authoring (e.g., detailed vs. big-points only) can have a big impact on their effectiveness as summaries, raising a dilemma for some speakers in authoring for on-demand previewing versus that for live audiences. %M C.CHI.2000.1.185 %T An Interactive Comic Book Presentation for Exploring Video %S Video Summarization %A John Boreczky %A Andreas Girgensohn %A Gene Golovchinsky %A Shingo Uchihashi %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 185-192 %K Video summarization, Video browsing, Keyframe extraction %* (c) Copyright 2000 ACM %O 1581 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p185-boreczky/p185-boreczky.pdf %X This paper presents a method for generating compact pictorial summarizations of video. We developed a novel approach for selecting still images from a video suitable for summarizing the video and for providing entry points into it. Images are laid out in a compact, visually pleasing display reminiscent of a comic book or Japanese manga. Users can explore the video by interacting with the presented summary. Links from each keyframe start video playback and/or present additional detail. Captions can be added to presentation frames to include commentary or descriptions such as the minutes of a recorded meeting. We conducted a study to compare variants of our summarization technique. The study participants judged the manga summary to be significantly better than the other two conditions with respect to their suitability for summaries and navigation, and their visual appeal. %M C.CHI.2000.1.193 %T Face to Interface: Facial Affect in (Hu)man and Machine %S Emotions and Values %A Diane J. Schiano %A Sheryl M. Ehrlich %A Krisnawan Rahardja %A Kyle Sheridan %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 193-200 %K Affective computing, Facial affect, Facial expression of emotion, Affect, Emotion, Face, Nonverbal communication %* (c) Copyright 2000 ACM %O 885 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p193-schiano/p193-schiano.pdf %X Facial expression of emotion (or "facial affect") is rapidly becoming an area of intense interest in the computer science and interaction design communities. Ironically, this interest comes at a time when the classic findings on perception of human facial affect are being challenged in the psychological research literature, largely on methodological grounds. This paper presents two studies on perception of facial affect. Experiment 1 provides new data on the recognition of human facial expressions, using experimental methods and analyses designed to systematically address the criticisms and help resolve this controversy. Experiment 2 is a user study on affect in a prototype robot face; the results are compared to the human data of Experiment 1. Together they provide a demonstration of how basic and more applied research can mutually contribute to this rapidly developing field. %M C.CHI.2000.1.201 %T Hedonic and Ergonomic Quality Aspects Determine a Software's Appeal %S Emotions and Values %A Mare Hassenzahl %A Axel Platz %A Michael Burmester %A Katrin Lehner %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 201-208 %K Perceived software quality, Emotional usability, Hedonic components, Joy of use %* (c) Copyright 2000 ACM %O 794 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p201-hassenzahl/p201-hassenzahl.pdf %X The present study examines the role of subjectively perceived ergonomic quality (e.g. simplicity, controllability) and hedonic quality (e.g. novelty, originality) of a software system in forming a judgement of appeal. A hypothesised research model is presented. The two main research question are: (1) Are ergonomic and hedonic quality subjectively different quality aspects that can be independently perceived by the users? and (2) Is the judgement of appeal formed by combining and weighting ergonomic and hedonic quality and which weights are assigned? The results suggest that both quality aspects can be independently perceived by users. Moreover, they almost equally contributed to the appeal of the tested software prototypes. A simple averaging model implies that both quality aspects will compensate each other. Limitations and practical implication of the results are discussed. %M C.CHI.2000.1.209 %T Alternatives: Exploring Information Appliances through Conceptual Design Proposals %S Emotions and Values %A Bill Gaver %A Heather Martin %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 209-216 %K Design research, Information appliances, Home, Conceptual design %* (c) Copyright 2000 ACM %O 1213 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p209-gaver/p209-gaver.pdf %X As a way of mapping a design space for a project on information appliances, we produced a workbook describing about twenty conceptual design proposals. On the one hand, they serve as suggestions that digital devices might embody values apart from those traditionally associated with functionality and usefulness. On the other, they are examples of research through design, balancing concreteness with openness to spur the imagination, and using multiplicity to allow the emergence of a new design space. Here we describe them both in terms of content and process, discussing first the values they address and then how they were crafted to encourage a broad discussion with our partners that could inform future stages of design. %M C.CHI.2000.1.217 %T An Observational Study of How Objects Support Engineering Design Thinking and Communication: Implications for the Design of Tangible Media %S Tangible UI Design Issues %A Margot Brereton %A Ben McGarry %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 217-224 %K Tangible media, Augmented reality, Interaction design, Design thinking, User models, Cognitive models. %* (c) Copyright 2000 ACM %O 822 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p217-brereton/p217-brereton.pdf %X There has been an increasing interest in objects within the HCI field particularly with a view to designing tangible interfaces. However, little is known about how people make sense of objects and how objects support thinking. This paper presents a study of groups of engineers using physical objects to prototype designs, and articulates the roles that physical objects play in supporting their design thinking and communications. The study finds that design thinking is heavily dependent upon physical objects, that designers are active and opportunistic in seeking out physical props and that the interpretation and use of an object depends heavily on the activity. The paper discusses the trade-offs that designers make between speed and accuracy of models, and specificity and generality in choice of representations. Implications for design of tangible interfaces are discussed. %M C.CHI.2000.1.225 %T Tagged Handles: Merging Discrete and Continuous Manual Control %S Tangible UI Design Issues %A Karon E. MacLean %A Scott S. Snibbe %A Golan Levin %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 225-232 %K Discrete, Continuous, Haptic, Force feedback, Tagged object, Tangible, Tool, Token, Container, Design process %* (c) Copyright 2000 ACM %O 976 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p225-maclean/p225-maclean.pdf %X Discrete and continuous modes of manual control are fundamentally different: buttons select or change state, while handles persistently modulate an analog parameter. User interfaces for many electronically aided tasks afford only one of these modes when both are needed. We describe an integration of two kinds of physical interfaces (tagged objects and force feedback) that enables seamless execution of such multimodal tasks while applying the benefits of physicality; and demonstrate application scenarios with conceptual and engineering prototypes. Our emphasis is on sharing insights gained in a design case study, including expert user reactions. %M C.CHI.2000.1.233 %T Traversable Interfaces Between Real and Virtual Worlds %S Tangible UI Design Issues %A Boriana Koleva %A Holger Schnadelbach %A Steve Benford %A Chris Greenhalgh %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 233-240 %K Mixed reality, Virtual environments, Augmented reality, Tele-presence, Tele-embodiment %* (c) Copyright 2000 ACM %O 1105 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p233-koleva/p233-koleva.pdf %X Traversable interfaces establish the illusion that virtual and physical worlds are joined together and that users can physically cross from one to the other. Our design for a traversable interface combines work on tele-embodiment, mixed reality boundaries and virtual environments. It also exploits non-solid projection surfaces, of which we describe four examples. Our design accommodates the perspectives of users who traverse the interface and also observers who are present in the connected physical and virtual worlds, an important consideration for performance and entertainment applications. A demonstrator supports encounters between members of our laboratory and remote visitors. %M C.CHI.2000.1.241 %T Tradeoffs in Displaying Peripheral Information %S WWW Navigation Aids %A Paul P. Maglio %A Christopher S. Campbell %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 241-248 %K Peripheral information, Dual-task tradeoffs, User interface design %* (c) Copyright 2000 ACM %O 917 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p241-maglio/p241-maglio.pdf %X Peripheral information is information that is not central to a person's current task, but provides the person the opportunity to learn more, to do a better job, or to keep track of less important tasks. Though peripheral information displays are ubiquitous, they have been rarely studied. For computer users, a common peripheral display is a scrolling text display that provides announcements, sports scores, stock prices, or other news. In this paper, we investigate how to design peripheral displays so that they provide the most information while having the least impact on the user's performance on the main task. We report a series of experiments on scrolling displays aimed at examining tradeoffs between distraction of scrolling motion and memorability of information displayed. Overall, we found that continuously scrolling displays are more distracting than displays that start and stop, but information in both is remembered equally well. These results are summarized in a set of design recommendations. %M C.CHI.2000.1.249 %T The Impact of Fluid Documents on Reading and Browsing: An Observational Study %S WWW Navigation Aids %A Polle T. Zellweger %A Susan Harkness Regli %A Jock D. Mackinlay %A Bay-Wei Chang %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 249-256 %K Fluid user interfaces, Fluid documents, Focus+context, Hypertext navigation, On-line reading, Eye tracking, Studies of dynamic user interfaces %* (c) Copyright 2000 ACM %O 1077 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p249-zellweger/p249-zellweger.pdf %X Fluid Documents incorporate additional information into a page by adjusting typography using interactive animation. One application is to support hypertext browsing by providing glosses for link anchors. This paper describes an observational study of the impact of Fluid Documents on reading and browsing. The study involved six conditions that differ along several dimensions, including the degree of typographic adjustment and the distance glosses are placed from anchors. Six subjects read and answered questions about two hypertext corpora while being monitored by an eyetracker. The eyetracking data revealed no substantial differences in eye behavior between conditions. Gloss placement was significant: subjects required less time to use nearby glosses. Finally, the reaction to the conditions was highly varied, with several conditions receiving both a best and worst rating on the subjective questionnaires. These results suggest implications for the design of dynamic reading environments. %M C.CHI.2000.1.257 %T Effects of Contextual Navigation Aids on Browsing Diverse Web Systems %S WWW Navigation Aids %A Joonah Park %A Jinwoo Kim %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 257-264 %K Context information, Navigation, Web systems, Structure, Browsing, Hypertext %* (c) Copyright 2000 ACM %O 811 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p257-park/p257-park.pdf %X In spite of the radical enhancement of web technologies, many users still continue to experience severe difficulties in navigating web systems. One way to reduce the navigation difficulties is to provide context information that explains the current situation of users in the web systems. In this study, we empirically examined the effects of two types of context information, namely, structural and temporal context. In the experiment, we evaluated the effectiveness of the contextual navigation aids in two different types of web systems: an electronic commerce system and a content dissemination system. In our experiment, subjects performed several browsing tasks and answered a set of post-questionnaires. The results of the experiment reveal that the two types of contextual navigation aids significantly improved the performance of browsing tasks regardless of different web systems. Moreover, context information changed the users' navigation patterns, and increased their subjective ease of navigation. This study concludes with implications for understanding the users' browsing patterns and for developing effective navigation systems. %M C.CHI.2000.1.265 %T Interacting with Eye Movements in Virtual Environments %S Eye Gaze %A Vildan Tanriverdi %A Robert J. K. Jacob %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 265-272 %K Eye movements, Eye tracking, Polhemus tracker, Virtual reality, Virtual environments, Interaction techniques %* (c) Copyright 2000 ACM %O 798 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p265-tanriverdi/p265-tanriverdi.pdf %X Eye movement-based interaction offers the potential of easy, natural, and fast ways of interacting in virtual environments. However, there is little empirical evidence about the advantages or disadvantages of this approach. We developed a new interaction technique for eye movement interaction in a virtual environment and compared it to more conventional 3-D pointing. We conducted an experiment to compare performance, of the two interaction types and to assess their impacts on spatial memory of subjects and to explore subjects' satisfaction with the two types of interactions. We found that the eye movement-based interaction was faster than pointing, especially for distant objects. However, subjects' ability to recall spatial information was weaker in the eye condition than the pointing one. Subjects reported equal satisfaction with both types of interactions, despite the technology limitations of current eye tracking equipment. %M C.CHI.2000.1.273 %T Intelligent Gaze-Added Interfaces %S Eye Gaze %A Dario D. Salvucci %A John R. Anderson %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 273-280 %K Gaze-added interfaces, Gaze-based interfaces, Intelligent interfaces, Eye movements, User models %* (c) Copyright 2000 ACM %O 888 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p273-salvucci/p273-salvucci.pdf %X We discuss a novel type of interface, the intelligent gaze-added interface, and describe the design and evaluation of a sample gaze-added operating-system interface. Gaze-added interfaces, like current gaze-based systems, allow users to execute commands using their eyes. However, while most gaze-based systems replace the functionality of other inputs with that of gaze, gaze-added interfaces simply add gaze functionality that the user can employ if and when desired. Intelligent gaze-added interfaces utilize a probabilistic algorithm and user model to interpret gaze focus and alleviate typical problems with eye-tracking data. We extended a standard WIMP operating-system interface into a new interface, IGO, that incorporates intelligent gaze-added input. In a user study, we found that users quickly adapted to the new interface and utilized gaze effectively both alone and with other inputs. %M C.CHI.2000.1.281 %T Evaluation of Eye Gaze Interaction %S Eye Gaze %A Linda E. Sibert %A Robert J. K. Jacob %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 281-288 %K Eye movements, Eye tracking, User interfaces, Interaction techniques %* (c) Copyright 2000 ACM %O 882 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p281-sibert/p281-sibert.pdf %X Eye gaze interaction can provide a convenient and natural addition to user-computer dialogues. We have previously reported on our interaction techniques using eye gaze [10]. While our techniques seemed useful in demonstration, we now investigate their strengths and weaknesses in a controlled setting. In this paper, we present two experiments that compare an interaction technique we developed for object selection based on a where a person is looking with the most commonly used selection method using a mouse. We find that our eye gaze interaction technique is faster than selection with a mouse. The results show that our algorithm, which makes use of knowledge about how the eyes behave, preserves the natural quickness of the eye. Eye gaze interaction is a reasonable addition to computer interaction and is convenient in situations where it is important to use the hands for other tasks. It is particularly beneficial for the larger screen workspaces and virtual environments of the future, and it will become increasingly practical as eye tracker technology matures. %M C.CHI.2000.1.289 %T Enriching Buyers' Experiences: The SmartClient Approach %S User Experience in E-Commerce %A Pearl Pu %A Boi Faltings %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 289-296 %K eCommerce, On-line travel planning systems, Visual overview, Client-server architecture, Constraint solver %* (c) Copyright 2000 ACM %O 3733 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p289-pu/p289-pu.pdf %X In electronic commerce, a satisfying buyer experience is a key competitive element. We show new techniques for better adapting interaction with an electronic catalog system to actual buying behavior. Our model replaces the sequential separation of needs identification and product brokering with a conversation in which both processes occur simultaneously. This conversation supports the buyer in formulating his or her needs, and in deciding which criteria to apply in selecting a product to buy. We have experimented with this approach in the area of travel planning and developed a system called SmartClient Travel which supports this process. It includes tools for need identification, visualization of alternatives, and choosing the most suitable one. We describe the system and its implementation, and report on user studies showing its advantages for electronic catalogs. %M C.CHI.2000.1.297 %T Quality is in the Eye of the Beholder: Meeting Users' Requirements for Internet Quality of Service %S User Experience in E-Commerce %A Anna Bouch %A Allan Kuchinsky %A Nina Bhatti %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 297-304 %K Internet, Quality of service, User perception %* (c) Copyright 2000 ACM %O 843 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p297-bouch/p297-bouch.pdf %X Growing usage and diversity of applications on the Internet makes Quality of Service (QoS) increasingly critical [15]. To date, the majority of research on QoS is systems oriented, focusing on traffic analysis, scheduling, and routing. Relatively minor attention has been paid to user-level QoS issues. It is not yet known how objective system quality relates to users' subjective perceptions of quality. This paper presents the results of quantitative experiments that establish a mapping between objective and perceived QoS in the context of Internet commerce. We also conducted focus groups to determine how contextual factors influence users' perceptions of QoS. We show that, while users' perceptions of World Wide Web QoS are influenced by a number of contextual factors, it is possible to correlate objective measures of QoS with subjective judgements made by users, and therefore influence system design. We argue that only by integrating users' requirements for QoS into system design can the utility of the future Internet be maximized. %M C.CHI.2000.1.305 %T What Makes Internet Users Visit Cyber Stores Again? Key Design Factors for Customer Loyalty %S User Experience in E-Commerce %A Jungwon Lee %A Jinwoo Kim %A Jae Yun Moon %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 305-312 %K Customer loyalty, Customer interface, Transaction cost, Trust, Involvement, Internet shopping, Electronic commerce %* (c) Copyright 2000 ACM %O 868 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p305-lee/p305-lee.pdf %X Retaining customer loyalty is crucial in electronic commerce because the value of an Internet store is largely determined by the number of its loyal customers. This paper proposes a multi-phased model of customer loyalty for Internet shopping, which fully takes the characteristics of the Internet and cyber shopping into consideration. In order to validate the model, we conducted a web-based survey of the customers of various Internet stores, and the data was processed using structural equation analysis. The results indicate that several factors can effectively increase customer loyalty towards an Internet store and that the relative importance of the identified factors varies according to the level of involvement with the product purchased through the store. We suggest several managerial implications in developing Internet stores for higher customer loyalty based on these results. %M C.CHI.2000.1.313 %T Speak Out and Annoy Someone: Experience with Intelligent Kiosks %S Speech %A Andrew D. Christian %A Brian L. Avery %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 313-320 %K Public kiosk, Talking avatar, Speech recognition, Machine vision, User interface design, Information display %* (c) Copyright 2000 ACM %O 1172 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p313-christian/p313-christian.pdf %X An intelligent kiosk is a public information kiosk that senses the presence of humans and communicates in a natural way. To examine issues of human-kiosk interaction, we have built and deployed two versions of intelligent kiosks. The first kiosk design combines machine vision to locate and track people in the vicinity with an animated talking head that focuses on clients and talks to them. The second kiosk design uses infrared and sonar sensors to sense clients and multiple interacting agents to communicate with the client. The foremost lessons learned from public trials include (1) people are attracted to an animated face that watches them, (2) small mobile agents interact better with kiosk content than a single fixed face, (3) speaker-independent speech recognition is only useful in targeted applications, and (4) the quality of the content on the kiosk strongly influences the client's evaluation of the quality of the technology. %M C.CHI.2000.1.321 %T The Effect of Task Conditions on the Comprehensibility of Synthetic Speech %S Speech %A Jennifer Lai %A David Wood %A Michael Considine %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 321-328 %K Text-to-speech, Synthetic speech, User study, Comprehension %* (c) Copyright 2000 ACM %O 924 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p321-lai/p321-lai.pdf %X A study was conducted with 78 subjects to evaluate the comprehensibility of synthetic speech for various tasks ranging from short, simple e-mail messages to longer news articles on mostly obscure topics. Comprehension accuracy for each subject was measured for synthetic speech and for recorded human speech. Half the subjects were allowed to take notes while listening, the other half were not. Findings show that there was no significant difference in comprehension of synthetic speech among the five different text-to-speech engines used. Those subjects that did not take notes performed significantly worse for all synthetic voice tasks when compared to recorded speech tasks. Performance for synthetic speech in the non note-taking condition degraded as the task got longer and more complex. When taking notes, subjects also did significantly worse within the synthetic voice condition averaged across all six tasks. However, average performance scores for the last three tasks in this condition show comparable results for human and synthetic speech, reflective of a training effect. %M C.CHI.2000.1.329 %T Does Computer-Generated Speech Manifest Personality? An Experimental Test of Similarity-Attraction %S Speech %A Clifford Nass %A Kwan Min Lee %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 329-336 %K TTS (Text-to-Speech), CASA (Computers are social actors), Speech user interfaces, Personality, Similarity-attraction effect %* (c) Copyright 2000 ACM %O 849 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p329-nass/p329-nass.pdf %X This study examines whether people would interpret and respond to paralinguistic personality cues in computer-generated speech in the same way as they do human speech. Participants used a book-buying website and heard five book reviews in a 2 (synthesized voice personality: extrovert vs. introvert) by 2 (participant personality: extrovert vs. introvert) balanced, between-subjects experiment. Participants accurately recognized personality cues in TTS and showed strong similarity-attraction effects. Although the content was the same for all participants, when the personality of the computer voice matched their own personality: 1) participants regarded the computer voice as more attractive, credible, and informative; 2) the book review was evaluated more positively; 3) the reviewer was more attractive and credible; and 4) participants were more likely to buy the book. Match of user voice characteristics with TTS had no effect, confirming the social nature of the interaction. We discuss implications for HCI theory and design. %M C.CHI.2000.1.337 %T A Toolkit for Strategic Usability: Results from Workshops, Panels, and Surveys %S Usability %A Stephanie Rosenbaum %A Janice Anne Rohn %A Judee Humburg %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 337-344 %K Usability, Strategic usability, Corporate planning, Methodology, HCI professionals, Organizational change %* (c) Copyright 2000 ACM %O 858 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p337-rosenbaum/p337-rosenbaum.pdf %X This paper describes the organizational approaches and usability methodologies considered by HCI professionals to increase the strategic impact of usability research within companies. We collected the data from 134 HCI professionals at three conferences: CHI 98, CHI 99, and the Usability Professionals' Association 1999 conference. The results are the first steps towards a toolkit for the usability community that can help HCI practitioners learn from the experiences of others in similar situations. %M C.CHI.2000.1.345 %T Measuring Usability: Are Effectiveness, Efficiency, and Satisfaction Really Correlated? %S Usability %A Erik Frokjaer %A Morten Hertzum %A Kasper Hornbaek %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 345-352 %K Usability measures, Effectiveness, Efficiency, Satisfaction, Information retrieval, Usability testing, User studies %* (c) Copyright 2000 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p345-frokjar/p345-frokjar.pdf %X Usability comprises the aspects effectiveness, efficiency, and satisfaction. The correlations between these aspects are not well understood for complex tasks. We present data from an experiment where 87 subjects solved 20 information retrieval tasks concerning programming problems. The correlation between efficiency, as indicated by task completion time, and effectiveness, as indicated by quality of solution, was negligible. Generally, the correlations among the usability aspects depend in a complex way on the application domain, the user's experience, and the use context. Going through three years of CHI Proceedings, we find that 11 out of 19 experimental studies involving complex tasks account for only one or two aspects of usability. When these studies make claims concerning overall usability, they rely on risky assumptions about correlations between usability aspects. Unless domain specific studies suggest otherwise, effectiveness, efficiency, and satisfaction should be considered independent aspect of usability and all be included in usability testing. %M C.CHI.2000.1.353 %T The Streamlined Cognitive Walkthrough Method, Working Around Social Constraints Encountered in a Software Development Company %S Usability %A Rick Spencer %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 353-359 %K Cognitive walkthrough, Usability inspection %* (c) Copyright 2000 ACM %O 691 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p353-spencer/p353-spencer.pdf %X The cognitive walkthrough method described by Wharton et al. may be difficult to apply in a large software development company because of social constraints that exist in such companies. Managers, developers, and other team members are pressured for time, tend to lapse into lengthy design discussions, and are sometimes defensive about their user-interface designs. By enforcing four ground rules, explicitly defusing defensiveness, and streamlining the cognitive walkthrough method and data collection procedures, these social constraints can be overcome, and useful, valid data can be obtained. This paper describes a modified cognitive walkthrough process that accomplishes these goals, and has been applied in a large software development company. %M C.CHI.2000.1.360 %T Visual Similarity of Pen Gestures %S Novel Input %A A. Chris Long %A James A. Landay %A Lawrence A. Rowe %A Joseph Michiels %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 360-367 %K Pen-based user interfaces, Pen gestures, Multi-dimensional scaling, Similarity, Perception %* (c) Copyright 2000 ACM %O 950 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p360-long/p360-long.pdf %X Pen-based user interfaces are becoming ever more popular. Gestures (i.e., marks made with a pen to invoke a command) are a valuable aspect of pen-based UIs, but they also have drawbacks. The challenge in designing good gestures is to make them easy for people to learn and remember. With the goal of better gesture design, we performed a pair of experiments to determine why users find gestures similar. From these experiments, we have derived a computational model for predicting perceived gesture similarity that correlates 0.56 with observation. We will incorporate the results of these experiments into a gesture design tool, which will aid the pen-based UI designer in creating gesture sets that are easier to learn and more memorable. %M C.CHI.2000.1.368 %T Providing Integrated Toolkit-Level Support for Ambiguity in Recognition-Based Interfaces %S Novel Input %A Jennifer Mankoff %A Scott E. Hudson %A Gregory D. Abowd %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 368-375 %K Recognition-based interfaces, Ambiguous input, Toolkits, Input models, Interaction techniques, Pen-based interfaces, Speech recognition, Recognition errors. %* (c) Copyright 2000 ACM %O 1142 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p368-mankoff/p368-mankoff.pdf %X Interfaces based on recognition technologies are used extensively in both the commercial and research worlds. But recognizers are still error-prone, and this results in human performance problems, brittle dialogues, and other barriers to acceptance and utility of recognition systems. Interface techniques specialized to recognition systems can help reduce the burden of recognition errors, but building these interfaces depends on knowledge about the ambiguity inherent in recognition. We have extended a user interface toolkit in order to model and to provide structured support for ambiguity at the input event level. This makes it possible to build re-usable interface components for resolving ambiguity and dealing with recognition errors. These interfaces can help to reduce the negative effects of recognition errors. By providing these components at a toolkit level, we make it easier for application writers to provide good support for error handling. Further, with this robust support, we are able to explore new types of interfaces for resolving a more varied range of ambiguity. %M C.CHI.2000.1.376 %T Programming and Enjoying Music with Your Eyes Closed %S Novel Input %A Steffen Pauws %A Don Bouwhuis %A Berry Eggen %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 376-383 %K Multimodal interaction, Nonvisual interaction, Interface design, User evaluation, Interactive music system %* (c) Copyright 2000 ACM %O 1039 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p376-pauws/p376-pauws.pdf %X Design and user evaluation of a multimodal interaction style for music programming is described. User requirements were instant usability and optional use of a visual display. The interaction style consists of a visual roller metaphor. User control of the rollers proceeds by manipulating a force feedback trackball. Tactual and auditory cues strengthen the roller impression and support use without a visual display. The evaluation investigated task performance and procedural learning when performing music programming tasks with and without a visual display. No procedural instructions were provided. Tasks could be completed successfully with and without a visual display, though programming without a display needed more time to complete. Prior experience with a visual display did not improve performance without a visual display. When working without a display, procedures have to be acquired and remembered explicitly, as more procedures were remembered after working without a visual display. It is demonstrated that multimodality provides new ways to interact with music. %M C.CHI.2000.1.384 %T Presenting to Local and Remote Audiences: Design and Use of the TELEP System %S Awareness and Gaze in Group Communication %A Gavin Jancke %A Jonathan Grudin %A Anoop Gupta %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 384-391 %K Tele-presentation, Streaming media %* (c) Copyright 2000 ACM %O 1048 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p384-jancke/p384-jancke.pdf %X The current generation of desktop computers and networks are bringing streaming audio and video into widespread use. A small investment allows presentations or lectures to be multicast, enabling passive viewing from offices or rooms. We surveyed experienced viewers of multicast presentations and designed a lightweight system that creates greater awareness in the presentation room of remote viewers and allows remote viewers to interact with each other and the speaker. We report on the design, use, and modification of the system, and discuss design tradeoffs. %M C.CHI.2000.1.392 %T Coming to the Wrong Decision Quickly: Why Awareness Tools Must be Matched with Appropriate Tasks %S Awareness and Gaze in Group Communication %A Alberto Espinosa %A Jonathan Cadiz %A Luis Rico-Gutierrez %A Robert Kraut %A William Scherlis %A Glenn Lautenbacher %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 392-399 %K Task awareness, Workgroups, Awareness devices, Computer-mediated communication, Distributed work, Asynchronous work %* (c) Copyright 2000 ACM %O 936 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p392-espinosa/p392-espinosa.pdf %X This paper presents an awareness tool designed to help distributed, asynchronous groups solve problems quickly. Using a lab study, it was found that groups that used the awareness tool tended to converge and agree upon a solution more quickly. However, it was also found that individuals who did not use the awareness tool got closer to the correct solution. Implications for the design of awareness tools are discussed, with particular attention paid to the importance of matching the features of an awareness tool with a workgroup's tasks and goals. %M C.CHI.2000.1.400 %T Gaze Communication using Semantically Consistent Spaces %S Awareness and Gaze in Group Communication %A Michael J. Taylor %A Simon M. Rowe %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 400-407 %K Gaze, Avatar, Animation, Virtual meeting, Videophones %* (c) Copyright 2000 ACM %O 924 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p400-taylor/p400-taylor.pdf %X This paper presents a design for a user interface that supports improved gaze communication in multi-point video conferencing. We set out to use traditional computer displays to mediate the gaze of remote participants in a realistic manner. Previous approaches typically assume immersive displays, and use live video to animate avatars in a shared 3D virtual world. This shared world is then rendered from the viewpoint of the appropriate avatar to yield the required views of the virtual meeting. We show why such views of a shared space do not convey gaze information realistically when using traditional computer displays. We describe a new approach that uses a different arrangement of the avatars for each participant in order to preserve the semantic significance of gaze. We present a design process for arranging these avatars. Finally, we demonstrate the effectiveness of the new interface with experimental results. %M C.CHI.2000.1.408 %T Eye-Hand Co-Ordination with Force Feedback %S Haptic Force Feedback %A Roland Arsenault %A Colin Ware %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 408-414 %K 3d interfaces, Haptics, Interaction techniques, Force feedback, Virtual reality %* (c) Copyright 2000 ACM %O 803 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p408-arsenault/p408-arsenault.pdf %X The term Eye-hand co-ordination refers to hand movements controlled with visual feedback and reinforced by hand contact with objects. A correct perspective view of a virtual environment enables normal eye-hand co-ordination skills to be applied. But is it necessary for rapid interaction with 3D objects? A study of rapid hand movements is reported using an apparatus designed so that the user can touch a virtual object in the same place where he or she sees it. A Fitts tapping task is used to assess the effect of both contact with virtual objects and real-time update of the centre of perspective based on the user's actual eye position. A Polhemus tracker is used to measure the user's head position and from this estimate their eye position. In half of the conditions, head tracked perspective is employed so that visual feedback is accurate while in the other half a fixed eye-position is assumed. A Phantom force feedback device is used to make it possible to touch the targets in selected conditions. Subjects were required to change their viewing position periodically to assess the importance of correct perspective and of touching the targets in maintaining eye-hand co-ordination, The results show that accurate perspective improves performance by an average of 9% and contact improves it a further 12%. A more detailed analysis shows the advantages of head tracking to be greater for whole arm movements in comparison with movements from the elbow. %M C.CHI.2000.1.415 %T Putting the Feel in 'Look and Feel' %S Haptic Force Feedback %A Ian Oakley %A Marilyn Rose McGee %A Stephen Brewster %A Philip Gray %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 415-422 %K Haptics, Force feedback, Multimodal interaction %* (c) Copyright 2000 ACM %O 911 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p415-oakley/p415-oakley.pdf %X Haptic devices are now commercially available and thus touch has become a potentially realistic solution to a variety of interaction design challenges. We report on an investigation of the use of touch as a way of reducing visual overload in the conventional desktop. In a two-phase study, we investigated the use of the PHANTOM haptic device as a means of interacting with a conventional graphical user interface. The first experiment compared the effects of four different haptic augmentations on usability in a simple targeting task. The second experiment involved a more ecologically-oriented searching and scrolling task. Results indicated that the haptic effects did not improve users performance in terms of task completion time. However, the number of errors made was significantly reduced. Subjective workload measures showed that participants perceived many aspects of workload as significantly less with haptics. The results are described and the implications for the use of haptics in user interface design are discussed. %M C.CHI.2000.1.423 %T Force-Feedback Improves Performance for Steering and Combined Steering-Targeting Tasks %S Haptic Force Feedback %A Jack Tigh Dennerlein %A David B. Martin %A Christopher Hasser %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 423-429 %K Mouse, Pointing device, Force-feedback, Haptic, Steering task, Targeting task, Fitts' Law, Index of difficulty %* (c) Copyright 2000 ACM %O 775 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p423-dennerlein/p423-dennerlein.pdf %X The introduction of a force-feedback mouse, which provides high fidelity tactile cues via force output, may represent a long-awaited technological breakthrough in pointing device designs. However, there have been few studies examining the benefits of force-feedback for the desktop computer human interface. Ten adults performed eighty steering tasks, where the participants moved the cursor through a small tunnel with varying indices of difficulty using a conventional and force-feedback mouse. For the force-feedback condition, the mouse displayed force that pulled the cursor to the center of the tunnel. The tasks required both horizontal and vertical screen movements of the cursor. Movement times were on average 52 percent faster during the force-feedback condition when compared to the conventional mouse. Furthermore, for the conventional mouse vertical movements required more time to complete than horizontal screen movements. Another ten adults completed a combined steering and targeting task, where the participants navigated through a tunnel and then clicked a small box at the end of the tunnel. Again, force-feedback improved times to complete the task. Although movement times were slower than the pure steering task, the steering index of difficulty dominated the steering-targeting relationship. These results further support that human computer interfaces benefit from the additional sensory input of tactile cues to the human user. %M C.CHI.2000.1.430 %T Power Browser: Efficient Web Browsing for PDAs %S Glimpses of the Future %A Orkut Buyukkokten %A Hector Garcia-Molina %A Andreas Paepcke %A Terry Winograd %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 430-437 %K Web, browser, PDA (Personal Digital Assistant), PalmPilot, Wireless, HTTP, Proxy %* (c) Copyright 2000 ACM %O 970 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p430-buyukkokten/p430-buyukkokten.pdf %X We have designed and implemented new Web browsing facilities to support effective navigation on Personal Digital Assistants (PDAs) with limited capabilities: low bandwidth, small display, and slow CPU. The implementation supports wireless browsing from 3Corn's Palm Pilot. An HTTP proxy fetches web pages on the client's behalf and dynamically generates summary views to be transmitted to the client. These summaries represent both the link structure and contents of a set of web pages, using information about link importance. We discuss the architecture, user interface facilities, and the results of comparative performance evaluations. We measured a 45% gain in browsing speed, and a 42% reduction in required pen movements. %M C.CHI.2000.1.438 %T A Diary Study of Information Capture in Working Life %S Glimpses of the Future %A Barry A. T. Brown %A Abigail J. Sellen %A Kenton P. O'Hara %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 438-445 %K Information capture, Appliances, Digital cameras, Voice recorders, Scanners, Diary study, PDAs, Document use %* (c) Copyright 2000 ACM %O 1136 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p438-brown/p438-brown.pdf %X Despite the increasing number of new devices entering the market allowing the capture or recording of information (whether it be marks on paper, scene, sound or moving images), there has been little study of when and why people want to do these kinds of activities. In an effort to systematically explore design requirements for new kinds of information capture devices, we devised a diary study of 22 individuals in a range of different jobs. The data were used to construct a taxonomy as a framework for design and analysis. Design implications are drawn from the framework and applied to the design of digital cameras and hand held scanners. %M C.CHI.2000.1.446 %T Instrumental Interaction: An Interaction Model for Designing Post-WIMP User Interfaces %S Glimpses of the Future %A Michel Beaudouin-Lafon %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 446-453 %K Interaction model, WIMP interfaces, Direct manipulation, Post-WIMP interfaces, Instrumental interaction %* (c) Copyright 2000 ACM %O 966 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p446-beaudouin/p446-beaudouin.pdf %X This article introduces a new interaction model called Instrumental Interaction that extends and generalizes the principles of direct manipulation. It covers existing interaction styles, including traditional WIMP interfaces, as well as new interaction styles such as two-handed input and augmented reality. It defines a design space for new interaction techniques and a set of properties for comparing them. Instrumental Interaction describes graphical user interfaces in terms of domain objects and interaction instruments. Interaction between users and domain objects is mediated by interaction instruments, similar to the tools and instruments we use in the real world to interact with physical objects. The article presents the model, applies it to describe and compare a number of interaction techniques, and shows how it was used to create a new interface for searching and replacing text. %M C.CHI.2000.1.454 %T Anchored Conversations: Chatting in the Context of a Document %S Chat %A Elizabeth F. Churchill %A Jonathan Trevor %A Sara Bly %A Les Nelson %A Davor Cubranic %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 454-461 %K Text-based chat, Sticky chats, Collaboration, Conversations, CSCW, Shared documents, Synchronous communication, Asynchronous communication %* (c) Copyright 2000 ACM %O 1171 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p454-churchill/p454-churchill.pdf %X This paper describes an application-independent tool called Anchored Conversations that brings together text-based conversations and documents. The design of Anchored Conversations is based on our observations of the use of documents and text chats in collaborative settings. We observed that chat spaces support work conversations, but they do not allow the close integration of conversations with work documents that can be seen when people are working together face-to-face. Anchored Conversations directly addresses this problem by allowing text chats to be anchored into documents. Anchored Conversations also facilitates document sharing; accepting an invitation to an anchored conversation results in the document being automatically uploaded. In addition, Anchored Conversations provides support for review, catch-up and asynchronous communications through a database. In this paper we describe motivating fieldwork, the design of Anchored Conversations, a scenario of use, and some preliminary results from a user study. %M C.CHI.2000.1.462 %T The Social Life of Small Graphical Chat Spaces %S Chat %A Marc A. Smith %A Shelly D. Farnham %A Steven M. Drucker %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 462-469 %K Avatars, Computer mediated communication, Empirical analysis, Graphical chat, Log file analysis, Online community, Proxemics, Social cyberspace, Social interfaces, Virtual community %* (c) Copyright 2000 ACM %O 959 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p462-smith/p462-smith.pdf %X This paper provides a unique quantitative analysis of the social dynamics of three chat rooms in the Microsoft V-Chat graphical chat system. Survey and behavioral data were used to study user experience and activity. 150 V-Chat participants completed a web-based survey, and data logs were collected from three V-Chat rooms over the course of 119 days. This data illustrates the usage patterns of graphical chat systems, and highlights the ways physical proxemics are translated into social interactions in online environments. V-Chat participants actively used gestures, avatars, and movement as part of their social interactions. Analyses of clustering patterns and movement data show that avatars were used to provide nonverbal cues similar to those found in face-to-face interactions. However, use of some graphical features, in particular gestures, declined as users became more experienced with the system. These findings have implications for the design and study of online interactive environments. %M C.CHI.2000.1.470 %T The Effect of Communication Modality on Cooperation in Online Environments %S Chat %A Carlos Jensen %A Shelly D. Farnham %A Steven M. Drucker %A Peter Kollock %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 470-477 %K Computer mediated communication, Online interaction, Social interfaces, Collaboration, Social dilemma, CSCW %* (c) Copyright 2000 ACM %O 907 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p470-jensen/p470-jensen.pdf %X One of the most robust findings in the sociological literature is the positive effect of communication on cooperation and trust. When individuals are able to communicate, cooperation increases significantly. How does the choice of communication modality influence this effect? We adapt the social dilemma research paradigm to quantitatively analyze different modes of communication. Using this method, we compare four forms of communication: no communication, text-chat, text-to-speech, and voice. We found statistically significant differences between different forms of communication, with the voice condition resulting in the highest levels of cooperation. Our results highlight the importance of striving towards the use of more immediate forms of communication in online environments, especially where trust and cooperation are essential. In addition, our research demonstrates the applicability of the social dilemma paradigm in testing the extent to which communication modalities promote the development of trust and cooperation. %M C.CHI.2000.1.478 %T Using a Large Projection Screen as an Alternative to Head-Mounted Displays for Virtual Environments %S 3D Environments %A Emilee Patrick %A Dennis Cosgrove %A Aleksandra Slavkovic %A Jennifer Ann Rode %A Thom Verratti %A Greg Chiselko %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 478-485 %K Experiment, Virtual reality, Spatial knowledge, Field of view, Cognitive map, Head-mounted display, Projection screen, monitor %* (c) Copyright 2000 ACM %O 1073 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p478-patrick/p478-patrick.pdf %X Head-mounted displays for virtual environments facilitate an immersive experience that seems more real than an experience provided by a desk-top monitor [18]; however, the cost of head-mounted displays can prohibit their use. An empirical study was conducted investigating differences in spatial knowledge learned for a virtual environment presented in three viewing conditions: head-mounted display, large projection screen, and desk-top monitor. Participants in each condition were asked to reproduce their cognitive map of a virtual environment, which had been developed during individual exploration of the environment along a predetermined course. Error scores were calculated, indicating the degree to which each participant's map differed from the actual layout of the virtual environment. No statistically significant difference was found between the head-mounted display and large projection screen conditions. An implication of this result is that a large projection screen may be an effective, inexpensive substitute for a head-mounted display. %M C.CHI.2000.1.486 %T Alice: Lessons Learned from Building a 3D System for Novices %S 3D Environments %A Matthew Conway %A Steve Audia %A Tommy Burnette %A Dennis Cosgrove %A Kevin Christiansen %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 486-493 %K Interactive 3D graphics, Animation authoring tools %* (c) Copyright 2000 ACM %O 1005 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p486-conway/p486-conway.pdf %X We present lessons learned from developing Alice, a 3D graphics programming environment designed for undergraduates with no 3D graphics or programming experience. Alice is a Windows 95/NT tool for describing the time-based and interactive behavior of 3D objects, not a CAD tool for creating object geometry. Our observations and conclusions come from formal and informal observations of hundreds of users. Primary results include the use of LOGO-style egocentric coordinate systems, the use of arbitrary objects as lightweight coordinate systems, the launching of implicit threads of execution, extensive function overloading for a small set of commands, the careful choice of command names, and the ubiquitous use of animation and undo. %M C.CHI.2000.1.494 %T The Task Gallery: A 3D Window Manager %S 3D Environments %A George Robertson %A Maarten van Dantzich %A Daniel Robbins %A Mary Czerwinski %A Ken Hinckley %A Kirsten Risden %A David Thiel %A Vadim Gorokhovsky %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 494-501 %K Window managers, 3D user interfaces, Spatial cognition, Spatial memory %* (c) Copyright 2000 ACM %O 1158 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p494-robertson/p494-robertson.pdf %X The Task Gallery is a window manager that uses interactive 3D graphics to provide direct support for task management and document comparison, lacking from many systems implementing the desktop metaphor. User tasks appear as artwork hung on the walls of a virtual art gallery, with the selected task on a stage. Multiple documents can be selected and displayed side-by-side using 3D space to provide uniform and intuitive scaling. The Task Gallery hosts any Windows application, using a novel redirection mechanism that routes input and output between the 3D environment and unmodified 2D Windows applications. User studies suggest that the Task Gallery helps with task management, is enjoyable to use, and that the 3D metaphor evokes spatial memory and cognition. %M C.CHI.2000.1.502 %T A Comparison of Tools for Building GOMS Models %S Tools for Design %A Lynn K. Baumeister %A Bonnie E. John %A Michael D. Byrne %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 502-509 %K Tool support for evaluation, GOMS %* (c) Copyright 2000 ACM %O 1000 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p502-baumeister/p502-baumeister.pdf %X We compare three tools for creating GOMS models, QGOMS [2], CATHCI [17] and GLEAN3 [12], along several dimensions. We examine the representation and available constructs in each tool, the qualitative and quantitative design information provided, the support for building cognitively plausible models, and pragmatics about using each tool (e.g., how easy it is to modify a model). While each tool has its strengths, they all reave something to be desired as a practical UI design tool. %M C.CHI.2000.1.510 %T DENIM: Finding a Tighter Fit between Tools and Practice for Web Site Design %S Tools for Design %A James Lin %A Mark W. Newman %A Jason I. Hong %A James A. Landay %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 510-517 %K Web design, Zooming User Interface (ZUI), Sketching, Informal, Pen-based computers, Rapid prototyping %* (c) Copyright 2000 ACM %O 1129 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p510-lin/p510-lin.pdf %X Through a study of web site design practice, we observed that web site designers design sites at different levels of refinement -- site map, storyboard, and individual page -- and that designers sketch at all levels during the early stages of design. However, existing web design tools do not support these tasks very well. Informed by these observations, we created DENIM, a system that helps web site designers in the early stages of design. DENIM supports sketching input, allows design at different refinement levels, and unifies the levels through zooming. We performed an informal evaluation with seven professional designers and found that they reacted positively to the concept and were interested in using such a system in their work. %M C.CHI.2000.1.518 %T Tool Support for Cooperative Object-Oriented Design: Gesture Based Modelling on an Electronic Whiteboard %S Tools for Design %A Christian Heide Damm %A Klaus Marius Hansen %A Michael Thomsen %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 518-525 %K Gesture input, Electronic whiteboards, Cooperative design, Object-oriented modeling, User study, CASE tools %* (c) Copyright 2000 ACM %O 1019 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p518-heide/p518-heide.pdf %X Modeling is important in object-oriented software development. Although a number of Computer Aided Software Engineering (CASE) tools are available, and even though some are technically advanced, few developers use them. This paper describes our attempt to examine the requirements needed to provide tool support for the development process, and describes and evaluates a tool, Knight, which has been developed based on these requirements. The tool is based on a direct, whiteboard-like interaction achieved using gesture input on a large electronic whiteboard. So far the evaluations have been successful and the tool shows the potential of greatly enhancing current support for object-oriented modeling. %M C.CHI.2000.1.526 %T The Cubic Mouse: A New Device for Three-Dimensional Input %S 3D Input %A Bernd Frohlich %A John Plate %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 526-531 %K User interface hardware, Two-handed interaction, Virtual reality %* (c) Copyright 2000 ACM %O 975 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p526-frohlich/p526-frohlich.pdf %X We have developed a new input device that allows users to intuitively specify three-dimensional coordinates in graphics applications. The device consists of a cube-shaped box with three perpendicular rods passing through the center and buttons on the top for additional control. The rods represent the X, Y, and Z axes of a given coordinate system. Pushing and pulling the rods specifies constrained motion along the corresponding axes. Embedded within the device is a six degree of freedom tracking sensor, which allows the rods to be continually aligned with a coordinate system located in a virtual world. We have integrated the device into two visualization prototypes for crash engineers and geologists from oil and gas companies. In these systems the Cubic Mouse controls the position and orientation of a virtual model and the rods move three orthogonal cutting or slicing planes through the model. We have evaluated the device with experts from these domains, who were enthusiastic about its ease of use. %M C.CHI.2000.1.532 %T The Role of Contextual Haptic and Visual Constraints on Object Manipulation in Virtual Environments %S 3D Input %A Yanqing Wang %A Christine L. MacKenzie %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 532-539 %K Human performance, Virtual reality, Visual information, Haptic information, 3D, Docking, Controls and displays, Task context, Force feedback, Graphic interface, Degrees of freedom, Augmented environment %* (c) Copyright 2000 ACM %O 711 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p532-wang/p532-wang.pdf %X An experiment was conducted to investigate the role of surrounding haptic and visual information on object manipulation in a virtual environment. The contextual haptic constraints were implemented with a physical table and the contextual visual constraints included a checkerboard background ("virtual table"). It was found that the contextual haptic constraints (the physical table surface) dramatically increased object manipulation speed, but slightly reduced spatial accuracy, compared to free space. The contextual visual constraints (presence of the checkerboard) actually showed detrimental effects on both object manipulation speed and accuracy. Implications of these findings for human-computer interaction design are discussed. %M C.CHI.2000.1.540 %T Non-Isomorphic 3D Rotational Techniques %S 3D Input %A Ivan Poupyrev %A Suzanne Weghorst %A Sidney Fels %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 540-547 %K 6DOF input devices, Interactive 3D rotations, 3D user interfaces, Interaction techniques, Motor control %* (c) Copyright 2000 ACM %O 1072 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p540-poupyrev/p540-poupyrev.pdf %X This paper demonstrates how non-isomorphic rotational mappings and interaction techniques can be designed and used to build effective spatial 3D user interfaces. In this paper, we develop a mathematical framework allowing us to design non-isomorphic 3D rotational mappings and techniques, investigate their usability properties, and evaluate their user performance characteristics. The results suggest that non-isomorphic rotational mappings can be an effective tool in building high-quality manipulation dialogs in 3D interfaces, allowing our subjects to accomplish experimental tasks 13% faster without a statistically detectable loss in accuracy. The current paper will help interface designers to use non-isomorphic rotational mappings effectively. %M C.CHI.2000.1.548 %T Joking, Storytelling, Artsharing, Expressing Affection: A Field Trial of How Children and their Social Network Communicate with Digital Images in Leisure Time %S Story Telling %A Ann Makela %A Verena Giller %A Manfred Tscheligi %A Reinhard Sefelin %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 548-555 %K Product concept design, Field trial, Prototypes, Wireless communication, Digital images, Children, Family, Leisure %* (c) Copyright 2000 ACM %O 930 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p548-makela/p548-makela.pdf %X Increasing use of mobile phones in leisure and communication with digital images are important and current issues in the field of telecommunications. However, little is known about how images would be used in leisure related communication. According to our experience field trials are the best way of studying it. In this paper, we describe a field-trial case study of leisure related communication with digital images. Moreover, we discuss the advantages of conducting field trials as part of product concept design process. %M C.CHI.2000.1.556 %T Designing Storytelling Technologies to Encouraging Collaboration between Young Children %S Story Telling %A Steve Benford %A Benjamin B. Bederson %A Karl-Petter Akesson %A Victor Bayon %A Allison Druin %A Par Hansson %A Juan Pablo Hourcade %A Rob Ingram %A Helen Neale %A Claire O'Malley %A Kristian T. Simsarian %A Danae Stanton %A Yngve Sundblad %A Gustav Taxen %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 556-563 %K Children, Single Display Groupware (SDG), Computer Supported Cooperative Work (CSCW), Education, Computer Supported Collaborative Learning (CSCL) %* (c) Copyright 2000 ACM %O 1016 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p556-benford/p556-benford.pdf %X We describe the iterative design of two collaborative storytelling technologies for young children, KidPad and the Klump. We focus on the idea of designing interfaces to subtly encourage collaboration so that children are invited to discover the added benefits of working together. This idea has been motivated by our experiences of using early versions of our technologies in schools in Sweden and the UK. We compare the approach of encouraging collaboration with other approaches to synchronizing shared interfaces. We describe how we have revised the technologies to encourage collaboration and to reflect design suggestions made by the children themselves. %M C.CHI.2000.1.564 %T Storytelling with Digital Photographs %S Story Telling %A Marko Balabanovic %A Lonny L. Chu %A Gregory J. Wolff %B Proceedings of ACM CHI 2000 Conference on Human Factors in Computing Systems %D 2000 %V 1 %P 564-571 %K Digital storytelling, Multimedia organization, Digital photography, Browsing %* (c) Copyright 2000 ACM %O 1098 KB %W http://www.acm.org/pubs/articles/proceedings/chi/332040/p564-balabanovic/p564-balabanovic.pdf %X Photographs play a central role in many types of informal storytelling. This paper describes an easy-to-use device that enables digital photos to be used in a manner similar to print photos for sharing personal stories. A portable form factor Combined with a novel interface supports local sharing like a conventional photo album as well as recording of stories that can be sent to distant friends and relatives. User tests validate the design and reveal that people alternate between "photo-driven" and "story-driven" strategies when telling stories about their photos. %M C.CHI.82.2 %T Learning and Remembering Interactive Commands %S Naming Commands %A P. Barnard %A N. Hammond %A A. MacLean %A J. Morton %B Proceedings of Human Factors in Computer Systems %D 1982 %P 2-7 %X N/A %M C.CHI.82.8 %T Learning and Remembering Command Names %S Naming Commands %A John B. Black %A Thomas P. Moran %B Proceedings of Human Factors in Computer Systems %D 1982 %P 8-11 %X N/A %M C.CHI.82.12 %T Evaluating the Suggestiveness of Command Names %S Naming Commands %A Jarrett Rosenberg %B Proceedings of Human Factors in Computer Systems %D 1982 %P 12-16 %X N/A %M C.CHI.82.17 %T Computer Commands Labelled by Users versus Imposed Commands and the Effect of Structuring Rules on Recall %S Naming Commands %A Dominique L. Scapin %B Proceedings of Human Factors in Computer Systems %D 1982 %P 17-19 %X N/A %M C.CHI.82.20 %T Psychological Issues in the Use of Icons in Command Menus %S Naming Commands %A Kathleen Hemenway %B Proceedings of Human Factors in Computer Systems %D 1982 %P 20-23 %X N/A %M C.CHI.82.26 %T Typographic Design for Interfaces of Information Systems %S Displaying Information %A Aaron Marcus %B Proceedings of Human Factors in Computer Systems %D 1982 %P 26-30 %* (c) Copyright 1981 Association for Computing Machinery %X Principles of information-oriented graphic design have been utilized in redesigning the interface for a large information management system. These principles are explained and examples of typical screen formats are shown to indicate the nature of improvements. %M C.CHI.82.31 %T A Systems Analysis of Stress-Strain in VDT Operation %S Displaying Information %A Steven L. Sauter %A Mark S. Gottlieb %A Karen C. Jones %B Proceedings of Human Factors in Computer Systems %D 1982 %P 31-35 %X N/A %M C.CHI.82.36 %T The Design, Simulation, and Evaluation of a Menu Driven User Interface %S Displaying Information %A Ricky E. Savage %A James K. Habinek %A Thomas W. Barnhart %B Proceedings of Human Factors in Computer Systems %D 1982 %P 36-40 %X N/A %M C.CHI.82.41 %T Windowing vs Scrolling on a Visual Display Terminal %S Displaying Information %A Kevin F. Bury %A James M. Boyle %A R. James Evey %A Alan S. Neal %B Proceedings of Human Factors in Computer Systems %D 1982 %P 41-44 %X N/A %M C.CHI.82.45 %T Notetaking and Comprehension for Computer-Displayed Messages: Personalized versus Fixed Formats %S Displaying Information %A Ralph E. Geiselman %A Michael G. Samet %B Proceedings of Human Factors in Computer Systems %D 1982 %P 45-50 %* (c) Copyright 1981 Association for Computing Machinery %X An experiment was performed to evaluate the usefulness of an option for users of an automated information system to construct their own preferred formats for receiving intelligence messages. It was hypothesized that such an option would enhance the acquisition and comprehension of intelligence data from each message. The results indicated that users who personalized the format arranged the message elements in an interpretable manner, and they took fewer notes during the subsequent paced presentation of messages in their individualized formats than users who received the messages in a reasonable, pre-experimentally fixed format. In addition, the users with personalized formats learned more with the fixed format. These data suggest that the personalization of the message format was useful and led to improved subjective organization of the intelligence data. %M C.CHI.82.52 %T Tapping Into Tacit Programming Knowledge %S Cognitive Aspects of Software %A Elliot Soloway %A Kate Ehrlich %A Jeffrey Bonar %B Proceedings of Human Factors in Computer Systems %D 1982 %P 52-57 %X N/A %M C.CHI.82.58 %T Human-Computer Interface Considerations in the Design of Personal Computer Software %S Cognitive Aspects of Software %A Sundaresan Jayaraman %A Mary Jane Lee %A Milos Konopasek %B Proceedings of Human Factors in Computer Systems %D 1982 %P 58-62 %X N/A %M C.CHI.82.63 %T Heuristics for Designing Enjoyable User Interface: Lessons from Computer Games %S Cognitive Aspects of Software %A Thomas W. Malone %B Proceedings of Human Factors in Computer Systems %D 1982 %P 63-68 %* (c) Copyright 1981 Association for Computing Machinery %X In this paper, I will discuss two questions: (1) Why are computer games so captivating? and (2) How can the features that make computer games captivating be used to make other user interfaces interesting and enjoyable to use? After briefly summarizing several studies of what makes computer games fun, I will discuss some guidelines for designing enjoyable user interfaces. Even though I will focus primarily on what makes systems enjoyable, I will suggest how some of the same features that make systems enjoyable can also make them easier to learn and to use. %M C.CHI.82.70 %T Political Determinants of System Design and Content %S Social Factors and Computer Systems %A Ronald Webb %B Proceedings of Human Factors in Computer Systems %D 1982 %P 70-73 %X N/A %M C.CHI.82.74 %T How Acceptable are Computers to Professional Persons? %S Social Factors and Computer Systems %A Elizabeth Zoltan %B Proceedings of Human Factors in Computer Systems %D 1982 %P 74-77 %X N/A %M C.CHI.82.78 %T Human Relations, Scientific Management, and Human Factors Research %S Social Factors and Computer Systems %A Philips Kraft %A David Strauss %B Proceedings of Human Factors in Computer Systems %D 1982 %P 78-79 %X N/A %M C.CHI.82.82 %T Software Guideline Development: A Proposed Methodology %S Research Methodology %A Richard E. Cordes %B Proceedings of Human Factors in Computer Systems %D 1982 %P 82-84 %X N/A %M C.CHI.82.85 %T A Test-Bed for User Interface Designs %S Research Methodology %A Eugene Ball %A Phil Hayes %B Proceedings of Human Factors in Computer Systems %D 1982 %P 85-88 %X N/A %M C.CHI.82.89 %T Controversies in the Design of Computer-Mediated Communication Systems: A Delphi Study %S Research Methodology %A Murray Turoff %A Starr Roxanne Hiltz %A Elaine B. Kerr %B Proceedings of Human Factors in Computer Systems %D 1982 %P 89-100 %X N/A %M C.CHI.82.102 %T DMS: A Comprehensive System for Managing Human-Computer Dialogue %S Managing Dialogues %A John Roach %A H. Rex Hartson %A Roger W. Ehrich %A Tamer Yunten %A Deborah H. Johnson %B Proceedings of Human Factors in Computer Systems %D 1982 %P 102-105 %X N/A %M C.CHI.82.106 %T Comparison of Two Information Retrieval Methods on Videotex: Tree-Structure versus Alphabetical Directory %S Managing Dialogues %A Jo W. Tombaugh %A Scott A. McEwen %B Proceedings of Human Factors in Computer Systems %D 1982 %P 106-110 %X N/A %M C.CHI.82.111 %T Toward the Design and Development of Style-Independent Interactive Systems %S Managing Dialogues %A Michael B. Feldman %A George T. Rogers %B Proceedings of Human Factors in Computer Systems %D 1982 %P 111-116 %X N/A %M C.CHI.82.118 %T Indentation, Documentation and Programmer Comprehension %S Documenting and Developing Programs %A A. F. Norcio %B Proceedings of Human Factors in Computer Systems %D 1982 %P 118-120 %X N/A %M C.CHI.82.121 %T An Empirical Evaluation of Software Documentation Formats %S Documenting and Developing Programs %A Sylvia B. Sheppard %A Elizabeth Kruesi %A John W. Bailey %B Proceedings of Human Factors in Computer Systems %D 1982 %P 121-124 %X N/A %M C.CHI.82.125 %T A Theoretical Analysis of the Role of Documentation in the Comprehension of Computer Programs %S Documenting and Developing Programs %A Ruven Brooks %B Proceedings of Human Factors in Computer Systems %D 1982 %P 125-129 %X N/A %M C.CHI.82.130 %T The Impact of Development Aids on the Systems Development Process %S Documenting and Developing Programs %A David K. Goldstein %B Proceedings of Human Factors in Computer Systems %D 1982 %P 130-134 %X N/A %M C.CHI.82.136 %T Evaluation of Text Editors %S Evaluating Text Editors %A Teresa L. Roberts %A Thomas P. Moran %B Proceedings of Human Factors in Computer Systems %D 1982 %P 136-141 %* (c) Copyright 1981 Association for Computing Machinery %X This paper presents a methodology for evaluating computer text editors from the viewpoint of their users -- from novices learning the editor to dedicated experts who have mastered the editor. The dimensions which this methodology addresses are: - Time to perform edit tasks by experts. - Errors made by experts. - Learning of basic edit tasks by novices. - Functionality over all possible edit tasks. The methodology is objective and thorough, yet easy to use. The criterion of objectivity implies that the evaluation scheme not be biased in favor of any particular editor's conceptual model -- its way of representing text and operations on the text. In addition, data is gathered by observing people who are equally familiar with each system. Thoroughness implies that several different aspects of editor usage be considered. Ease-of-use means that the methodology is usable by editor designers, managers of word processing centers, or other non-psychologists who need this kind of information, but have limited time and equipment resources. In this paper, we explain the methodology first, then give some interesting empirical results from applying it to several editors. %M C.CHI.82.142 %T An Ease of Use Evaluation of an Integrated Document Processing System %S Evaluating Text Editors %A Michael Good %B Proceedings of Human Factors in Computer Systems %D 1982 %P 142-147 %X N/A %M C.CHI.82.148 %T An Analysis of Line Numbering Strategies in Text Editors %S Evaluating Text Editors %A M. L. Schneider %A S. Nudelman %A K. Hirsh-Pasek %B Proceedings of Human Factors in Computer Systems %D 1982 %P 148-151 %X N/A %M C.CHI.82.152 %T Can We Expect to Improve Text Editing Performance? %S Evaluating Text Editors %A David W. Embley %A George Nagy %B Proceedings of Human Factors in Computer Systems %D 1982 %P 152-156 %X N/A %M C.CHI.82.158 %T An Automated Office Communications Study in an Operational Setting %S Communicating Electronically %A Randall R. Harris %B Proceedings of Human Factors in Computer Systems %D 1982 %P 158-162 %X N/A %M C.CHI.82.163 %T Communication and Management Support in System Development Environments %S Communicating Electronically %A Beverly I. Kedzierski %B Proceedings of Human Factors in Computer Systems %D 1982 %P 163-168 %K Artificial intelligence, Programming environments, System development support, Knowledge-based systems, Project management, Software engineering, Knowledge representation, Software psychology, Human-computer interfaces %X N/A %M C.CHI.82.169 %T LAMP: Language for Active Message Protocols %S Communicating Electronically %A Paul S. Licker %B Proceedings of Human Factors in Computer Systems %D 1982 %P 169-173 %X N/A %M C.CHI.82.174 %T Communication-Nets for the Specification of Operator Dialogs %S Communicating Electronically %A W. K. Epple %B Proceedings of Human Factors in Computer Systems %D 1982 %P 174-179 %X N/A %M C.CHI.82.182 %T Performance-Based Evaluation of Graphic Displays for Nuclear Power Plant Control Rooms %S Perceptual Issues in Designing CRT Displays %A Rohn J. Petersen %A William W. Banks %A David I. Gertman %B Proceedings of Human Factors in Computer Systems %D 1982 %P 182-189 %X N/A %M C.CHI.82.190 %T User Perceptual Mechanisms in the Search of Computer Command Menus %S Perceptual Issues in Designing CRT Displays %A Stuart K. Card %B Proceedings of Human Factors in Computer Systems %D 1982 %P 190-196 %X N/A %M C.CHI.82.197 %T The Role of Integral Displays in Decision Making %S Perceptual Issues in Designing CRT Displays %A Timothy E. Goldsmith %A Roger W. Schvaneveldt %B Proceedings of Human Factors in Computer Systems %D 1982 %P 197-201 %X N/A %M C.CHI.82.202 %T An Experimental Evaluation of Multivariate Graphical Point Representations %S Perceptual Issues in Designing CRT Displays %A Leland Wilkinson %B Proceedings of Human Factors in Computer Systems %D 1982 %P 202-209 %X N/A %M C.CHI.82.212 %T A Review of Human Factors Research on Programming Languages and Specifications %S Human Factors in Programming %A Bill Curtis %B Proceedings of Human Factors in Computer Systems %D 1982 %P 212-218 %* (c) Copyright 1981 Association for Computing Machinery %X This paper presents a partial review of the human factors work on computer programming. It begins by giving an overview of the behavioral science approach to studying programming. Because of space limitations this review will concentrate on cognitive models of programmer problem solving and the experimental research on language characteristics and specification formats. Areas not reviewed include debugging, programming teams, individual differences, and research methods. The conclusions discuss promising directions for future theory and research. %M C.CHI.82.219 %T Cognitive Correlates of Programming Tasks in Novice Programmers %S Human Factors in Programming %A Dennis M. Irons %B Proceedings of Human Factors in Computer Systems %D 1982 %P 219-222 %X N/A %M C.CHI.82.223 %T Analyzer-Generated and Human-Judged Predictors of Computer Program Readability %S Human Factors in Programming %A Gerrit E. DeYoung %A Garry R. Kampen %A James M. Topolski %B Proceedings of Human Factors in Computer Systems %D 1982 %P 223-228 %X The readability of a computer program has recently attained a high level of interest deriving in part from its expected close relationship with program maintainability; debugging and modification expenses are understood to account for a large proportion of software costs over the life of the software. A computable measure of readability would therefore be useful to program developers during coding and to those assuming responsibility for maintenance of software developed elsewhere. In a series of Algol 68 programs, analyzer generated (machine-computable) and human-judged program factors were examined. The first two present authors found that program length and reasonable practice concerning identifier length were excellent predictors of judgments of readability. These predictors were chosen from a large set of analyzer-generated predictors including software science measures as defined by Halstead and several others; the analyzer-generated predictors were found to replicably estimate a high proportion (41 percent) of variance in readability in new readability judgments. While an estimate of readability based only on analyzer-generated predictors would be clearly useful, human ratings (such as quality of comments, logicality of control flow, and meaningfulness of identifier names) were examined to determine whether they could add significantly to the quality of estimates of readability. The addition of the rating of well structured control flow to the set of analyzer-generated predictors increased the proportion of replicably estimated variance in new readability judgments from 41 to 72 percent. %M C.CHI.82.229 %T The Subjective Nature of Programming Complexity %S Human Factors in Programming %A Daniel G. McNicholl %A Ken Magel %B Proceedings of Human Factors in Computer Systems %D 1982 %P 229-234 %X N/A %M C.CHI.82.236 %T Error-Correcting Strategies and Human Interaction with Computer Systems %S User Cognition %A Adam V. Reed %B Proceedings of Human Factors in Computer Systems %D 1982 %P 236-238 %* (c) Copyright 1981 Association for Computing Machinery %X Human problem-solving strategies may be classified as error-preventing (no response is chosen until one can be selected with relatively high confidence) or error-correcting (a tentative solution is formulated immediately, subject to revision in the light of subsequent evidence). Recent work in the author's laboratory indicates a strong preference for error-correcting over error-preventing strategies on the part of human problem-solvers. Unfortunately, most contemporary computer languages and programming environments enforce an error-preventing rather than error-correcting strategy. Using Marvin Minsky's concept of a frame, an error-correcting programming strategy may be thought of as obtaining a program frame with all parameters pre-set to their default values, and then revising those values until a script corresponding to a successful solution is arrived at. The present paper defines a frame-based programming environment which can accommodate error-correcting programming strategies, and discusses the application of such environments to different types of programming languages. %M C.CHI.82.239 %T Learning Performance and Attitudes as a Function of the Reading Grade Level of a Computer-Presented Tutorial %S User Cognition %A Joan M. Roemer %A Alphonse Chapanis %B Proceedings of Human Factors in Computer Systems %D 1982 %P 239-244 %X N/A %M C.CHI.82.245 %T Warming Up to Computers: A Study of Cognitive and Affective Interaction Over Time %S User Cognition %A David M. Gilfoil %B Proceedings of Human Factors in Computer Systems %D 1982 %P 245-250 %* (c) Copyright 1981 Association for Computing Machinery %X This experiment studies how people learn to use computers. Four computer-naive persons performed six computer tasks at each of 20 task sessions over a one month period. Participants were allowed to choose a menu-driven or command-driven dialogue at any point during the study. Cognitive, affective, and performance variables were closely monitored. Results generally support the appropriateness of a menu-driven dialogue for novice users and the transition to a command-driven dialogue after approximately 16 - 20 hours of task experience. With experience, users were shown to a) choose b) perform better, and c) be more satisfied with a command driven dialogue. Results are explained within the context of a "cognitive schema" theory. %M C.CHI.82.251 %T Statistical Semantics: How Can a Computer Use What People Name Things to Guess What Things People Mean When They Name Things? %S User Cognition %A George W. Furnas %A Louis M. Gomez %A Thomas K. Landauer %A Susan T. Dumais %B Proceedings of Human Factors in Computer Systems %D 1982 %P 251-253 %X N/A %M C.CHI.82.256 %T Assessing the Climate for Change: A Methodology for Managing Human Factors in a Computerized Information System Implementation %S How to Really Get Human Factors in The Development Process %A David G. Hopelain %B Proceedings of Human Factors in Computer Systems %D 1982 %P 256-261 %X N/A %M C.CHI.82.262 %T IBM System/38 -- An IBM Usability Experience %S How to Really Get Human Factors in The Development Process %A David E. Peterson %A J. Howard Botterill %B Proceedings of Human Factors in Computer Systems %D 1982 %P 262-267 %X N/A %M C.CHI.82.268 %T Some Human Factors Aspects of Computers in Air Traffic Control %S How to Really Get Human Factors in The Development Process %A David Whitfield %B Proceedings of Human Factors in Computer Systems %D 1982 %P 268-274 %X N/A %M C.CHI.82.276 %T Experience with Advanced Office Automation Techniques for Project Management %S Sociological Implications of Office Automation %A Duncan C. Miller %B Proceedings of Human Factors in Computer Systems %D 1982 %P 276-277 %X N/A %M C.CHI.82.278 %T Electric Mail Usage Analysis %S Sociological Implications of Office Automation %A Harry M. Hersh %B Proceedings of Human Factors in Computer Systems %D 1982 %P 278-280 %X N/A %M C.CHI.82.281 %T The Impact of Electronics on Humans and Their Work Environment %S Sociological Implications of Office Automation %A Panayotis Eric DeVaris %B Proceedings of Human Factors in Computer Systems %D 1982 %P 281-286 %X N/A %M C.CHI.82.288 %T Designing the Human-Computer Interface %S Teaching Human Factors in Computer Systems %A Albert N. Badre %B Proceedings of Human Factors in Computer Systems %D 1982 %P 288-291 %X N/A %M C.CHI.82.292 %T Teaching the Design and Evaluation of User-Computer Interfaces %S Teaching Human Factors in Computer Systems %A James D. Foley %B Proceedings of Human Factors in Computer Systems %D 1982 %P 292-294 %X N/A %M C.CHI.82.295 %T Applying Cognitive Psychology to Computer Systems: A Graduate Seminar in Psychology %S Teaching Human Factors in Computer Systems %A Thomas P. Moran %A Stuart K. Card %B Proceedings of Human Factors in Computer Systems %D 1982 %P 295-298 %X N/A %M C.CHI.82.299 %T Teaching Software Psychology Experimentation Through Team Projects %S Teaching Human Factors in Computer Systems %A Ben Shneiderman %B Proceedings of Human Factors in Computer Systems %D 1982 %P 299-301 %X N/A %M C.CHI.82.304 %T Further Developments Toward Using Formal Grammar as a Design Tool %S Using Formal Grammar to Aid Interface Design %A Phyllis Reisner %B Proceedings of Human Factors in Computer Systems %D 1982 %P 304-308 %X N/A %M C.CHI.82.309 %T Towards Specifying and Evaluating the Human Factors of User-Computer Interfaces %S Using Formal Grammar to Aid Interface Design %A Teresa Bleser %A James D. Foley %B Proceedings of Human Factors in Computer Systems %D 1982 %P 309-314 %X N/A %M C.CHI.82.315 %T Using Formal Specifications in the Design of a Human-Computer Interface %S Using Formal Grammar to Aid Interface Design %A Robert J. K. Jacob %B Proceedings of Human Factors in Computer Systems %D 1982 %P 315-321 %X N/A %M C.CHI.82.324 %T The Acquisition of Text Editing Skills %S Acquiring Text Editing Skills %A Sherman W. Tyler %A Steven Roth %A Timothy Post %B Proceedings of Human Factors in Computer Systems %D 1982 %P 324-325 %X N/A %M C.CHI.82.326 %T User Models of Text Editing Command Languages %S Acquiring Text Editing Skills %A Lisa J. Folley %A Robert C. Williges %B Proceedings of Human Factors in Computer Systems %D 1982 %P 326-331 %X N/A %M C.CHI.82.332 %T Reducing Manual Labor: An Experimental Analysis of Learning Aids for a Text Editor %S Acquiring Text Editing Skills %A Donald J. Foss %A Mary Beth Rosson %A Penny L. Smith %B Proceedings of Human Factors in Computer Systems %D 1982 %P 332-336 %X N/A %M C.CHI.82.337 %T Learner Characteristics that Predict Success in Using a Text-Editor Tutorial %S Acquiring Text Editing Skills %A Dennis E. Egan %A Cheryll Bowers %A Louis M. Gomez %B Proceedings of Human Factors in Computer Systems %D 1982 %P 337-340 %X N/A %M C.CHI.82.342 %T Patterned Prose for Automatic Specification Generation %S Design Guidelines %A Sidney L. Smith %B Proceedings of Human Factors in Computer Systems %D 1982 %P 342-346 %X N/A %M C.CHI.82.347 %T An Exploratory, Human Engineering Study of DARCOM Human-Computer Interfaces in Management Information Systems %S Design Guidelines %A Daniel E. Hendricks %B Proceedings of Human Factors in Computer Systems %D 1982 %P 347-349 %X N/A %M C.CHI.82.350 %T The Development of Dialogue Design Guidelines for a Computer Based Local Information System to be Used by the General Public %S Design Guidelines %A Martin Maguire %B Proceedings of Human Factors in Computer Systems %D 1982 %P 350-354 %X N/A %M C.CHI.82.355 %T Decision Situations, Decision Processes, and Decision Functions: Towards a Theory-Based Framework for Decision-Aid Design %S Design Guidelines %A W. Zachary %A R. Wherry %A F. Glenn %A J. Hopson %B Proceedings of Human Factors in Computer Systems %D 1982 %P 355-358 %X N/A %M C.CHI.82.360 %T Eyes at the Interface %S Non-Traditional Interactive Modes %A Richard A. Bolt %B Proceedings of Human Factors in Computer Systems %D 1982 %P 360-362 %X N/A %M C.CHI.82.363 %T The Intelligent Voice-Interactive Interface %S Non-Traditional Interactive Modes %A Christopher Schmandt %A Eric A. Hulteen %B Proceedings of Human Factors in Computer Systems %D 1982 %P 363-366 %* (c) Copyright 1981 Association for Computing Machinery %X "Put That There" is a voice and gesture interactive system implemented at the Architecture Machine Group at MIT. It allows a user to build and modify a graphical database on a large format video display. The goal of the research is a simple, conversational interface to sophisticated computer interaction. Natural language and gestures are used, while speech output allows the system to query the user on ambiguous input. This project starts from the assumption that speech recognition hardware will never be 100% accurate, and explores other techniques to increase the usefulness (i.e., the "effective accuracy") of such a system. These include: redundant input channels, syntactic and semantic analysis, and context-sensitive interpretation. In addition, we argue that recognition errors will be more tolerable if they are evident sooner through feedback and easily corrected by voice. %M C.CHI.82.367 %T Composing Letters with a Simulated Listening Typewriter %S Non-Traditional Interactive Modes %A John D. Gould %A John Conti %A Todd Hovanyecz %B Proceedings of Human Factors in Computer Systems %D 1982 %P 367-370 %* (c) Copyright 1981 Association for Computing Machinery %X Speech recognition is not yet advanced enough to provide people with a reliable listening typewriter with which they could compose documents. The aim of this experiment was to determine if an imperfect listening typewriter would be useful for highly experienced dictators. Participants dictated either in isolated words or in continuous speech, and used a simulated listening typewriter which recognized a limited vocabulary as well as one which recognized an unlimited one. Results suggest that reducing the rate at which people dictate, either through limitations in vocabulary size or through speaking in isolated words, led to reductions in people's performance. For these first-time users, no version of the listening typewriter was better than traditional dictating methods. %M C.CHI.82.371 %T Presenting Information in Sound %S Non-Traditional Interactive Modes %A Sara Bly %B Proceedings of Human Factors in Computer Systems %D 1982 %P 371-375 %X N/A %M C.CHI.82.378 %T Steps Toward a Cognitive Engineering: Design Rules Based on Analyses of Human Error %S User Cognitive Models %A Donald A. Norman %B Proceedings of Human Factors in Computer Systems %D 1982 %P 378-382 %* (c) Copyright 1981 Association for Computing Machinery %X This paper uses the analysis of human error to provide a tool for the development of principles of system design, both to minimize the occurrence of error and to minimize the effects. Eventually, it should be possible to establish a systematic set of guidelines, with explicit, quantitative cost-benefit tradeoffs that can lead toward a design discipline -- a "Cognitive Engineering." This short note starts the process. %M C.CHI.82.383 %T Analogy Considered Harmful %S User Cognitive Models %A Frank Halasz %A Thomas P. Moran %B Proceedings of Human Factors in Computer Systems %D 1982 %P 383-386 %X N/A %M C.CHI.82.387 %T Learning to Use a Text Processing System: Evidence from "Thinking Aloud" Protocols %S User Cognitive Models %A Clayton Lewis %A Robert Mack %B Proceedings of Human Factors in Computer Systems %D 1982 %P 387-392 %X N/A %M C.CHI.82.393 %T A Production-System Model of Human-Computer Interaction %S User Cognitive Models %A John Durrett %A Theron Stimmel %B Proceedings of Human Factors in Computer Systems %D 1982 %P 393-399 %X N/A %M C.CHI.83.1 %T Design Principles for Human-Computer Interfaces %S Plenary Speakers %A Donald A. Norman %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 1-10 %* (c) Copyright 1983 Association for Computing Machinery %X If the field of Human Factors in Computer Systems is to be a success it must develop design principles that are useful, principles that apply across a wide range of technologies. In the first part of this paper I discuss some the properties that useful principles should have. While I am at it, I warn of the dangers of the tar pits and the sirens of technology. We cannot avoid these dangers entirely, for were we to do so, we would fail to cope with the real problems and hazards of the field. The second part of the paper is intended to illustrate the first part through the example of tradeoff analysis. Any single design technique is apt to have its virtues along one dimension compensated by deficiencies along another. Tradeoff analysis provides a quantitative method of assessing tradeoff relations for two attributes x{sub:i} and x{sub:j} by first determining the User Satisfaction function for each, U(x), then showing how U(x{sub:i}) trades off against U(x{sub:j}). In general, the User Satisfaction for a system is given by the weighted sum of the User Satisfaction values for the attributes. The analysis is used to examine two different tradeoffs of information versus time and editor workspace versus menu size. Tradeoffs involving command languages versus menu-based systems, choices of names, and handheld computers versus workstations are examined briefly. %M C.CHI.83.11 %T Manual Dexterity: A User-Oriented Approach to Creating Computer Documentation %S Plenary Speakers %A Patricia Wright %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 11-18 %* (c) Copyright 1983 Association for Computing Machinery %X This paper will not advocate a list of firm recommendations about document design because it is recognised that design decisions will vary with many factors. Instead, the present discussion will emphasize that when making these decisions it is necessary for designers to take account of how readers will use the information provided. In order to help them do this, a simple framework is proposed which outlines the rudiments of how people interact with technical documents. The advantages of this framework will be illustrated by using it to motivate design decisions at two decision levels. At a "macro" level the document designer must make broad decisions about the contents and format of the manual. At a "micro" level the designer must select particular combinations of linguistic, graphic and typographic options which will help readers locate, understand and implement the information given in the manual. %M C.CHI.83.19 %T Soft Machines: A Philosophy of User-Computer Interface Design %S Interface Design 1 -- Prototyping Techniques %A Lloyd H. Nakatani %A John A. Rohrlich %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 19-23 %* (c) Copyright 1983 Association for Computing Machinery %X Machines and computer systems differ in many characteristics that have important consequences for the users. Machines are special-purpose, have forms suggestive of their functions, are operated with controls in obvious one-to-one correspondence with their actions, and the consequences of the actions on visible objects are immediately and readily apparent. By contrast, computer systems are general-purpose, have inscrutable form, are operated symbolically via a keyboard with no obvious correspondence between keys and actions, and typically operate on invisible objects with consequences that are not immediately or readily apparent. The characteristics possessed by machines, but typically absent in computer systems, aid learning, use and transfer among machines. But "hard," physical machines have limitations: they are inflexible, and their complexity can overwhelm us. We have built in our laboratory "soft machine" interfaces for computer systems to capitalize on the good characteristics of machines and overcome their limitations. A soft machine is implemented using the synergistic combination of real-time computer graphics to display "soft controls," and a touch screen to make soft controls operable like conventional hard controls. %M C.CHI.83.24 %T Building a User-Defined Interface %S Interface Design 1 -- Prototyping Techniques %A Dennis Wixon %A John Whiteside %A Michael Good %A Sandra Jones %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 24-27 %* (c) Copyright 1983 Association for Computing Machinery %X A measurably easy-to-use interface has been built using a novel technique. Novices attempted an electronic mail task using a command-line interface containing no help, no menu, no documentation, and no instruction. A hidden operator intercepted commands when necessary, creating the illusion of a true interactive session. The software was repeatedly revised to recognize users' new commands; in essence, the users defined the interface. This procedure was used on 67 subjects. The first version of the software could recognize only 7% of all the subjects' spontaneously generated commands; the final version could recognize 76% of those commands. This experience contradicts the idea that people are not good at designing their own command languages. Through careful observation and analysis of user behavior, a mail interface unusable by novices evolved into one that let novices do useful work within minutes. %M C.CHI.83.28 %T Executable Specifications for a Human-Computer Interface %S Interface Design 1 -- Prototyping Techniques %A Robert J. K. Jacob %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 28-34 %* (c) Copyright 1983 Association for Computing Machinery %X It is useful to be able to specify a proposed human-computer interface formally before building it, particularly if a mockup suitable for testing can be obtained directly from the specification. A specification technique for user interfaces, based on state transition diagrams, is introduced and then demonstrated for a secure message system application. An interpreter that executes the resulting specification is then described. Some problems that arise in specifying a user interface are addressed by particular features of the technique: To reduce the complexity of the developer's task, a user interface is divided into the semantic, syntactic, and lexical levels, and a separate executable specification is provided for each. A process of stepwise refinement of the syntactic specification, leading from an informal specification to an executable one is also presented. Since the state diagram notation is based on a nondeterministic model, constraints necessary to realize the system with a deterministic interpreter are given. %M C.CHI.83.35 %T Formal Specifications for Modeling and Developing Human/Computer Interfaces %S Interface Design 1 -- Prototyping Techniques %A J. W. Roach %A M. Nickson %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 35-39 %* (c) Copyright 1983 Association for Computing Machinery %X High quality human/computer interfaces have become a major topic of research. This paper describes a new method for modeling, designing, and developing dialogue, a method that has a strong formal basis and allows a uniform syntactic and semantic specification. This formal descriptive technique has the added advantage of being executable, that is, it has widely available translators. The technique chosen here allows a very high level specification of human/computer interaction enabling rapid development and easy modification. This paper describes the nature of the formal specifications written in first order logic using Prolog, and the successful specification and development of a carrier air traffic controller (CATC) dialogue. These experiments demonstrate the utility of Prolog as a high level specification language and point the way to a full dialogue development system that can incorporate a multi-layered concept of human/computer interaction. %M C.CHI.83.40 %T Design Practice and Interface Usability: Evidence from Interviews with Designers %S Interface Design 2 -- The Design Process %A N. Hammond %A A. Jorgensen %A A. MacLean %A P. Barnard %A J. Long %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 40-44 %X N/A %M C.CHI.83.45 %T Getting Into a System: External-Internal Task Mapping Analysis %S Interface Design 2 -- The Design Process %A Thomas P. Moran %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 45-49 %* (c) Copyright 1983 Association for Computing Machinery %X A task analysis technique, called ETIT analysis, is introduced. It is based on the idea that tasks in the external world must be reformulated into the internal concepts of a computer system before the system can be used. The analysis is in the form of a mapping between sets of external tasks and internal tasks. An example analysis of several text editing systems is presented, and various properties of the systems are derived from the analysis. Further, it is shown how this analysis can be used to assess the potential transfer of knowledge from one system to another, i.e., how much knowing one system helps with learning another. Several issues are briefly discussed. %M C.CHI.83.50 %T Designing for Usability -- Key Principles and What Designers Think %S Interface Design 2 -- The Design Process %A John D. Gould %A Clayton Lewis %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 50-53 %* (c) Copyright 1983 Association for Computing Machinery %X Any system designed for people to use should be (1) easy to learn; (b) useful, i.e., contain functions people really need in their work; (c) easy to use; and (4) pleasant to use. In this note we present theoretical considerations and empirical data relevant to attaining these goals. First, we mention four principles for system design which we believe are necessary to attain these goals. Then we present survey results that demonstrate that our principles are not really all that obvious, but just seem obvious once presented. The responses of designers suggest that they may sometimes think they are doing what we recommend when in fact they are not. This is consistent with the experience that systems designers do not often recommend or use them themselves. We contrast some of these responses with what we have in mind in order to provide a more useful description of our principles. Lastly, we consider why this might be so. These sections are summaries of those in a longer paper to appear elsewhere (Gould & Lewis, 1983). In that paper we elaborate on our four principles, showing how they form the basis for a general methodology of design, and we describe a successful example of using them in actual system design (IBM's Audio Distribution System). %M C.CHI.83.54 %T Evaluation and Analysis of Users' Activity Organization %S Interface Design 2 -- The Design Process %A Liam Bannon %A Allen Cypher %A Steven Greenspan %A Melissa L. Monty %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 54-57 %* (c) Copyright 1983 Association for Computing Machinery %X Our analyses of the activities performed by users of computer systems show complex patterns of interleaved activities. Current human - computer interfaces provide little support for the kinds of problems users encounter when attempting to accomplish several different tasks in a single session. In this paper we develop a framework for discussing the characteristics of activities, in terms of activity structures, and provide a number of conceptual guidelines for developing an interface which supports activity coordination. The concept of a workspace is introduced as a unifying construct for reducing the mental workload when switching tasks, and for supporting contextually-driven interpretations of the users' activity structures. %M C.CHI.83.58 %T Computer Response Time and User Performance %S Interface Design 3 -- Experimental Evaluation %A T. W. Butler %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 58-62 %X N/A %M C.CHI.83.63 %T Computer Communication System Design Affects Group Decision Making %S Interface Design 3 -- Experimental Evaluation %A Sharon Murrel %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 63-67 %* (c) Copyright 1983 Association for Computing Machinery %X The impact of computer-based communication on group performance depends upon the structure enforced by the communication system. While the ability to introduce structures which enhance human communication processes has been applauded, research to evaluate the impact of various design features is lacking. This research has explored the impact of two synchronous systems which vary in the role of immediacy of interaction and feedback on group decision making. One system is message-oriented, requiring a conferee to complete a message before interacting with others. The other displays what each group member is typing in a separate window on the screens of all participants. In this system, comments can be made as ideas are expressed. Groups were asked to solve a problem first individually and then cooperatively using one of the two systems. All groups produced decisions superior to the average initial individual solutions. Window system groups both improved more and produced significantly higher quality decisions. These groups focused on fewer topics at one time while spending less time discussing how to organize both system and task efforts. By influencing the group's ability to organize and focus its attention, the design of the communication system influenced decision quality. %M C.CHI.83.68 %T A Methodology for Objectively Evaluating Error Messages %S Interface Design 3 -- Experimental Evaluation %A Barbara S. Isa %A James M. Boyle %A Alan S. Neal %A Roger M. Simons %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 68-71 %* (c) Copyright 1983 Association for Computing Machinery %X Message quality is a critical factor in influencing user acceptance of a program product. Good error messages can reduce the time and cost to create and maintain software, as well as help users learn about the product. We have developed a methodology for conducting controlled usability evaluations of error messages. The Message Test Program is easily modified to adapt to different product situations, and messages can be evaluated even before working code exists. The Message Test Program can be used to test error messages for a batch product, as well as messages for an interactive product. It can also be used for stand-alone messages, for products that offer on-line help, or messages that provide additional information in a reference manual. Message testing enables us to objectively evaluate error messages and provide specific feedback about the difficulties users encounter and how error messages can be improved. %M C.CHI.83.72 %T Human Factors Testing in the Design of Xerox's 8010 `Star' Office Workstation %S Interface Design 3 -- Experimental Evaluation %A William L. Bewley %A Teresa L. Roberts %A David Schroit %A William L. Verplank %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 72-77 %* (c) Copyright 1983 Association for Computing Machinery %X Integral to the design process of the Xerox 8010 "Star" workstation was constant concern for the user interface. The design was driven by principles of human cognition. Prototyping of ideas, paper-and-pencil analyses, and human-factors experiments with potential users all aided in making design decisions. Three of the human-factors experiments are described in this paper: A selection schemes test determined the number of buttons on the mouse pointing device and the meanings of these buttons for doing text selection. An icon test showed us the significant parameters in the shapes of objects on the display screen. A graphics test evaluated the user interface for making line drawings, and resulted in a redesign of that interface. %M C.CHI.83.78 %T Playback: A Method for Evaluating the Usability of Software and Its Documentation %S Interface Design 4 -- Analyses of User Inputs %A Alan S. Neal %A Roger M. Simons %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 78-82 %* (c) Copyright 1983 Association for Computing Machinery %X A methodology is described for obtaining objective measures of product usability. The Playback program developed at the IBM Human Factors Center in San Jose collects performance data of the user interface without impact upon the user or the system being evaluated. While a user is working with the system, keyboard activity is timed and recorded by a second computer. This log of stored activity is later played back through the host system for analysis. An observer watching television monitors enters time-stamped codes and comments concerning the users employment of system publications. The advantages of this approach are: (1) data-collection programs are external to the product being evaluated, (2) no modifications of the playback program are required for testing different software applications, (3) the data-collection process does not intrude on the user's thoughts or activities, (4) problem determination is performed at an accelerated rate during playback analysis, and (5) all data collection is performed on line. %M C.CHI.83.83 %T Questionnaires as a Software Evaluation Tool %S Interface Design 4 -- Analyses of User Inputs %A Robert W. Root %A Steve Draper %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 83-87 %* (c) Copyright 1983 Association for Computing Machinery %X This paper reports on a study investigating the strengths and weaknesses of questionnaires as software evaluation tools. Two major influences on the usefulness of questionnaire-based evaluation responses are examined: the administration of the questionnaire, and the background and experience of the respondent. Two questionnaires were administered to a large number of students in an introductory programming class. The questionnaires were also given to a group of more experienced users (including course proctors). Respondents were asked to evaluate the text editor used in the class along a number of dimensions; evaluation responses were solicited using a number of different question types. Another group of students received the questionnaire individually, with part of it presented on the computer; a third group also evaluated an enhanced version of the editor in followup sessions. %M C.CHI.83.88 %T Changes that Users Demanded in the Human Interface to the Hermes Message System %S Interface Design 4 -- Analyses of User Inputs %A Charlotte D. Mooers %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 88-92 %* (c) Copyright 1983 Association for Computing Machinery %X The Hermes Message System has evolved in response to the needs and criticisms of users. This paper gives examples of some less than successful features, many of which have been changed, so that future designers will know what didn't work, as well as what does. Principles derived from this experience are: (a) What you see should be what you can type. (b) Commands and syntax should be uniform. (c) Commands and objects should be organized into groups. (d) Hierarchy is great for organizing things you know about but much less useful for finding things you don't know. Even with careful design, it is impossible to predict what users will dislike so it is important to design programs so they can be easily changed. %M C.CHI.83.93 %T Computing on a Shoestring: Initial Data Entry for Service Organizations %S Interface Design 5 %A Martha R. Horton %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 93-97 %X N/A %M C.CHI.83.98 %T The Consul/CUE Interface: An Integrated Interactive Environment %S Interface Design 5 %A T. Kaczmarek %A W. Mark %A N. Sondheimer %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 98-102 %* (c) Copyright 1983 Association for Computing Machinery %X Consul and CUE are two systems that combine to support an interface to interactive computer services that is integrated across a variety of interface methods. Consul is an experimental natural language interface system designed to be customized to a set of specific interactive computer services: electronic mail, personal calendar, word processing, etc. CUE is a window- and object-based run-time support environment for interactive services with a command language, pointing device and menu interface. Using the Consul/CUE interface, the user sees a single system that is capable of handling a wide variety of input in a completely uniform service environment. The success of the combined system derives from a large knowledge base formalizing facts in the interactive service environment in an artificial intelligence network structure. %M C.CHI.83.103 %T A Generalized Transition Network Representation for Interactive Systems %S Interface Design 5 %A David Kieras %A Peter G. Polson %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 103-106 %* (c) Copyright 1983 Association for Computing Machinery %X A general method for describing the behavior of an interactive system is presented which is based on transition networks generalized enough to describe even very complex systems easily, as shown by an example description of a word processor. The key feature is the ability to easily describe hierarchies of modes or states of the system. The representation system is especially valuable as a design tool when used in a simulation of a proposed user interface. In order to characterize the interaction between a user and a system, an explicit and formal representation of the behavior of the system itself is needed. To be of value in the design of user interfaces, the representation should be independent of the actual implementation of the system, but also reflect the structural properties of the system's behavior, such as its hierarchical form, the possible modes, and the consistent patterns of interaction. At the same time, the presentation must be easy to define and understand. This paper presents a representation notation with these properties. %M C.CHI.83.107 %T Application of a Model of Human Decision Making for Human/Computer Communication %S Interface Design 5 %A Mark E. Revesman %A Joel S. Greenstein %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 107-111 %* (c) Copyright 1983 Association for Computing Machinery %X When a human and computer perform similar tasks in parallel, it is important that an effective line of communication exist between the two entities. Since overt communication may add to the human's workload, an implicit method of communication is suggested in which the computer has a model of human performance on which to base actions. A two-stage model of human performance is employed in an experimental situation in which both a human and a computer act as decision makers. Results indicate that the implementation of a model significantly improves the human's performance and the overall system performance, without degrading the computer's performance. Research into additional experimental and real-world situations is suggested. %M C.CHI.83.112 %T Using Examples to Describe Categories %S Command Languages %A Susan T. Dumais %A Thomas K. Landauer %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 112-115 %* (c) Copyright 1983 Association for Computing Machinery %X The successful use of menu-based information retrieval system depends critically on users understanding the category names and partitions used by system designers. Some of the problems in this endeavor are psychological and have to do with naming large and ill-defined categories so that users can understand their contents, and effectively partitioning large sets of objects. Systems of interest (like home information systems) often consist of new and frequently changing content in large and varied domains, and are particularly prone to these problems. We explored several ways in which one might name categories in one such domain (Yellow Page category headings) - category names, category names plus examples, and examples alone. We found that three examples alone were essentially as good a way to name these categories as either an expertly chosen name or a name plus examples. Examples provide a promising possibility both as a means of flexibly naming menu categories and as a methodological tool to study certain categorization problems. %M C.CHI.83.116 %T A Featural Approach to Command Names %S Command Languages %A Jarrett Rosenberg %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 116-119 %* (c) Copyright 1983 Association for Computing Machinery %X A variety of aspects of command names have been studied, such as suggestiveness, memorability, and the use of icons. A single framework for these disparate studies is desirable, and it is proposed that the concept of featural analysis prevalent in linguistics and psycholinguistics be adopted as an approach to command name design. Examples of the breadth of application of this approach are given for the naming issues of suggestiveness, learning and memory, congruence and hierarchicalness, universal commands, the relationships of names to the command language syntax, and the use of non-words as names. %M C.CHI.83.120 %T Command Use and Interface Design %S Command Languages %A Robert E. Kraut %A Stephen J. Hanson %A James M. Farber %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 120-124 %X N/A %M C.CHI.83.125 %T Is There Really Trouble with UNIX? %S Command Languages %A Lorenzo De Leon %A William G. Harris %A Martha Evens %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 125-129 %* (c) Copyright 1983 Association for Computing Machinery %X Donald Norman has claimed that UNIX has cryptic and inconsistent command names. As Michael Lesk has remarked, the lack of objective data makes it difficult to evaluate the significance of Norman's criticisms. In an effort to explore this controversy we taught one group of novice users the UNIX command language and another group an English-based command language (NUIX). The number of errors and calls for on-line assistance were compared. The subjects in this study were 22 high school women with no formal exposure to computers. The results reveal that the UNIX group made fewer errors than the NUIX group in two training sessions a week apart. Although calls for on-line assistance for the two groups in the first session were comparable, the UNIX group made over twice as many calls for on-line assistance in the second session as the NUIX group. Our findings suggest that even though the UNIX command language may not be harder for novice users to learn, it is probably more difficult for them to use. %M C.CHI.83.130 %T Enhancing the Usability of an Office Information System Through Direct Manipulation %S Graphics-Based Interaction %A Alison Lee %A F. H. Lochovsky %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 130-134 %* (c) Copyright 1983 Association for Computing Machinery %X In Office Information Systems, the primary focus has been to integrate facilities for the communication and management of information. However, the human factors aspects of the design of office systems are equally important considerations if such office systems are to gain widespread acceptance and use. The application of design techniques from Human Factors can help enhance the usability of an office system. In this paper, we describe the user interface of an office system developed by adapting such design techniques. %M C.CHI.83.135 %T An Assessment of Computer Generated Space Situation Map Projections %S Graphics-Based Interaction %A Mark D. Phillips %A James E. Allison %A Valor S. Dodd %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 135-138 %* (c) Copyright 1983 Association for Computing Machinery %X C{sup:3} environments have increasingly incorporated computer controlled maps as decision aids. The design of map displays in space oriented C{sup:3} system has taken on greater importance due to the complex spatial relationships among orbiting objects. The large number of objects orbiting the globe and their great speeds further complicates efforts to quickly and accurately portray their positions graphically. This paper describes an experimental plan aimed at evaluating a new 2D/3D "hybrid" space situation map display. The Hybrid display is created by opening a globe at the south pole and flattening it into a platter. A third dimension is obtained by tilting the platter. It was hypothesized that the Hybrid display would offer an advantage to C{sup:3} system operators and analysts dealing with three dimensional problems. The test plan focuses on perceptual parameters and user preference issues concerning conventional and Hybrid display techniques. The results of this study will be examined to direct future work on dynamic displays, and the impact of display design approach on cognitive performance. %M C.CHI.83.139 %T An Effective Graphics User Interface for Rules and Inference Mechanisms %S Graphics-Based Interaction %A J. W. Lewis %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 139-143 %K Expert systems, User interfaces, AND/OR trees %* (c) Copyright 1983 Association for Computing Machinery %X As the technology of rule-based inference mechanisms matures, knowledge acquisition-the creation, structuring, and verification of rules-becomes increasingly important. The accuracy and completeness of the rules in the knowledge base determine expert system performance, and the cost of acquiring that knowledge base dominates all other hardware and software costs in practical systems. To reduce knowledge acquisition time and error rate, a new interactive graphics interface for rules is being designed and implemented in GE Corporate Research and Development. In the new system, each set of rules is represented as an AND/OR graph and parts of the rule base are displayed on a CRT screen as an AND/OR tree. A user -- even an unsophisticated user -- can navigate the AND/OR graph, identify nodes to be modified, analyze the behavior of the graph, verify its correctness graphically, and follow the execution of inference engines. %M C.CHI.83.144 %T Effect of Font and Medium on Recognition/Confusion %S Graphics-Based Interaction %A S. M. Gupta %A L. H. Geyer %A J. A. Maalouf %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 144-149 %* (c) Copyright 1983 Association for Computing Machinery %X Systematic differences in recognition/confusion due to font variation is estimated by using confusion matrices of the full 26 capital letters of the English alphabet in 5 x 7 dot matrix font and "Keepsake" conventional stroke font. Average correct recognition was controlled to 50% by limiting brightness and duration of tachistoscopic displays for each font to individually determined levels for each of the four subjects. Each stimulus symbol was presented 45 times to each subject, resulting in 180 trials per letter per font. By comparing the obtained data to that reported by Townsend (1971), Craig (1979) and Gilmore et al. (1979), estimates of the differences in recognition/confusion attributable to medium, font and subject differences were isolated. This comparison reveals a substantial difference in recognition/confusion processes when the observer sees the display on a video screen versus seeing it projected on a white screen. %M C.CHI.83.150 %T The Effects of Positional Constancy on Searching Menus for Information %S Menu and Query Language Design %A Richard C. Teitelbaum %A Richard E. Granda %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 150-153 %X N/A %M C.CHI.83.154 %T Usable Natural Language Interfaces Through Menu-Based Natural Language Understanding %S Menu and Query Language Design %A Harry R. Tennant %A Kenneth M. Ross %A Craig W. Thompson %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 154-160 %* (c) Copyright 1983 Association for Computing Machinery %X Conventional natural language interfaces suffer from several ease-of-use problems. They require a user to type and to formulate questions in a way that the system can understand. They have high failure rates which often frustrate users, and users often do not use features of the systems because they are unaware of them or don't trust them. In addition, conventional natural language systems are expensive to build and require large amounts of storage to use. This paper describes a new approach to natural language interfaces called menu-based natural language understanding. This new approach solves the problems listed above. The paper compares the menu-based natural language approach to conventional natural language interfaces and to other forms of interface and discusses the advantages and limitations of this new approach. %M C.CHI.83.161 %T Query Languages for the Casual User: Exploring the Middle Ground Between Formal and Natural Languages %S Menu and Query Language Design %A William C. Ogden %A Susan R. Brooks %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 161-165 %X N/A %M C.CHI.83.166 %T A Comparative Study of Moded and Modeless Text Editing by Experienced Editor Users %S Text Editors %A Merle F. Poller %A Susan K. Garter %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 166-170 %X N/A %M C.CHI.83.171 %T Patterns of Experience in Text Editing %S Text Editors %A Mary Beth Rosson %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 171-175 %X N/A %M C.CHI.83.176 %T How Interface Design Determines Who Has Difficulty Learning To Use a Text Editor %S Text Editors %A Louis M. Gomez %A Dennis E. Egan %A Evangeline A. Wheeler %A Dhiraj K. Sharma %A Aleta M. Gruchacz %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 176-181 %* (c) Copyright 1983 Association for Computing Machinery %X In previous studies two background characteristics of computer novices were consistently correlated with their success in learning to use a line-based computer text editor. Older people and those who scored low on a standard test of Spatial Memory had more difficulty than younger people and those with higher Spatial Memory test scores. In the present study, we observed computer novices as they learned to use a screen-based editor, which presumably reduced spatial memory load. Contrary to expectations, performance using a screen-based editor was again strongly correlated with Spatial Memory test scores. However, the correlation between performance and subjects' age was significantly reduced. Overall, subjects were able to perform the same text editing exercises almost twice as fast using the screen editor compared to subjects in previous experiments using the line editor. These results are discussed in terms of the different cognitive demands placed on users by line and screen text editors. %M C.CHI.83.182 %T How You Tell Your Computer What You Mean: Ostension in Interactive Systems %S Text Editors %A James A. Galambos %A Eloise S. Wikler %A John B. Black %A Marc M. Sebrechts %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 182-185 %* (c) Copyright 1983 Association for Computing Machinery %X An important part of communication is being able to point to an object without referring to its components or to the area surrounding it. How to do this is the problem of ostension. We observed many ostension errors in novices learning to use a full-screen text editor. Specifically, the novices erroneously tried to use keys that are appropriate for pointing when using a typewriter but incorrect in screen editors (e.g., space bar, backspace key, etc.), they frequently missed the location they intended by one character, they inadvertently pointed to the wrong occurrence of a string using a FIND command, they incorrectly specified boundaries by forgetting about "invisible" characters (e.g., formatting characters), and they mistakenly attempted to point to nontyping areas of the screen that were off-limits. %M C.CHI.83.186 %T A Qualitative Reasoning Approach to Mathematical and Heuristic Knowledge Integration %S Intelligent Interfaces %A Stephen E. Cross %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 186-189 %* (c) Copyright 1983 Association for Computing Machinery %X Humans problems solvers use heuristic knowledge. Heuristics can be justified in a given problem solving context by reasoning about 'deeper' domain theories. A working computer program, an air traffic control expert system, uses a qualitative reasoning approach to justify heuristically generated plans. The justification is based on mathematical knowledge of aircraft performance which is computationally too complex for use in the normal planning process. %M C.CHI.83.190 %T The Effects of Limited Grammar on Interactive Natural Language %S Intelligent Interfaces %A James A. Hendler %A Paul Roller Michaelis %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 190-192 %X N/A %M C.CHI.83.193 %T An Empirical Methodology for Writing User-Friendly Natural Language Computer Applications %S Intelligent Interfaces %A J. F. Kelley %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 193-196 %* (c) Copyright 1983 Association for Computing Machinery %X A six-step, iterative, human factors design methodology was used to develop CAL, a natural language computer application to help computer-naive business professionals manage their personal calendars. Language is processed by a simple, non-parsing algorithm having limited storage requirements and a quick response time. CAL allows unconstrained English inputs from users with no training (except for a 5 minute introduction to the keyboard and display) and no manual (except for a two-page overview of the system). In controlled tests of performance, CAL correctly responded to between 86% and 97% of the inputs it received, according to various criteria. This research demonstrates that the methodological tools of the engineering psychologist can help build user-friendly software that accommodates the unruly language of computer-naive, first-time users by eliciting the cooperation of such users as partners in an iterative, empirical development process. %M C.CHI.83.197 %T Correcting Misconceptions: What to Say when the User is Mistaken %S Intelligent Interfaces %A Kathleen F. McCoy %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 197-201 %* (c) Copyright 1983 Association for Computing Machinery %X Because people's knowledge is often partial and/or faulty, it is inevitable that misconceptions will be revealed in the course of a conversation. If recognized, the other person may say something to correct the misconception, and the conversation continues. Just as this is the case when people interact with each other, so must it be when users interact with a computer system. For example, in interacting with an expert system, a user may reveal misconceptions about objects modelled by the system. By failing to correct such misconceptions, the system may not only confirm the original misconception, but may cause the user to develop further misconceptions. It must therefore be up to the system to recognize and respond to misconceptions in an effective way. In this paper the space of possible object misconceptions is characterized according to the kind of incorrect information involved. It has been found that this characterization is often useful in determining how the user arrived at the misconception, and therefore the kind of information to include in the response. Using such a characterization, a system will be able to effectively correct object misconceptions in a domain independent way. Factors which affect the amount of information included in a correction (such as discourse and situational context) are also examined. %M C.CHI.83.202 %T The User's Perception of the Interaction Language: A Two-Level Model %S Cognitive Models 1 %A S. J. Payne %A T. R. G. Green %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 202-206 %* (c) Copyright 1983 Association for Computing Machinery %X Users perceive consistency and inconsistency in syntax, and family resemblances among syntactic constructions. These factors are not captured in conventional BNF-like grammars. We argue that a generalised form of a two-level grammar is a better model of the user's perceptions, and show how the model relates to current psychological notions of organisation in recall and language learning. The model provides a unified interpretation of many previous results in HCI: we analyse here findings by Reisner (1981) and Barnard et al. (1981). Two preliminary experimental tests supporting the model are described. %M C.CHI.83.207 %T Learning Text Editor Semantics by Analogy %S Cognitive Models 1 %A Sarah A. Douglas %A Thomas P. Moran %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 207-211 %* (c) Copyright 1983 Association for Computing Machinery %X This paper presents a cognitive model for one aspect of how novices learn text editors-the acquisition of procedural skill by problem solving in problem spaces and the use of analogy for building a representation of the semantics of text-editor commands (which we call operators). Protocol data of computer-native subjects learning the EMACS text editor suggests that they use their knowledge of typewriting to decide which commands to use in performing editing tasks. We propose a formal method of analysis that compares operators in two problem spaces and generates misconceptions. The comparison of these predicted misconceptions with verbal comments, error data, and task difficulty lends support to this analysis. %M C.CHI.83.212 %T Mental Models and Problem Solving in Using a Calculator %S Cognitive Models 1 %A Frank G. Halasz %A Thomas P. Moran %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 212-216 %* (c) Copyright 1983 Association for Computing Machinery %X It has often been suggested that users understand and reason about complex system on the basis of a mental model of the system's internal mechanics. This paper describes an empirical study of how mental model knowledge is used in operating a stack calculator. One group of naive users were taught step-by-step procedures for solving typical problems on the calculator. A second group of naive users were taught the same procedures in conjunction with an explicit model of the calculator's stack mechanism. The users then solved problems on the calculator while thinking aloud. Analysis of the performance of these two groups indicates that the model had little effect in routine problem solving situations. But significantly improved performance for novel problems. Analyses of the think-aloud protocols indicate that the users employed five distinct modes of problem solving: skilled methods, problem reduction strategies, a conversion algorithm, model-based problem space search, and methods-based problem space search. Skilled methods, problem reduction strategies and the conversion algorithm were used for solving more routine problems and did not necessarily depend on mental model knowledge. Problem space search was used in the novel problems. For the model users, the states and operations of the stack mechanism served as the problem space to be searched for a problem solution. In contrast, the no-model users employed a less effective search strategy based on the recombination of pieces of known procedures. These results indicate that explicitly teaching naive users an appropriate mental model of a system can provide a psychologically effective and robust basis for operating the machine. %M C.CHI.83.217 %T Planning Units in Text Editing Behavior %S Cognitive Models 1 %A Scott P. Robertson %A John B. Black %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 217-221 %* (c) Copyright 1983 Association for Computing Machinery %X The organization of text editing behavior can be characterized by graph structures containing goals, subgoals, goal outcomes, and actions. Here we propose a model to represent the goals and plans of text editor users based on goal-fate analysis (Schank & Abelson, 1977). The representation captures relationships between a user's multiple goals and shows how errors can result from badly formed plans. We discuss some data from a psychological experiment which supports the hypothesis that text editing behavior is chunked into distinct plan units. The cognitive components of pause times between keystrokes were revealed by statistically removing the physical time required between keystrokes. Finally, we suggest how a system which builds goal-fate graphs from keystroke input might be useful in providing specific help information that is keyed to a user's intentions. %M C.CHI.83.222 %T Remindings and Their Effects in Learning a Text Editor %S Cognitive Models 2 %A Brian H. Ross %A Thomas P. Moran %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 222-225 %* (c) Copyright 1983 Association for Computing Machinery %X How can learning in text-editing be characterized? Much recent work has focused on the use of analogies from prior experience. In this paper, we investigate the retrievals of earlier experiences within the editor and how they might be used by analogy to accomplish the task and learn the editor. An experiment is presented that demonstrates the effects of these "remindings" on performance. In addition, some possible determinants of these remindings are investigated. This experiment points out the need to consider not only the general form of instruction, but also the specifics of the instructional sequence as well. Irrelevant aspects of the task may have strong effects on performance. We consider three teaching techniques, designed to take advantage of these effects in different ways. %M C.CHI.83.226 %T Learning in an Instructionless Environment: Observation and Analysis %S Cognitive Models 2 %A Jeff Shrager %A David Klahr %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 226-229 %* (c) Copyright 1983 Association for Computing Machinery %X In an instructionless environment, there are neither teachers nor books. The only feedback comes from interaction with the target. All information appears from within the subject or from observation of the environment. In this setting, subjects rely upon experimentation to develop an understanding of the target. They form hypotheses by analogy or inference and test these hypotheses via experiments of calibration, replication, confirmation, exploration, and discrimination. This paper describes subjects' performance in a particular instructionless environment. The target object is a programmable toy robot tank. We use the hypotheses formed by subjects and form of the experiments performed, to assess subjects' knowledge of the system. This knowledge falls into distinguishable categories: syntactic knowledge of the programming language, semantic knowledge of the actions of the device, and model knowledge which addresses the structure of the device. Exemplary selections of our protocols are used to support the various aspects of the learning model. %M C.CHI.83.230 %T Human-Computer Discourse in the Design of a PASCAL Tutor %S Cognitive Models 2 %A Beverly Woolf %A David D. McDonald %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 230-234 %* (c) Copyright 1983 Association for Computing Machinery %X An effective human-computer discourse system requires more than a clever grammar or a rich knowledge base. It needs knowledge about the user and his understanding of the domain in order to produce a relevant and coherent discourse. We describe MENO, A prototype tutor for elementary PASCAL, which uses a set of speech patterns modelled after complex human discourse and a richly annotated knowledge base to produce a flexible interactive system for the user. %M C.CHI.83.235 %T What Do Novice Programmers Know about Recursion %S Programming 1 %A Hank Kahney %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 235-239 %* (c) Copyright 1983 Association for Computing Machinery %X Recent research into differences between novice and expert computer programmers has provided evidence that experts know more than novices, and what they know is better organized. The conclusion is only as interesting as it is intuitive. This paper reports an experiment which was designed to determine precisely what novice programmers understand about the behaviour of recursive procedures, and exactly how their understanding differs from an expert's understanding of the process. The results show that different novices understand, or misunderstand, different things. Implications of the findings are discussed with respect to other research into novice and expert programming performance. %M C.CHI.83.240 %T Beyond Numbers: Don't Ask "How Many" ... Ask "Why" %S Programming 1 %A Elliot Soloway %A Kate Ehrlich %A John B. Black %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 240-246 %* (c) Copyright 1983 Association for Computing Machinery %X While programmers may differ in their assessment of the comprehensibility of a program, there are nonetheless some clear cut cases of programs that are truly difficult to understand. In this paper, we analyze three programs -- two of which are relatively incomprehensible -- using Halstead's Volume Metric, Propositional Analysis and Plan Analysis. We argue that only Plan Analysis provides a satisfactory explanation for why the programs in question differ with respect to understandability. Moreover, we suggest that a qualitative analysis, such as provided by Plan Analysis, is the desired type of evaluation: rather than simply providing a numerical ranking for programs, the qualitative analysis can pinpoint the troublesome area in the code and provide prescriptive information for correcting the difficulty. %M C.CHI.83.247 %T Aesthetics and Programming %S Programming 1 %A Peter Molzberger %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 247-250 %* (c) Copyright 1983 Association for Computing Machinery %X The paper at hand is based on interviews with a total of eight so-called "superprogrammers", software people, who show exceptional performance quantitatively as well as qualitatively. It becomes apparent that these people do not experience programming as a purely rational activity, but that for them it possesses strong intuitive components. Programs are visualized wholistically as three-dimensional structures. In this, aesthetics plays a special part: the structure must please optically, be elegant -- then it is functionally acceptable. Logical mistakes manifest themselves as interfering with this aesthetics. The author suggests that in the area of software as well there is something like the absolute beautiful: perfect solutions with a maximum of transparence beyond all rivaling design parameters. He has a feeling that the faculties described in this paper are widespread and may open up a totally new dimension in programming. %M C.CHI.83.251 %T On Enhancing the Interface to the Source Code of Computer Programs %S Programming 2 -- Documentation %A Ronald Baecker %A Aaron Marcus %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 251-255 %* (c) Copyright 1983 Association for Computing Machinery %X This paper addresses issues in the human factors of computer program documentation. We develop a framework for research on enhancing the interface to the source code of computer programs through designing and automating the production of effective typeset representations of the source text. Principles underlying the design research and examples of sample production are presented. %M C.CHI.83.256 %T Documentation of Concurrent Programs %S Programming 2 -- Documentation %A Deborah A. Boehm-Davis %A Andrew M. Fregly %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 256-261 %X N/A %M C.CHI.83.262 %T Use of Mouse Buttons %S Physical Interface Devices %A Lynne A. Price %A Carlos A. Cordova %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 262-266 %* (c) Copyright 1983 Association for Computing Machinery %X Two experimental tasks were designed to test use of multiple-button mice. In the first, number of errors made and time to complete subtasks were measured as subjects attempted to depress one, two, or three buttons under three sets of conditions. In the second, subjects were asked to indicate true or false either by pressing one of two different buttons or by clicking a single button one or two times. People tended to be faster and more accurate using different buttons than different numbers of clicks. %M C.CHI.83.267 %T Speech Recognition at Two Field Sites %S Physical Interface Devices %A A. Rollins %A B. Constantine %A S. Baker %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 267-273 %* (c) Copyright 1983 Association for Computing Machinery %X The performance of two speech recognition systems installed at two field sites was analyzed. The speech systems were part of larger computer systems that were performing real functions in industrial environments. The two sites appeared to be polarized in terms of expected suitability for speech recognition. The variables looked at included task complexity, memory load, requirements for verification and error correction, vocabulary and syntax, microphone, operator experience and complexity of host computer software. Accuracy and throughput were measured for the speech recognition system at each site. The same measurements were made for keyboard entry. Operator differences account for most of the variance in results. Accuracy with voice input was higher than with keyboard for most operators. The most accurate operators with keyboard also tended to be the most accurate with voice. Throughput data appears more sensitive to individual differences in dealing with voice input, although the throughput data was clouded by slow host system response times overall. The discussion suggests that one to one replacement of keyboard with voice overlooks some possible advantages of voice. It is also possible to find operators who work well with voice. For those who do not work well with voice, the problems appear to be related to general work habits and attitude, rather than to specific difficulties with speech. %M C.CHI.83.274 %T Lighting Characteristics of Visual Display Terminals from an Ergonomic Point of View %S Physical Interface Devices %A U. Brauninger %A E. Grandjean %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 274-276 %* (c) Copyright 1983 Association for Computing Machinery %X Measuring procedures were developed to assess those lighting characteristics of VDTs which are of importance for visual comfort and for legibility: Luminance oscillation, sharpness, contrasts, stability and dimensions of characters as well as reflections on the display surfaces. 30 different VDT models of various European and US manufacturers disclosed great differences, indicating a big potential for improving the ergonomic qualities of VDTs. %M C.CHI.83.277 %T An Experimental Evaluation of On-Line HELP for Non-Programmers %S User Documentation %A Celeste S. Magers %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 277-281 %* (c) Copyright 1983 Association for Computing Machinery %X An interactive computer system was made easier to learn for non-programmers by modifying the on-line HELP and error messages of a system designed primarily for programmers. The modifications included supplementing the existing HELP command with a HELP key, making the content of HELP and error messages more concrete, responding to command synonyms, and more. The systems were evaluated in a between-groups experiment in which office workers with no programming experience were asked to perform a typical office task using one of the unfamiliar interactive computer systems. The results of the experiment supported the inclusion of the modifications. Non-programmers using the modified system completed the computer task in less time, with greater accuracy, and with better resulting attitudes than those who used the system designed primarily for programmers. %M C.CHI.83.282 %T A Proposal for User Centered System Documentation %S User Documentation %A C. O'Malley %A P. Smolensky %A L. Bannon %A E. Conway %A J. Graham %A J. Sokolov %A M. L. Monty %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 282-285 %* (c) Copyright 1983 Association for Computing Machinery %X This paper outlines a set of proposals for the development of system documentation based on an analysis of user needs. It is suggested that existing documentation is not sensitive enough to the variety of levels of user expertise, nor to the variety of contexts in which on-line help is required. We outline three specific proposals for fulfilling these needs: a quick reference facility, a command-line database, and a facility for full explanation and instruction, and suggest a number of ways in which users might access these facilities. Finally, we suggest a way of combining these facilities into an integrated structured manual, offering more effective user support than is currently provided. %M C.CHI.83.286 %T Autobiography of a First-Time Discretionary Microcomputer User %S User Documentation %A Marilyn Mantei %A Nancy Haskell %B Proceedings of ACM CHI'83 Conference on Human Factors in Computing Systems %D 1983 %P 286-290 %X N/A %M C.CHI.85.1 %T The Effect of VDU Text-Presentation Rate on Reading Comprehension and Reading Speed %S System Response Factors %A Jo W. Tombaugh %A Michael D. Arkin %A Richard F. Dillon %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 1-6 %* (c) Copyright 1985 Association for Computing Machinery %X The effect of video display unit presentation rate on reading performance was investigated. Reading material was presented at one of the following presentation-rates: 15, 30, 120, 960 cps, or "instant". In the instant condition, the full text appeared simultaneously on the screen. In the other conditions, text appeared one character at a time starting in the upper left corner of the screen, from left to right and top to bottom. Reading comprehension was highest under the 30 cps and instant presentation conditions. Total time to perform the reading task was equivalent for all conditions except the 15 cps rate which required a longer time to complete the task. In terms of comprehension and time to perform the task, a slow rate of 15 cps, contrary to previous recommendations, is not desirable for novice computer users. %M C.CHI.85.7 %T Effects of Cursor Speed on Text-Editing %S System Response Factors %A John D. Gould %A Clayton Lewis %A Vincent Barnes %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 7-10 %* (c) Copyright 1985 Association for Computing Machinery %X Nine participants used a full screen computer text-editor (XEDIT) with an IBM 3277 terminal to edit marked-up documents at each of three cursor speeds (3.3, 4.7, and 11.0 cm/sec.). Results show that 9% of editing time was spent controlling and moving the cursor, regardless of cursor speed. The variations in cursor speed studied did not seem to act as a pacing device for the entire editing task. %M C.CHI.85.11 %T The Importance of Percent-Done Progress Indicators for Computer-Human Interfaces %S System Response Factors %A Brad A. Myers %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 11-17 %* (c) Copyright 1985 Association for Computing Machinery %X A "percent-done progress indicator" is a graphical technique which allows the user to monitor the progress through the processing of a task. Progress indicators can be displayed on almost all types of output devices, and can be used with many different kinds of programs. Practical experience and formal experiments show that progress indicators are an important and useful user-interface tool, and that they enhance the attractiveness and effectiveness of programs that incorporate them. This paper discusses why progress indicators are important. It includes the results of a formal experiment with progress indicators. One part of the experiment demonstrates that people prefer to have progress indicators. Another part attempted to replicate earlier findings to show that people prefer constant to variable response time in general, and then to show that this effect is reversed with progress indicators, but the results were not statistically significant. In fact, no significant preference for constant response time was shown, contrary to previously published results. %M C.CHI.85.19 %T The Utility of Natural Language Interfaces %S Panel %A Phil Hayes %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 19 %X N/A %M C.CHI.85.21 %T A Multi-Touch Three Dimensional Touch-Sensitive Tablet %S Touching and Seeing %A SK. Lee %A W. Buxton %A K. C. Smith %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 21-25 %* (c) Copyright 1985 Association for Computing Machinery %X A prototype touch-sensitive tablet is presented. The tablet's main innovation is that it is capable of sensing more than one point of contact at a time. In addition to being able to provide position coordinates, the tablet also gives a measure of degree of contact, independently for each point of contact. In order to enable multi-touch sensing, the tablet surface is divided into a grid of discrete points. The points are scanned using a recursive area subdivision algorithm. In order to minimize the resolution lost due to the discrete nature of the grid, a novel interpolation scheme has been developed. Finally, the paper briefly discusses how multi-touch sensing, interpolation, and degree of contact sensing can be combined to expand our vocabulary in human-computer interaction. %M C.CHI.85.27 %T A Subjective Judgment Study of Polygon Based Curved Surface Imagery %S Touching and Seeing %A Peter R. Atherton %A Linnda R. Caporael %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 27-34 %* (c) Copyright 1985 Association for Computing Machinery %X In the past computer graphics efforts, several researchers have demonstrated that polygon models can be used to produce images of curved surfaces that appear to be smooth and accurate. However, the authors know of no attempt to appraise such imagery by using multiple human observation ratings. The effectiveness of curved surface imagery generated from polygon models was investigated in a judgment study. Research subjects evaluated sphere model imagery derived from several polygon densities and shading procedures including flat shading, shade interpolation (Gouraud) and normal interpolation (Phong). Results of the evaluations indicated that little was gained by reducing the average polygon areas below approximately 110 pixels per polygon for spheres of 95 pixel radii displayed on a 512 x 512 resolution monitor. Evaluations for both shade and normal interpolation placed polygon image quality reasonably close to an "ideal" image. Although the evaluations indicated that normal interpolation was slightly superior to the shade interpolation, shade interpolation required significantly less computation. Most significantly, results from this study provide strong support for the notion that polygons can be used effectively to produce smooth shaded imagery of curved surface models. %M C.CHI.85.35 %T Videoplace -- An Artificial Reality %S Touching and Seeing %A Myron W. Krueger %A Thomas Gionfriddo %A Katrin Hinrichsen %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 35-40 %* (c) Copyright 1985 Association for Computing Machinery %X The human-machine interface is generalized beyond traditional control devices to permit physical participation with graphic images. The VIDEOPLACE System combines a participant's live video image with a computer graphic world. It also coordinates the behavior of graphic objects and creatures so that they appear to react to the movements of the participant's image in real-time. A prototype system has been implemented and a number of experiments with aesthetic and practical implications have been conducted. %M C.CHI.85.41 %T Psychological Research Methods in the Human Use of Computers %S Panel %A Thomas K. Landauer %A John D. Gould %A John A. Anderson %A Phil Barnard %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 41-45 %* (c) Copyright 1985 Association for Computing Machinery %X Psychological research methods have been used with increasing frequency in work on computer-human interaction. Judging from the state of the literature and from remarks heard in the halls at conferences such as this, the utility and appropriate roles of such methods are not yet clear. Panel members, who are all research psychologists working on issues related to human use of computers, will present a variety of contrasting views on how to go about such research, and on its proper goals. John Gould will describe two different but complementary approaches, applied research on general design issues, and formative human factors participation in development. John Anderson will discuss the use of formal models of human cognition. Phil Barnard will consider the role of applied research in the discovery of underlying principles to guide design. Tom Landauer will propose that psychological research can be the basis for invention of new "cognitive tools". Short synopses of the positions they will take are given below. Panel members hope that the audience will join them in bringing out important differences between the various approaches and methods and arguing their absolute and relative merits. %M C.CHI.85.47 %T Where The Bugs Are %S Psychology of Programming %A James C. Spohrer %A Elliot Soloway %A Edgar Pope %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 47-53 %* (c) Copyright 1985 Association for Computing Machinery %X In this paper we propose one explanation of why some novice programs are buggier than others. Central to our explanation is the notion of merged goals/plans in which multiple goals are achieved in a single integrated plan. Our arguments are based on our theory of the knowledge -- plans and goals -- used by a novice in creating a program, and an analysis of actual buggy novice programs. %M C.CHI.85.55 %T Extending the Spreadsheet Interface to Handle Approximate Quantities and Relationships %S Psychology of Programming %A Clayton Lewis %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 55-59 %* (c) Copyright 1985 Association for Computing Machinery %X Conventional spreadsheet programs offer a very convenient user interface for many quantitative tasks, but they are restricted to handling precisely-specified quantities and calculations. ASP is a generalized spreadsheet that extends the basic spreadsheet paradigm to encompass quantities which are not known exactly, and functions which are not known well enough to permit calculation. ASP works by propagating assertions about quantities and functions through the network of relationships that the spreadsheet defines. %M C.CHI.85.61 %T Estimating the Distribution of Software Complexity within a Program %S Psychology of Programming %A Thomas G. Moher %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 61-64 %* (c) Copyright 1985 Association for Computing Machinery %X This paper proposes an approach to the characterization of complexity within computer software source texts. We estimate the information content of individual program tokens as the basis for a relative ordering of tokens by their 'uncertainty' or 'peculiarity' within the context of the program in which they reside. The analysis method used is in part an extension of software science methods. The information gained from the analysis highlights language usage anomalies and potential errors. This information may be useful in guiding software review activities. %M C.CHI.85.65 %T Interfaces in Organizations: Supporting Group Work %S Panel %A Irene Greif %A John Seely Brown %A Paul M. Cashman %A Thomas W. Malone %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 65 %* (c) Copyright 1985 Association for Computing Machinery %X Research on human factors in computer systems has emphasized supporting individuals. This panel will discuss new issues that emerge when computer systems support groups of people and whole organizations. Malone (see following paper) will suggest a broadening of the definition of user interfaces to include "organizational interfaces" and will indicate how a theoretical base for such an endeavor might be developed. Then Cashman will describe a "coordinator tool" in use at DEC for tracking the assignment of tasks to people in activities such as software maintenance. Finally, Brown will suggest how computer systems can be designed to radically increase the bandwidth of cooperation in groups by, for example, exploiting linguistic notions of context. %M C.CHI.85.66 %T Designing Organizational Interfaces %S Panel %A Thomas W. Malone %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 66-71 %* (c) Copyright 1985 Association for Computing Machinery %X This paper argues that it will become increasingly important to extend our concept of user interfaces for individual users of computers to include organizational interfaces for groups of users. A number of suggestions are given for how to develop a theoretical base for designing such interfaces. For instance, examples are used to illustrate how traditional cognitive points of view can be extended to include information processing by multiple agents in organizations. Examples of design implications from other perspectives such as motivational, economic, and political are also included. %M C.CHI.85.73 %T Selection from Alphabetic and Numeric Menu Trees Using a Touch Screen: Breadth, Depth, and Width %S Menu Systems %A T. K. Landauer %A D. W. Nachbar %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 73-78 %* (c) Copyright 1985 Association for Computing Machinery %X Goal items were selected by a series of touch-menu choices among sequentially subdivided ranges of integers or alphabetically ordered words. The number of alternatives at each step, b, was varied, and, inversely, the size of the target area for the touch. Mean response time for each screen was well described by T= k+clogb, in agreement with the Hick-Hyman and Fitts' laws for decision and movement components in series. It is shown that this function favors breadth over depth in menus, whereas others might not. Speculations are offered as to when various functions could be expected. %M C.CHI.85.79 %T Designing a Menu-Based Interface to an Operating System %S Menu Systems %A Thomas S. Tullis %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 79-84 %* (c) Copyright 1985 Association for Computing Machinery %X The development of a large menu-based interface to an operating system posed a number of interesting user interface questions. Among those were how to determine the user's view of the relationships among the myriad of functions in the system, and how to reflect those relationships in a menu hierarchy. An experiment utilizing a sorting technique and hierarchical cluster analysis was quite effective in learning the user's perception of the relationships among the system functions. A second experiment comparing a "broad" menu hierarchy to a "deep" menu hierarchy showed that users made significantly fewer inappropriate menu selections with the broad hierarchy. %M C.CHI.85.85 %T Connecting Theory and Practice: A Case Study of Achieving Usability Goals %S Menu Systems %A Keith A. Butler %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 85-88 %* (c) Copyright 1985 Association for Computing Machinery %X This paper describes a case study of the Human Factors design, development, and testing of a computer-based financial analysis package. The project applied the "usability goals" method proposed by Bennett (1984) to structure the definition, design, and testing of the new system. Learnability was defined as a key attribute in the product concept because of its salience in users' perception of system quality. The learnability attribute was assigned an operational definition in terms of time to mastery and error avoidance/recovery. The "back-to-front" strategy of Didner & Butler (1982) was applied for designing the menus. Empirical testing of user performance on sample problems in the alpha stage indicated that the new system surpassed the learnability objective. Lessons learned from this case study concern leverage in getting better managerial attention for Human Factors considerations in development projects, and clearer structure to direct needed research. %M C.CHI.85.89 %T Technology in Use %S Panel %A Lucy A. Suchman %A Sharon Traweek %A Michael Lynch %A Richard Frankel %A Brigitte Jordan %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 89-91 %X N/A (four papers are summarized in this panel paper) %M C.CHI.85.93 %T The Use of Logging Data in the Design of a New Text Editor %S Design and Evaluation %A Michael Good %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 93-97 %* (c) Copyright 1985 Association for Computing Machinery %X Many different human factors techniques are available to the designer of a new computer system. This case study examines how one technique, the use of logging data, was used throughout the design of a new text editor which is measurably easy to learn and easy to use. Logging data was used in four areas: keyboard design, the initial design of the editor's command set, refinements made later in the design cycle, and the construction of a system performance benchmark. %M C.CHI.85.99 %T The Evaluation of Text Editors: A Critical Review of the Roberts and Moran Methodology Based on New Experiments %S Design and Evaluation %A Nathaniel S. Borenstein %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 99-105 %* (c) Copyright 1985 Association for Computing Machinery %X Three text editors were studied using the editor evaluation methodology developed by Roberts and Moran [3,4]. The results are presented as an extension of the studies by Roberts and Moran, with comparisons to the editors they studied earlier. In addition, supplementary measurements were taken that suggest minor flaws in the Roberts and Moran methodology. Further problems with the methodology are discussed, with an eye toward improving the methodology for future use. Although three significant problems with the methodology are reported, the problems are interesting primarily as lessons for the design of future evaluation methodologies. The Roberts and Moran methodology remains largely useful for the purposes for which it was designed. %M C.CHI.85.107 %T Evaluating the User Interface: The Candid Camera Approach %S Design and Evaluation %A Michelle A. Lund %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 107-113 %* (c) Copyright 1985 Association for Computing Machinery %X In the development of a new interactive graphics application, considerable effort was spent on designing a user interface which would be easy to use. When a portion of the application was completed, typical potential users were brought in to help evaluate the interface. They were given a sample task and a short introduction to the application; then their efforts to complete the task were observed and videotaped. This method of evaluating the user interface provided the development staff with quite a bit of valuable information. Changes were made, and more testing was done, including using some subjects for a second time. This paper describes how this evaluation method was used for two purposes: to point out problem areas in the interface, and to verify that changes made have improved the user interface. %M C.CHI.85.115 %T Communicating with Sound %S Panel %A William Buxton %A Sara A. Bly %A Steven P. Frysinger %A David Lunney %A Douglass L. Mansur %A Joseph J. Mezrich %A Robert C. Morrison %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 115-119 %* (c) Copyright 1985 Association for Computing Machinery %X The Communicating with Sound panel for CHI'85 will focus on ways of expanding the user interface by using sound as a significant means of output. As a user's communication from the computer has progressed from large (and often smeary) printout to a teletypewriter and, finally, to the multi-window workstation displays of today, the emphasis has remained primarily on visual output. Although many user terminals and workstations have the capability of generating sound, that capability is rarely used for more than audio cues (indicating status such as an error condition or task completion) and simple musical tunes. Research shows that sounds convey meaningful information to users. With examples of such research, the panel members will demonstrate a variety of uses of sound output, discuss issues raised by the work, and suggest further directions. The intent of the panel is to stimulate thinking about expanding the user interface and to discuss areas for future research. In the statements that follow, each panelist will describe his or her own work, including the data and audio dimensions used, the value of the research, remaining issues to be addressed, and suggestions for future research and application. A list of references is included for those who wish further reading. %M C.CHI.85.121 %T When Does an Abbreviation Become a Word? And Related Questions %S Naming %A Jonathan Grudin %A Phil Barnard %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 121-125 %* (c) Copyright 1985 Association for Computing Machinery %X An experiment is reported in which subjects previously naive to text editing learned to use a set of editing commands. Some subjects used abbreviations from the beginning. Others began by using full command names, then switched to the (optional) use of abbreviations, either of their own devising or of our selection. We found significant differences in the number and nature of the errors produced by subjects in the different conditions. People who created their own abbreviations did most poorly, and did not appear to learn from this experience. Those who used abbreviations from the start were more likely to fall into error through misrecalling the referent names. The results suggest aspects of the underlying cognitive representations, with implications for the design of software interfaces. %M C.CHI.85.127 %T A Comparison of Symbolic and Spatial Filing %S Naming %A Susan T. Dumais %A William P. Jones %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 127-130 %* (c) Copyright 1985 Association for Computing Machinery %X The traditional and still dominant form of object reference in computing systems is symbolic - data files, programs, etc. are initially labeled and subsequently referred to by name. This approach is being supplemented on some systems by a spatial alternative which is often driven by an office or desktop metaphor (e.g. Apple's Lisa and Macintosh systems, or Bolt's 1979 Spatial Data Management System). In such systems, an object is placed in a simulated two- or three-dimensional space, and can later be retrieved by pointing to its location. In order to begin to understand the relative merits of spatial and symbolic filing schemes for representing and organizing information, we compared four ways of filing computer objects. We found location information to be of limited utility, either by itself or in combination with symbolic information. This calls into question the generality and efficacy of the desktop metaphor for information retrieval. %M C.CHI.85.131 %T Experience with an Adaptive Indexing Scheme %S Naming %A George W. Furnas %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 131-135 %* (c) Copyright 1985 Association for Computing Machinery %X Previous work has shown that there is a major vocabulary barrier for new or intermittent users of computer systems. The barrier can be substantially lowered with a rich, empirically defined, frequency weighted index. This paper discusses experience with an adaptive technique for constructing such an index. In addition to being an easy way for system designers to collect the necessary data, an adaptive system has the additional advantage that data is collected from real users in real situations, not in some laboratory approximation. Implementation considerations, preliminary results and future theoretical directions are discussed. %M C.CHI.85.137 %T Computer Human Factors in Computer Interface Design %S Panel %A Robert Mack %A Thomas Moran %A Judith Reitman Olson %A Dennis Wixon %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 137-138 %* (c) Copyright 1985 Association for Computing Machinery %X Human factors psychologist contribute in many ways to improving human-computer interaction. One contribution involves evaluating existing or prototype systems, in order to assess usability and identify problems. Another involves contributing more directly to the design of systems in the first place: that is, not only evaluating systems but bringing to bear empirical methods and theoretical considerations that help specify what are plausible designs in the first place. The goal of this panel is to discuss four case studies emphasizing this role of cognitive human factors, and identify relevant methods and theoretical considerations. %M C.CHI.85.139 %T Identifying and Designing Toward New User Expectations in a Prototype Text-Editor %S Panel %A Robert Mack %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 139-141 %X N/A %M C.CHI.85.142 %T Expanded Design Procedures for Learnable, Usable Interfaces %S Panel %A Judith Reitman Olson %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 142-143 %X N/A %M C.CHI.85.144 %T Engineering for Usability: Lessons Learned from the User Derived Interface %S Panel %A Dennis Wixon %A John Whiteside %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 144-147 %X N/A %M C.CHI.85.149 %T Prompting, Feedback and Error Correction in the Design of a Scenario Machine %S User Assistance %A John M. Carroll %A Dana S. Kay %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 149-153 %* (c) Copyright 1985 Association for Computing Machinery %X The recent technical literature abounds with a variety of studies documenting and analyzing the problems people encounter in learning to use contemporary computer equipment. This has been a major focus of the recent work in our laboratory ([6], [9]). The project such work must entrain is the development of design approaches to these problems. We have been and are developing alternate designs for training manuals and for in-system training ([2], [4], [5], [7]). %M C.CHI.85.155 %T Information Sought and Information Provided: An Empirical Study of User/Expert Dialogues %S User Assistance %A Martha E. Pollack %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 155-159 %* (c) Copyright 1985 Association for Computing Machinery %X Transcripts of computer-mail users seeking advice from an expert were studied to investigate the complementary claims that people often do not know what information they need to obtain in order to achieve their goals, and consequently, that experts must identify inappropriate queries and infer and respond to the goals behind them. This paper reports on one facet of the transcript analysis, namely, the identification of the types of relation that hold between the action that an advice-seeker asks about and the action that an expert tells him how to perform. Three such relations between actions are identified: generates, enables, and is-alternative-to. The claim is made that a cooperative advice-providing system, such as a help system or an expert system, must be able to compute these relations between actions. %M C.CHI.85.161 %T Knowledge-Based Help Systems %S User Assistance %A Gerhard Fischer %A Andreas Lemke %A Thomas Schwab %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 161-167 %* (c) Copyright 1985 Association for Computing Machinery %X Our research goals are to understand the nature of, construct and evaluate intelligent interfaces as knowledge-based systems. In this paper we demonstrate the need for help systems as an essential part of human-computer communication. Help strategies are based on a model of the task (to understand what the user is doing or which goals he/she wants to achieve) and a model of the user (to guarantee that these systems are non-intrusive and that they pay attention to the needs of individual users). We illustrate that passive and active help systems have to be constructed as knowledge-based systems. Two operational systems (PASSIVIST and ACTIVIST) are described to show the usefulness of this approach. %M C.CHI.85.169 %T Design Alternatives for User Interface Management Systems Based on Experience with COUSIN %S Interface Tools and Structures %A Philip J. Hayes %A Pedro A. Szekely %A Richard A. Lerner %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 169-175 %* (c) Copyright 1985 Association for Computing Machinery %X User interface management systems (UIMSs) provide user interfaces to application systems based on an abstract definition of the interface required. This approach can provide higher-quality interfaces at a lower construction cost. In this paper we consider three design choices for UIMSs which critically affect the quality of the user interfaces built with a UIMS, and the cost of constructing the interfaces. The choices are examined in terms of a general model of a UIMS. They concern the sharing of control between the UIMS and the applications it provides interfaces to, the level of abstraction in the definition of the information exchanged between user and application, and the level of abstraction in the definition of the sequencing of the dialogue. For each choice, we argue for a specific alternative. We go on to present COUSIN, a UIMS that provides graphical interfaces for a variety of applications based on highly abstracted interface definitions. COUSIN's design corresponds to the alternatives we argued for in two out of three cases, and partially satisfies the third. An interface developed through, and run by COUSIN is described in some detail. %M C.CHI.85.177 %T ADM - A Dialog Manager %S Interface Tools and Structures %A Andrew J. Schulert %A George T. Rogers %A James A. Hamilton %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 177-183 %* (c) Copyright 1985 Association for Computing Machinery %X ADM is a system for developing user interfaces. We call it a dialog manager; it is similar to what others call a "User Interface Management System" [8]. Although ADM is still being developed, it has been used to construct several applications. A dialog manager divides an application into an "interaction handler," which interacts with the user, and an "underlying application," which processes user commands and data. With ADM the application designer writes the underlying application in a conventional programming language and defines the interface between interaction handler and underlying application in terms of "tasks," things the user can do, and "states," sets of tasks that are active at one time. The user interface designer defines the interaction handler in terms of "presentation techniques," which present tasks to the user, and "structuring techniques," which describe screen layout. Design decisions made for ADM include using a precompiled, declarative dialog description, a flexible division between interaction handler and underlying application, allowing either interaction handler or underlying application to maintain control, and the inclusion of help and error support. %M C.CHI.85.185 %T User Performance with Command, Menu, and Iconic Interfaces %S Interface Tools and Structures %A John Whiteside %A Sandra Jones %A Paula S. Levy %A Dennis Wixon %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 185-191 %* (c) Copyright 1985 Association for Computing Machinery %X Performance and subjective reactions of 76 users of varying levels of computer experience were measured with 7 different interfaces representing command, menu, and iconic interface styles. The results suggest three general conclusions: * there are large usability differences between contemporary systems, * there is no necessary tradeoff between ease of use and ease of learning, * interface style is not related to performance or preference (but careful design is). Difficulties involving system feedback, input forms, help systems, and navigation aids occurred in all styles of interface: command, menu, and iconic. New interface technology did not solve old human factors problems. %M C.CHI.85.193 %T Listener Training for Speech-Output Applications %S Speech I/O %A Mary Beth Rosson %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 193-196 %* (c) Copyright 1985 Association for Computing Machinery %X The specificity of the adaptation to synthetic speech known to occur with practice was examined by giving listeners selective exposure to a subset of English phonemes (a control group was "trained" on analogous materials produced by a human speaker), and then testing their ability to identify words created from both the previously heard and novel phonemes. The results indicated that while synthetic voice training was generally facilitative, it was most helpful in the identification of the sounds heard before. However, this specific learning effect occurred for only certain phonemes. The findings imply that one way to maximize early adaptation to synthetic speech is to identify the "learnable" sounds, and to increase users' exposure to them during introductory or training dialogs. %M C.CHI.85.197 %T Speech Recognition and Manner of Speaking in Noise and in Quiet %S Speech I/O %A Ann M. Rollins %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 197-199 %* (c) Copyright 1985 Association for Computing Machinery %X Currently speech recognition is accomplished by matching spoken utterances with reference patterns of words that were spoken by an individual at an earlier time. Recognition is highly dependent upon background noise. The purpose of this study was to assess the extent to which subjects "manner" of speaking in noise, as separate from the noise itself, affected recognition. Subjects generated reference patterns in quiet and in noise and then spoke lists of digits in quiet and in noise for the speech system to recognize. Noise was delivered over earphones so it would not go into the speech recognition system through the microphone. Training and recognition were done from tape recordings, with the playback level of the tape always set to the same, intermediate level. The data suggest that manner of speaking, for about half of the subjects is very different in noise compared with quiet. The data also imply that if recognition will be done in both quiet and noise, the safest alternative is to start out with patterns generated in noise. %M C.CHI.85.201 %T Why is Synthetic Speech Harder to Remember than Natural Speech? %S Speech I/O %A John A. Waterworth %A Cathy M. Thomas %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 201-206 %* (c) Copyright 1985 Association for Computing Machinery %X Previous research has demonstrated that synthetic speech is less well recalled than natural speech. Luce et al (1983) concluded that this was because synthetic speech increases the effort involved in encoding and/or rehearsal of presented information. Results of the experiments described here, which involved ordered recall of lists of ten words spoken in either a synthetic or a natural voice, with repetition of the words as a measure of successful encoding, indicate that most of the memory deficit with synthetic speech is due to encoding difficulties, rather than problems with item retention. There is evidence that encoding synthetic speech involves more processing capacity than does encoding natural speech, but that once it is encoded it is stored just as efficiently. %M C.CHI.85.207 %T A Quantitative Model of the Learning and Performance of Text Editing Knowledge %S Cognitive Issues %A Peter G. Polson %A David E. Kieras %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 207-212 %* (c) Copyright 1985 Association for Computing Machinery %X A model of manuscript editing, implemented as a simulation program, is described in this paper. The model provides an excellent, quantitative description of learning, transfer, and performance data from two experiments on text editing methods. Implications of the underlying theory for the design process are briefly discussed. %M C.CHI.85.213 %T A Theory of Stimulus-Response Compatibility Applied to Human-Computer Interaction %S Cognitive Issues %A Bonnie E. John %A Paul S. Rosenbloom %A Allen Newell %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 213-219 %* (c) Copyright 1985 Association for Computing Machinery %X A GOMS theory of stimulus-response compatibility is presented and applied to remembering computer command abbreviations. Two abbreviation techniques, vowel-deletion and special-character-plus-first-letter, are compared in an encoding task. Significant differences are found in the time to type the first letter of the abbreviation, and in the time to complete the typing of the abbreviation. These differences are analyzed using the theory which produces an excellent quantitative fit to the data (r{squared} = 0.97). %M C.CHI.85.221 %T BASIC versus Natural Language: Is There One Underlying Comprehension Process? %S Cognitive Issues %A Jennifer L. Dyck %A Richard E. Mayer %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 221-223 %* (c) Copyright 1985 Association for Computing Machinery %X This study determined the response time (RT) for subjects to comprehend eight different BASIC statements and eight corresponding English procedural statements. First, there was no significant interaction between language and statement, and there was a high correlation (r = .85) between English and BASIC RT performance. Second, the microstructure of each statement (the number of actions required) and the macrostructure (the number of other statements in the program) were strongly related to RT performance for both BASIC and English. Apparently, comprehension of procedural statements is related to underlying structural characteristics common to both languages. %M C.CHI.85.225 %T Microcomputer User Interface Toolkits: The Commercial State-of-the-Art %S Panel %A Irene Greif %A William A. S. Buxton %A Scott MacGregor %A David R. Reed %A Larry Tesler %B Proceedings of ACM CHI'85 Conference on Human Factors in Computing Systems %D 1985 %P 225 %* (c) Copyright 1985 Association for Computing Machinery %X A well-designed user interface is a very valuable asset: the best available today are based on hundreds of man-years of work combining results of research in human factors, tasteful design reviewed and modified through extensive end-user testing, and many rounds of implementation effort. As a result, the user interface "toolkit" is emerging as the hottest new software item. A toolkit can provide software developers with a programming environment in which the user interface coding is already done so that new applications programs can automatically be integrated with other workstation functions. The panel will evaluate this new trend. Tesler and MacGregor will present the designs of the leading toolkit products from Apple and Microsoft, respectively. Reed will analyze the choices from the point of view of the third party software vendors' requirements. Noting that the effort going into these products may well result in de facto standard setting, Buxton will question the appropriateness of making this commitment based on microcomputer hardware. %M C.CHI.86.1 %T The Information Lens: An Intelligent System for Information Sharing in Organizations %S Visualizing Complex Information Spaces %A Thomas W. Malone %A Kenneth R. Grant %A Franklyn A. Turbak %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 1-8 %* (c) Copyright 1986 Association for Computing Machinery %X This paper describes an intelligent system to help people share and filter information communicated by computer-based messaging systems. The system exploits concepts from artificial intelligence such as frames, production rules, and inheritance networks, but it avoids the unsolved problems of natural language understanding by providing users with a rich set of semi-structured message templates. A consistent set of "direct manipulation" editors simplifies the use of the system by individuals, and an incremental enhancement path simplifies the adoption of the system by groups. %M C.CHI.86.9 %T Graphic Interfaces for Knowledge-Based System Development %S Visualizing Complex Information Spaces %A Steven E. Poltrock %A Donald D. Steiner %A P. Nong Tarlton %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 9-15 %* (c) Copyright 1986 Association for Computing Machinery %X Creating and debugging knowledge-based systems, such as expert systems, requires easy access to rules and facts in a vast, loosely-connected system. Three graphic representations were devised for a system development tool that integrates forward chaining, backward chaining, and full truth maintenance. In one representation, possible interactions among rules, determined by syntactically parsing the rules, are displayed as a directed graph. In a second representation, actual interactions among facts and rules are displayed dynamically. The third representation is a fish-eye view of the knowledge base that explains why a fact was asserted. In addition, the text of rules and facts is displayed in editing windows. %M C.CHI.86.16 %T Generalized Fisheye Views %S Visualizing Complex Information Spaces %A George W. Furnas %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 16-23 %* (c) Copyright 1986 Association for Computing Machinery %X In many contexts, humans often represent their own "neighborhood" in great detail, yet only major landmarks further away. This suggests that such views ("fisheye views") might be useful for the computer display of large information structures like programs, data bases, online text, etc. This paper explores fisheye views presenting, in turn, naturalistic studies, a general formalism, a specific instantiation, a resulting computer program, example displays and an evaluation. %M C.CHI.86.24 %T User Modeling in UC, The UNIX Consultant %S Tutors and Consultants %A David N. Chin %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 24-28 %* (c) Copyright 1986 Association for Computing Machinery %X UC is a natural language computer consultant system for the UNIX operating system. The user model in UC encodes the user's knowledge state and allows UC to tailor its responses to the user. The model encodes apriori knowledge in a double stereotype system that is extremely efficient. Models of individual users are updated dynamically and build on top of the user's stereotype. The model deals with uncertainty in apriori information and attempts to deduce the user's level during the course of a session. %M C.CHI.86.29 %T TNT: A Talking Tutor 'N' Trainer for Teaching the Use of Interactive Computer Systems %S Tutors and Consultants %A Lloyd H. Nakatani %A Dennis E. Egan %A Laurence W. Ruedisueli %A Patrick M. Hawley %A Deborah K. Lewart %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 29-34 %* (c) Copyright 1986 Association for Computing Machinery %X Tutor 'N' Trainer (TNT) is an automated tutor for vi, the UNIX system screen editor. TNT fosters learning by doing. The Tutor component guides the student's practice with spoken instruction and feedback. The Trainer component assures safety during practice by permitting only previously taught and appropriate operations. Individualization and effectiveness are achieved in two ways: special helper keys enable slow learners to get extra help and repeat troublesome tasks; and practice loops force slow learners to practice repeatedly until competency is achieved. %M C.CHI.86.35 %T Advising Roles of a Computer Consultant %S Tutors and Consultants %A Jean McKendree %A John M. Carroll %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 35-40 %* (c) Copyright 1986 Association for Computing Machinery %X Several hours of advisory protocols from a consultant for Personal Computing were taped and analysed in terms of the role which the advisor played in the interaction. The advisor's role was determined by the user's initial approach and the advisor's perception of the needs of the user: informing the user about available information, defining terms or procedures, indexing into appropriate solution sources or methods for more complex problems or structuring a nebulous or poorly understood problem. A taxonomy of stages of information exchange is outlined and the patterns of alternation within each advisor role is described. We suggest implications of this study for the design of advisory systems. %M C.CHI.86.41 %T The Computer as Musical Accompanist %S Panel %A William Buxton %A Roger Dannenberg %A Barry Vercoe %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 41-43 %X N/A %M C.CHI.86.44 %T The Enhancement of Understanding through Visual Representations %S Visual Programming Environment Designs %A Heinz-Dieter Bocker %A Gerhard Fischer %A Helga Nieper %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 44-50 %* (c) Copyright 1986 Association for Computing Machinery %X It has been argued for a long time that the representation of a problem is of crucial importance to understanding and solving it. Equally accepted is the fact that the human visual system is a powerful system to be used in information processing tasks. However there exist few systems which try to take advantage of these insights. We have constructed a variety of system components which automatically generate graphical representations of complex structures. We are pursuing the long-range goal of constructing a software oscilloscope which makes the invisible visible. Our tools are used in a variety of contexts: in programming environments, in intelligent tutoring systems, and in human-computer interaction in general by offering aesthetically pleasing interfaces. %M C.CHI.86.51 %T Design Principles for the Enhanced Presentation of Computer Program Source Text %S Visual Programming Environment Designs %A Ronald Baecker %A Aaron Marcus %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 51-58 %K User interface design, Human factors, Graphic design, Program visualization, Prettyprinting, Program beautification, Computer typesetting, Computer program documentation, Software engineering %* (c) Copyright 1986 Association for Computing Machinery %X In order to make computer programs more readable, understandable, appealing, memorable, and maintainable, the presentation of program source text needs to be enhanced over its conventional treatment. Towards this end, we present five basic design principles for enhanced program visualization and a framework for applying these principles to particular programming languages. The framework deals comprehensively with ten fundamental areas that are central to the structure of programming languages. We then use the principles and the framework to develop a novel design for the effective presentation of source text in the C programming language. %M C.CHI.86.59 %T Visual Programming, Programming by Example, and Program Visualization: A Taxonomy %S Visual Programming Environment Designs %A Brad A. Myers %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 59-66 %K Software engineering, Automatic programming, Tools and techniques, Flowcharts, Testing and debugging, Debugging aids, Programming languages, Language classifications, Artificial intelligence, Automatic programming, Program synthesis, Computer graphics, Methodologies and techniques, Languages, Visual programming, Program visualization, Programming by example, Inferencing, Documentation, Languages %* (c) Copyright 1986 Association for Computing Machinery %X There has been a great interest recently in systems that use graphics to aid in the programming, debugging, and understanding of computer programs. The terms "Visual Programming" and "Program Visualization" have been applied to these systems. Also, there has been a renewed interest in using examples to help alleviate the complexity of programming. This technique is called "Programming by Example." This paper attempts to provide more meaning to these terms by giving precise definitions, and then uses these definitions to classify existing systems into a taxonomy. A number of common unsolved problems with most of these systems are also listed. %M C.CHI.86.67 %T Transfer Between Word Processing Systems %S Transfer of User Skill Between Systems %A John Karat %A Larry Boyes %A Scott Weisgerber %A Chuck Schafer %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 67-71 %* (c) Copyright 1986 Association for Computing Machinery %X A study was conducted to examine knowledge transfer between word processing systems. The study examined the performance of naive subjects learning to use a word processing system, as well as performance of individuals with word processing experience as they learned to use a new system. Subjects initially familiar with one system carried out a series of tasks on this system and then were asked to carry out a similar series of tasks on a second system with which they were initially unfamiliar. The second systems varied in similarity to the first system along several dimensions. Subject performance was significantly slower on the second set of tasks for all groups compared to a control group using a single system. The reduced performance is attributed primarily to 'syntactic' differences in the user interfaces of the systems. %M C.CHI.86.72 %T Learning and Transfer for Text and Graphics Editing with a Direct Manipulation Interface %S Transfer of User Skill Between Systems %A J. E. Ziegler %A H. U. Hoppe %A K. P. Fahnrich %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 72-77 %* (c) Copyright 1986 Association for Computing Machinery %X For a Direct Manipulation interface, transfer of skill between text and graphics editing tasks has been investigated. A learning experiment has been carried with two groups of novice users starting with a series of sessions in one task domain and then switching over to the other domain. The empirical results are discussed in the framework of the "cognitive complexity" theory of Polson and Kieras. %M C.CHI.86.78 %T A Test of a Common Elements Theory of Transfer %S Transfer of User Skill Between Systems %A Peter G. Polson %A Elizabeth Muncher %A George Engelbeck %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 78-83 %* (c) Copyright 1986 Association for Computing Machinery %X All discussions of interface design criteria emphasize the importance of consistent operating procedures both within and across applications This paper presents a model for positive transfer and thus a theoretical definition of consistency. An experiment manipulating training orders for utility tasks was designed to evaluate the transfer model. The experimental manipulations produced large transfer effects. Quantitative predictions were derived from the Kieras and Polson (1985) theory of human-computer interaction and the transfer model and fit using regression techniques. The transfer model accounted for 88% of the variance of the 31 cell means. %M C.CHI.86.84 %T Classifying Users: A Hard Look at Some Controversial Issues %S Panel %A Kathleen M. Potosnak %A Philip J. Hayes %A Mary Beth Rosson %A Michael L. Schneider %A John A. Whiteside %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 84-88 %X N/A %M C.CHI.86.89 %T Resolved: Interface Design Doesn't Matter %S Debate %A Richard Pew %A Donald A. Norman %A Stuart Card %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 89 %* (c) Copyright 1986 Association for Computing Machinery %X A basic underlying theme to this conference and to the entire field of Human-Computer Interaction is that Interface Design makes an important difference. Does it? What is the evidence? If the point is so obvious, why do so many expert users scoff? Why are so many of the best users content with what they have, and why do manufacturers and designers continue to produce more of the same? In this debate, Norman and Card provide a serious examination of the evidence for and against the field of interface design. The goal is to make the issues stand out more clearly, thereby illuminating them more thoroughly. The debate is intended to be lively, but to get at the major underlying bases for the field of human-computer interaction. %M C.CHI.86.90 %T The Office of the Future -- Increasing Effectiveness and Enhancing the Quality of Working Life %S Plenary Address %A Enid Mumford %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 90 %X N/A %M C.CHI.86.91 %T Medical Cognitive Graphics %S Windowing and Graphical Representation %A William G. Cole %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 91-95 %* (c) Copyright 1986 Association for Computing Machinery %X Medical inference problems that seem too complex for intuitive solution can be made tractable if the problem information is presented in the form of a graphic display. The medical cognitive graphics approach to aiding complex problem solving conceives of a medical professional as a person trying to form a mental model of the patient's situation. Appropriate computer graphics make mental models easier to form and easier to explore. This paper develops the notion of medical cognitive graphics via two examples drawn from medical diagnosis and monitoring. %M C.CHI.86.96 %T How are Windows Used? Some Notes on Creating an Empirically-Based Windowing Benchmark Task %S Windowing and Graphical Representation %A Kenneth B. Gaylin %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 96-100 %* (c) Copyright 1986 Association for Computing Machinery %X Users of a windowing system were studied for the purpose of creating an empirically based windowing benchmark. Each filled out a paper questionnaire that sampled subjective opinions of windowing commands, and were observed for approximately 22 minutes while performing typical daily activities on the computer. Subjects were also asked to demonstrate a typical log-on procedure and were personally interviewed. Windowing command frequencies, and screen layout characteristics were collected and analyzed. The data revealed a relatively high use of a small number of commands that were primarily concerned with moving between windows. This study enabled the creation of a more accurate windowing benchmark task. %M C.CHI.86.101 %T A Comparison of Tiled and Overlapping Windows %S Windowing and Graphical Representation %A Sara A. Bly %A Jarrett K. Rosenberg %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 101-106 %* (c) Copyright 1986 Association for Computing Machinery %X It is widely believed that overlapping windows are preferable to tiled (non-overlapping) ones, but there is very little research to support that belief. An analysis of the basic characteristics of windowing regimes predicts that there are, in fact, situations where overlapping windows are inferior to tiled. An experiment to test this prediction verified that there are indeed tasks and users for which tiled windows yield faster performance. This result suggests a need for closer study of the principles underlying windowing regimes, so that designers have a better understanding of the tradeoffs involved in using them. %M C.CHI.86.107 %T A Cognitive Model of Database Querying: A Tool for Novice Instruction %S Documentation %A Mark S. Schlager %A William C. Ogden %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 107-113 %* (c) Copyright 1986 Association for Computing Machinery %X Two experiments examine the effects of incorporating user knowledge into the design of training materials for a database querying system. In Experiment I an informal cognitive model of a query language is derived from the verbal reports of expert users, and incorporated into existing documentation. Two groups of subjects were then asked to solve queries using either the revised or original manual. In Experiment II the cognitive model was formalized to explicitly describe the conceptual and procedural information that was incorporated into training materials. Three groups of subjects then received either a conceptual model, procedural model, or neither in addition to basic instructions, and then solved four sets of queries. The results show that whether or not a given type of information facilitates performance depends on the type of query, and whether the model is consistent with the operation of the query system. %M C.CHI.86.114 %T DOMAIN/DELPHI: Retrieving Documents Online %S Documentation %A Penny Orwick %A Joseph T. Jaynes %A Thomas R. Barstow %A Lawrence S. Bohn %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 114-121 %* (c) Copyright 1986 Association for Computing Machinery %X DOMAIN/DELPHI is the retrieval component of Apollo's in-house, integrated publishing system. It retrieves and displays documentation in a networked workstation environment in which each workstation has access to a common database of user and systems documents. Users can find information by "browsing" through a table of contents or by an indexed search for all documents on a subject. DELPHI incorporates a graphical, menu-driven user interface and displays output with multiple fonts and line art. %M C.CHI.86.122 %T The Effects of Structured, Multi-Level Documentation %S Documentation %A Robert W. Holt %A Deborah A. Boehm-Davis %A Alan C. Schultz %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 122-128 %* (c) Copyright 1986 Association for Computing Machinery %X The effects of general global documentation, detailed step-by-step documentation, and combined global and detailed documentation were examined for high, medium, and low experienced students. The 198 students in this study used a word-processing program to complete two problems during a two-hour session. Results from univariate and multivariate analyses indicated that both general time measures for reading documentation and completing problems as well as the student users' reactions to the documentation, the program, and the computer system were affected by either the type of documentation, the level of experience, or both of these factors. %M C.CHI.86.129 %T Socio-Tech: What is It (and Why Should We Care) %S Panel %A Dick Pew %A James C. Taylor %A Susan Dray %A Karen Assunto %A Walter Baker %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 129-130 %X N/A %M C.CHI.86.131 %T Animated Graphical Interfaces Using Temporal Constraints %S Drawing and Animation Systems %A Robert A. Duisberg %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 131-136 %* (c) Copyright 1986 Association for Computing Machinery %X Algorithm animation has an acknowledged and growing role in computer aided algorithm design, as well as in documentation and technology transfer, since the medium of interactive graphics is a broader, richer channel than text by which to communicate information. Since an animation constitutes an interface between a user and an algorithm, a kit that facilitates the construction of such has all the basic elements of a User Interface Management System. Constraint languages are useful in constructing such an interface construction kit, whereby consistency is maintained among the elements of a structure and among those of a view of that structure presented to the user. But constraints specify only static state in current implementations. To specify the evolution of structures and views by discrete time increments, as in animation, requires an extension to current constraint languages to allow expression of specifications of temporal behavior. %M C.CHI.86.137 %T Defining Constraints Graphically %S Drawing and Animation Systems %A Alan Borning %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 137-143 %* (c) Copyright 1986 Association for Computing Machinery %X A number of constraint-oriented, interactive graphical systems have been constructed. A typical problem in such systems is that, to define a new kind of constraint, the user must leave the graphical domain and write code in the underlying implementation language. This makes it difficult for less experienced users to add new kinds of constraints. As a step toward solving this problem, the system described here allows the graphical definition of constraints. An interface has been built in which a user can conveniently construct a new kind of object, annotating it with the relations that it must obey. %M C.CHI.86.144 %T A User Interface for Multiple-Process, Turnkey Systems Targeted for the Novice User %S Drawing and Animation Systems %A Brian S. Kimerer %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 144-148 %* (c) Copyright 1986 Association for Computing Machinery %X Multi-processing in a turnkey system provides capabilities which are not available in a single-process system. Metagraphics has developed a menu-driven user interface for its M-4200 product which allows the operator to control the multiple process system with just a single-button mouse. Through the use of stacked menus and soft buttons, the interface is optimized to shorten the learning time for beginners and people unaccustomed to operating CAD/CAM equipment. The user interface software completely handles the synchronization of the concurrent processes for the operator as well as presenting the state of the system in an attractive and easily understood format. %M C.CHI.86.149 %T Learning Modes and Subsequent Use of Computer-Mediated Communication Systems %S Case Studies %A Starr Roxanne Hiltz %A Elaine B. Kerr %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 149-155 %* (c) Copyright 1986 Association for Computing Machinery %X New users of four computer-mediated communication systems were asked to indicate which of a variety of learning modes they had used, including reading written manuals, using online automated help facilities, personal or group lessons from a human teacher, and trial-and-error learning. Despite often elaborate documentation and online help, the most frequent mode actually selected by users is trial and error learning. Rather than bemoaning the fact that users do not make proper use of written documentation, the implication for system implementation is that it should be designed to effectively encourage and support trial-and-error learning. An experimental intervention offering a guided learning activity supports this conclusion. %M C.CHI.86.156 %T Voice Messaging Enhancing the User Interface Based on Field Performance %S Case Studies %A Arlene F. Aucella %A Susan F. Ehrlich %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 156-161 %* (c) Copyright 1986 Association for Computing Machinery %X Computer-based voice messaging systems are used to send and receive confidential messages via touch-tone telephones. Auditory prompts guide users through a series of menus, listing options as users proceed through their sessions. This report describes how a voice messaging system was enhanced and redesigned based on thinking aloud protocols, customer site interviews, and usage statistics that describe summary patterns of behavior. The goal of the human factors effort was to optimize system use. The evaluation of the length, wording and phrasing of auditory prompts as well as ease-of-accessibility provided by the menu structure led to specific enhancements and redesign. Feedback also helped define an audio HELP/OTHER OPTIONS system that (1) provided context sensitive assistance and (2) documented infrequently used options that enabled streamlining of routine transactions. %M C.CHI.86.162 %T Integrated Software Usage in the Professional Work Environment: Evidence from Questionnaires and Interviews %S Case Studies %A Jakob Nielsen %A Robert L. Mack %A Keith H. Bergendorff %A Nancy L. Grischkowsky %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 162-167 %* (c) Copyright 1986 Association for Computing Machinery %X In a field study of use of integrated business software by business professionals, we found several characteristics of the real-world situation leading to the under-utilization of integrated software and being of importance for its human factors. Professionals work in a heterogeneous software environment filled with practical problems, they follow "satisficing" strategies of sub-optimal usage, and they have problems migrating to more advanced uses. Current levels of software integration do not always adequately or easily support the "task integration" requirements of real tasks such as handling many small things. %M C.CHI.86.168 %T Analytical Performance Models (Over the Next Five Years) %S Panel %A Dennis Wixon %A John M. Carroll %A Thomas P. Moran %A Richard Pew %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 168-170 %X Subtitles: Science is Soft at the Frontier (Carroll) The Role of Performance Models in User Interface Design (Moran) Analytical Performance Models (Pew) Models as Engineering Tools (Wixon) %M C.CHI.86.171 %T Debugging by Skilled and Novice Programmers %S Program Debugging %A Leo Gugerty %A Gary M. Olson %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 171-174 %* (c) Copyright 1986 Association for Computing Machinery %X Two experiments investigated expert-novice differences in debugging computer programs. Debugging was done on programs provided to the subject, and were run on a microcomputer. The programs were in LOGO in Exp. 1 and Pascal in Exp. 2. Experts debugged more quickly and accurately, largely because they generated high quality hypotheses on the basis of less study of the code than novices. Further, novices frequently added bugs to the program during the course of trying to find the original one. At least for these simple programs, experts superior debugging performance seemed to be due primarily to their superior ability to comprehend the program. %M C.CHI.86.175 %T Does Programming Language Affect the Type of Conceptual Bugs in Beginners' Programs? A Comparison of FPL and Pascal %S Program Debugging %A Nancy Cunniff %A Robert P. Taylor %A John B. Black %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 175-182 %* (c) Copyright 1986 Association for Computing Machinery %X The effect of the graphical programming language FPL (First Programming Language) on the occurrence of conceptual bugs in programs written by novices was studied. The type and location for each bug, and the frequency for each type were all recorded following procedures developed in an earlier Yale University study of novice Pascal programming. The findings were compared with those of the earlier study, and suggest that FPL may help beginning programmers avoid some common conceptual errors in their programming. %M C.CHI.86.183 %T Alternatives to Construct-Based Programming Misconceptions %S Program Debugging %A James C. Spohrer %A Elliot Soloway %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 183-191 %* (c) Copyright 1986 Association for Computing Machinery %X In this paper, we investigate whether or not most novice programming bugs arise because students have misconceptions about the semantics of particular language constructs. Three high frequency bugs are examined in detail -- one that clearly arises from a construct-based misconception, one that does not, and one that is less cut and dry. Based on our empirical study of 101 bug types from three programming problems, we will argue that most bugs are not due to misconceptions about the semantics of language constructs. %M C.CHI.86.192 %T Designing a Quality Voice: An Analysis of Listeners' Reactions to Synthetic Voices %S Voice Enhancement %A Mary Beth Rosson %A A. J. Cecala %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 192-197 %* (c) Copyright 1986 Association for Computing Machinery %X Eight subjects listened to a set of synthetic voices reflecting a crossing of four voice qualities: head size, pitch, richness and smoothness. The listeners evaluated the voices on sixteen perceptual scales, and judged each voice's appropriateness for twenty voice-output scenarios. Factor analysis of the perceptual ratings recovered two factors, fullness and clarity. A similar analysis of the appropriateness ratings revealed three situational factors, information, entertainment and feedback. Further analyses indicated that the voice qualities associated with the three situational factors were quite different, and suggest ways to optimize voices used for a particular purpose. %M C.CHI.86.198 %T Speech Recognition Enhancement by Lip-Information %S Voice Enhancement %A Shogo Nishida %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 198-204 %* (c) Copyright 1986 Association for Computing Machinery %X Though technology in speech recognition has progressed recently, Automatic Speech Recognition (ASR) is vulnerable to noise. Lip-information is thought to be useful for speech recognition in noisy situations, such as in a factory or in a car. This paper describes speech recognition enhancement by lip-information. Two types of usage are dealt with. One is the detection of start and stop of speech from lip-information. This is the simplest usage of lip-information. The other is lip-pattern recognition, and it is used for speech recognition together with sound information. The algorithms for both usages are proposed, and the experimental system shows they work well. The algorithms proposed here are composed of simple image-processing. Future progress in image-processing will make it possible to realize them in real-time. %M C.CHI.86.205 %T Comparison of Elderly and Younger Users on Keyboard and Voice Input Computer-Based Composition Tasks %S Voice Enhancement %A Virginia Z. Ogozalek %A John Van Praag %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 205-211 %* (c) Copyright 1986 Association for Computing Machinery %X An experiment was run in which elderly and younger people used a keyboard editor and a simulated listening typewriter to compose letters. Performance was measured and participants rated the systems they used. Our general conclusions were as follows: - There are no major differences in performance between elderly computer users and their younger counterparts in carrying out a computer-based composition task. - Elders appear to be more enthusiastic users of computer systems than are younger people. This is shown by preference ratings, behavioral observations, and post-experimental debriefings. - Voice input does not improve performance on composition tasks, but it is greatly preferred over the traditional keyboard input method. %M C.CHI.86.212 %T Usability Testing in the Real World %S Panel %A Carol Bergfeld Mills %A Kevin F. Bury %A Paul Reed %A Teresa L. Roberts %A Bruce Tognazzini %A Anna Wichansky %A John Gould %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 212-215 %X N/A %M C.CHI.86.216 %T Rapid Prototyping and System Development: Examination of an Interface Toolkit for Voice and Telephony Applications %S Interface Management and Prototyping %A John T. Richards %A Stephen J. Boies %A John D. Gould %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 216-220 %* (c) Copyright 1986 Association for Computing Machinery %X This paper discusses a set of tools supporting the rapid development of voice and telephony applications. The tool allows interfaces to be rapidly prototyped, tested and installed without impacting the underlying system. Used directly by behavioral specialists, they have played a key roll in the building of two production systems. We review several essential features of this facility and then outline its role in the rapid development of a voice messaging system for the athletes and officials at the 1984 Summer Olympics in Los Angeles. %M C.CHI.86.221 %T The Trillium User Interface Design Environment %S Interface Management and Prototyping %A D. Austin Henderson, Jr. %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 221-227 %* (c) Copyright 1986 Association for Computing Machinery %X Trillium is a computer-based environment for simulating and experimenting with interfaces for simple machines. For the past four years it has been used by Xerox designers for fast prototyping and testing of interfaces for copiers and printers. This paper defines the class of "functioning frame" interfaces which Trillium is used to design, discusses the major concerns that have driven the design of Trillium, and describes the Trillium mechanisms chosen to satisfy them. %M C.CHI.86.228 %T An Interactive Environment for Dialogue Development: Its Design, Use, and Evaluation; or, Is AIDE Useful? %S Interface Management and Prototyping %A Deborah Hix %A H. Rex Hartson %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 228-234 %* (c) Copyright 1986 Association for Computing Machinery %X The Author's Interactive Dialogue Environment (AIDE) of the Dialogue Management System is an integrated set of direct manipulation tools used by a dialogue author to design and implement human-computer interfaces without writing source code. This paper presents the conceptual dialogue transaction model upon which AIDE is based, describes AIDE, and illustrates how a dialogue author develops an interface using AIDE. A preliminary empirical evaluation of the use of AIDE versus the use of a programming language to implement an interface shows very encouraging results. %M C.CHI.86.235 %T The Elicitation of System Knowledge by Picture Probes %S Design Methods I %A Phil Barnard %A Michael Wilson %A Allan MacLean %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 235-240 %* (c) Copyright 1986 Association for Computing Machinery %X A technique is described in which a user's knowledge of a software package is elicited by means of a series of photographs depicting the system in a variety of states. The resultant verbal protocols were codified and scored in relation to the way in which the system actually worked. In the illustrative study described, the probes were administered twice after 5 and 10 hrs of system experience with an office product (VisiOn). The number of true claims elicited increased with experience but the number of false claims remained stable. The potential value of the technique and its outputs are discussed. %M C.CHI.86.241 %T User-Derived Impact Analysis as a Tool for Usability Engineering %S Design Methods I %A Michael Good %A Thomas M. Spine %A John Whiteside %A Peter George %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 241-246 %* (c) Copyright 1986 Association for Computing Machinery %X A unified approach to improved usability can be identified in the works of Gilb (1981, 1984), Shackel (1984), Bennett (1984), Carroll and Rosson (1985), and Butler (1985). We term this approach "usability engineering," and seek to contribute to it by showing, via a product development case study, how user-derived estimates of the impact of design activities on engineering goals may be made. %M C.CHI.86.247 %T On Designing for Usability: An Application of Four Key Principles %S Design Methods I %A Thomas T. Hewett %A Charles T. Meadow %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 247-252 %* (c) Copyright 1986 Association for Computing Machinery %X In a recent paper, Gould and Lewis (1983a) argued for the importance of four key principles in computer system design. These principles are: early focus on users, interactive design, empirical measurement, and iterative design. Gould and Lewis also express their belief that these principles are essential to successful design and refer to an example of their use (Gould and Lewis, 1983b). It is the purpose of this paper to report another example of how these principles played a major role and proved their worth in the design of a successful system. %M C.CHI.86.253 %T Human Computer Interaction in the Year 2000 %S Panel %A John Thomas %A John Seely Brown %A William Buxton %A Bill Curtis %A Thomas Landauer %A Thomas Malone %A Ben Shneiderman %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 253-255 %* (c) Copyright 1986 Association for Computing Machinery %X Much of the work in the field of computer human interaction consists of finding out what is wrong with existing interfaces or which of several existing alternatives is better. Over the next few decades, the possibilities for computer human interaction will explode. This will be due to: 1) continued decrease in the costs of processing and memory, 2) new technologies being invented and existing technologies (e.g., handwriting recognition, speech synthesis) being extended, 3) new applications and 4) new ideas about how people can interact with computers. While changes along these lines are bound to occur, we need not take the view that investigators in human-computer interaction are to be passive observers of some uncontrolled and uncontrollable evolution. Indeed, we can help steer this process by visions of what the future of human computer interaction could and should be like. %M C.CHI.86.256 %T The Formal Specification of Adaptive User Interfaces Using Command Language Grammar %S The Semantics of Interaction %A Dermot P. Browne %A Brian D. Sharratt %A Michael A. Norman %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 256-260 %* (c) Copyright 1986 Association for Computing Machinery %X The design and implementation of adaptive systems as opposed to nonadaptive systems creates new demands on user interface designers. This paper discusses a few of these demands as encountered by the authors while utilising a formal notation for the design of an adaptive user interface to an electronic mail system. Recommendations for the extension of this formal notation are proposed and discussed. %M C.CHI.86.261 %T An Input-Output Model for Interactive Systems %S The Semantics of Interaction %A Mary Shaw %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 261-273 %* (c) Copyright 1986 Association for Computing Machinery %X Interactive user interfaces depend critically on underlying computing system facilities for input and output. However, most computing systems still have input-output facilities designed for batch processing. These facilities are not adequate for interfaces that rely on graphical output, interactive input, or software constructed with modern methodologies. This paper details the deficiencies of batch-style input-output for modern interactive systems, presents a new model for input-output that overcomes these deficiencies, and suggests software organizations to take advantage of the new model. %M C.CHI.86.274 %T Formatting Space-Related Displays to Optimize Expert and Nonexpert User Performance %S Design Methods II %A Michael J. Burns %A Dianne L. Warren %A Marianne Rudisill %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 274-280 %* (c) Copyright 1986 Association for Computing Machinery %X NASA Space Station missions will include crewmembers who are highly experienced in the use of the Space Station computer system, as well as others who are novices. Previous research into novice-expert differences has strongly implied that user interface changes that aid novices tend to impair experts and vice versa. This experiment investigated the impact reformatting alphanumeric information on current Space Shuttle computer displays had on the speed and accuracy of experts and nonexperts in two different search tasks. Large improvements in speed and accuracy were found for nonexperts on the reformatted displays. Experts had fewer errors but no response time difference on reformatted displays. Differences in expert and nonexpert search strategies and implications for the design of computer displays are discussed. %M C.CHI.86.281 %T Designing in the Dark: Logics that Compete with the User %S Design Methods II %A Jonathan Grudin %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 281-284 %* (c) Copyright 1986 Association for Computing Machinery %X Skills developed by software user interface designers to solve problems in communication, management, implementation, and other areas may influence design decisions in the absence of sufficient knowledge of user populations. Given today's rapid changes in both "faces" to the software interface -- user populations and software functionality -- the first pass at a design may be made without sufficient understanding of the relevant goals and behaviors of the eventual users. Without this information, designers are less able to grasp "user logic", and may rely on more familiar "logics" that are useful in other problem-solving arenas. Understanding how these approaches can affect a design may help us recognize them across a wide range of contexts and enable us to focus the human factors contribution to the design evolution process. %M C.CHI.86.285 %T A Formal Interface Design Methodology Based on User Knowledge %S Design Methods II %A James E. McDonald %A Donald W. Dearholt %A Kenneth R. Paap %A Roger W. Schvaneveldt %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 285-290 %* (c) Copyright 1986 Association for Computing Machinery %X In this paper we propose a formal interface design methodology based on user knowledge. The general methodology consists of 1) obtaining distance estimates for pairs of system units (objects, actions, concepts), 2) transforming the distance estimates using scaling techniques (e.g., Pathfinder network analysis), and 3) organizing the system interface based on the scaling solution. Thus, the organization of the system is based on the cognitive models of users rather than the intuitions of designers. As an example, we discuss the application of our methodology to the design of a network-based indexing aid for the UNIX on-line documentation system (MAN). %M C.CHI.86.291 %T Human Interface Design and the Handicapped User %S Panel %A William Buxton %A Lawrence Scadden %A Richard Foulds %A Fraser Shein %A Michael J. Rosen %A Gregg Vanderheiden %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 291-297 %X N/A %M C.CHI.86.298 %T The Memory Extender Personal Filing System %S Knowledge-Based Interfaces %A William P. Jones %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 298-305 %* (c) Copyright 1986 Association for Computing Machinery %X The benefits of electronic information storage are enormous and largely unrealized. As its cost continues to decline, the number of files in the average user's personal database may increase substantially. How is a user to keep track of several thousand, perhaps several hundred thousand, files? The Memory Extender (ME) system improves the user interface to a personal database by actively modeling the user's own memory for files and for the context in which these files are used. Files are multiply indexed through a network of variably weighted term links. Context is similarly represented and is used to minimize the user input necessary to disambiguate a file. Files are retrieved from the context through a spreading-activation-like process. The system aims towards an ideal in which the computer provides a natural extension to the user's own memory. %M C.CHI.86.306 %T A Model of Mental Model Construction %S Knowledge-Based Interfaces %A Clayton Lewis %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 306-313 %* (c) Copyright 1986 Association for Computing Machinery %X Learning to control a computer system from limited experience with it seems to require constructing a mental model adequate to indicate the causal connections between user actions, system responses, and user goals. While many kinds of knowledge could be used in building such a model, a small number of simple, low-level heuristics is adequate to interpret some common computer interaction patterns. Designing interactions so that they fall within the scope of these heuristics may lead to easier mastery by learners. %M C.CHI.86.314 %T Intelligent Interfaces: User Models and Planners %S Knowledge-Based Interfaces %A Lisa Quinn %A Daniel M. Russell %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 314-320 %* (c) Copyright 1986 Association for Computing Machinery %X To meet the challenge of constructing interfaces for increasingly complex multifunctional products, designers will be attracted by the promise offered by "intelligent" systems. However, the value of such sophisticated systems must be measured in terms of the quality of their user's models. One such intelligent interface -- an Expert Help System -- has been designed, implemented, and evaluated. We argue that the operability problems noted in the users' interactions with this system are attributable to lack of a strong user model in the system interface. Such a model plays a critical role in determining the effectiveness of the system's ability to monitor the user's planning activities. We discuss the requirements of a strong user model and provide an example of how such a model might be integrated into a planner-based intelligent interface. %M C.CHI.86.321 %T A Study in Two-Handed Input %S Haptic Techniques %A William Buxton %A Brad A. Myers %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 321-326 %K Input/output and data communications, Input/output devices, Software engineering, Tools and techniques, User interfaces, Computer graphics, Hardware architectures, Input devices, Computer graphics, Methodologies and techniques, Interaction techniques, Ergonomics, Two-handed input, Parallel input, Compound tasks, Experimentation, Human factors %* (c) Copyright 1986 Association for Computing Machinery %X Two experiments were run to investigate two-handed input. The experimental tasks were representative of those found in CAD and office information systems. Experiment one involved the performance of a compound selection/positioning task. The two sub-tasks were performed by different hands using separate transducers. Without prompting, novice subjects adopted strategies that involved performing the two sub-tasks simultaneously. We interpret this as a demonstration that, in the appropriate context, users are capable of simultaneously providing continuous data from two hands without significant overhead. The results also show that the speed of performing the task was strongly correlated to the degree of parallelism employed. Experiment two involved the performance of a compound navigation/selection task. It compared a one-handed versus two-handed method for finding and selecting words in a document. The two-handed method significantly outperformed the commonly used one-handed method by a number of measures. Unlike experiment one, only two subjects adopted strategies that used both hands simultaneously. The benefits of the two-handed technique, therefore, are interpreted as being due to efficiency of hand motion. However, the two subjects who did use parallel strategies had the two fastest times of all subjects. %M C.CHI.86.327 %T Autocompletion in Full Text Transaction Entry: A Method for Humanized Input %S Haptic Techniques %A Matti Jakobsson %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 327-332 %* (c) Copyright 1986 Association for Computing Machinery %X A method for interactive validation of transaction data with autocompletion is introduced and analyzed in a library information system for periodical publications. The system makes it possible to identify the periodicals by using the full title thus making a separate coding phase unnecessary. Only the characters that are needed to distinguish the title from other ones have to be typed. In our library this is in the average of 4.3 characters. We have noticed that it is faster to use the autocompletion system compared with the use of short codes and a code catalogue. The autocompletion feature causes more errors at least for the novices because the work differs from normal typing. The errors are, however, very easy to correct with the assistance of the system. %M C.CHI.86.333 %T Of Moles and Men: The Design of Foot Controls for Workstations %S Haptic Techniques %A Glenn Pearson %A Mark Weiser %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 333-339 %* (c) Copyright 1986 Association for Computing Machinery %X Workstations require use of the hands both for text entry and for cursor-positioning or menu-selection. The physical arrangement does not allow these two tasks to be done concurrently. To remove this restriction, various alternative input devices have been investigated. This work focuses on the class of foot-operated computer input devices, called moles here. Appropriate topologies for foot movement are identified, and several designs for realising them are discussed. %M C.CHI.86.340 %T Managing the Design of User-Computer Interfaces %S Panel %A James Foley %A Stephen Boies %A William Wood %A William Zimmer %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 340-342 %X N/A %M C.CHI.86.343 %T Seven Plus or Minus Two Central Issues in Human-Computer Interaction %S Plenary Address %A Ben Shneiderman %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 343-349 %* (c) Copyright 1986 Association for Computing Machinery %X This paper offers seven issues and specific challenges for researchers and developers of human-computer interaction. These issues are: interaction styles, input techniques, output organization, response time, error handling, individual differences, explanatory and predictive theories. %M C.CHI.86.350 %T Summary of the CHI'86 Doctoral Consortium %S Doctoral Consortium %A Robert C. Williges %B Proceedings of ACM CHI'86 Conference on Human Factors in Computing Systems %D 1986 %P 350-354 %* (c) Copyright 1986 Association for Computing Machinery %Y Sessions, Titles and Authors: Information and Interface Representation (John M. Carroll) Expertise in Data Modeling, or, What is Inside the Head of an Expert Data Modeler? J. B. Smelcer, University of Michigan Learning and Transfer Between Computer Operating Systems Penny L. Smith-Kerker, University of Texas at Austin Separating the User Interface from the Functionality of Applications Programs Pedro Szekely, Carnegie-Mellon University Software Interface Development Tools (Deborah Hix) Effects of Immediate Feedback on Designer Productivity and Design Usability Carol A. Schneier, Georgia Institute of Technology A Design Tool for the Selection of Interaction Techniques and Devices Teresa W. Bleser, George Washington University Constraint-Based Animation Robert A. Duisberg, University of Washington Interfaces Using Graphical Representation (Albert N. Badre) An Investigation of the Influence of a Graphic Programming Language on the Learning of Novice Programmers Nancy Cunniff, Columbia University An Investigation of the Effects of Tasks and Graphics on Information Processing Strategies and Decision Making Performance Sirkka Jarvenpaa, University of Minnesota An Investigation of Features Important in Pictorial Representation of Abstract Concepts Relating to Human-Computer Interaction Yvonne Ruth Rogers, University College of Swansea Implications of Human-Computer Communications (Robert C. Williges) Using Metacommunication to Generate Human-Human Communication Protocols at the Human-Computer Interface David L. Sanford, Virginia Polytechnic Institute and State University Interpersonal-Communication Variables and Communication Quality: The Effectiveness of Asynchronous Computer-Mediated Communication vs. Face-to-Face Communications Jill Smith, North Texas State University Cognitive and Affective Consequences of Human Computer Interaction Ethel H. Hanson, University of Chicago %M C.CHI.87.1 %T Designing Optimum CRT Text Blinking for Video Image Presentation %S Displays and Output %A Seiji Kitakaze %A Yutaka Kasahara %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 1-6 %K Text blinking, User interface, Video image presentation, Psychological scale %* (c) Copyright 1987 Association for Computing Machinery %X A reference scale has been established to assist in the determination of optimum text blinking times for portions of video image texts being presented on CRT display systems. Optimum text blinking time herein is considered to be that time which most effectively catches and holds viewer attention and quickens his understanding of message import. Three experiments involving questions of the psychology of blinking time were conducted. The first experiment examined subjects' preconceived notions of optimum blinking time, i.e., what they imagined, within their own minds, such times would be for specific text portions. The second experiment determined the gap between those preconceived notions and the subjects' changed concepts of optimum blinking times, based on their experience of visual trials. The third experiment applied a scale of blinking times, based on the experience gained in the second experiment, to a new set of subjects in order to further refine our understanding of optimum intervals. For the portions of text used here, optimum blinking times centered about 1.0 second. Moreover, through an adaptation to the video image presentation system, the effectiveness of the optimum text blinking times and the psychological scale was confirmed. %M C.CHI.87.7 %T Why Reading Was Slower from CRT Displays Than from Paper %S Displays and Output %A John D. Gould %A Lizette Alfaro %A Rich Finn %A Brian Haupt %A Angela Minuto %A Josiane Salaun %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 7-11 %K Reading, Displays, Productivity %* (c) Copyright 1987 Association for Computing Machinery %X Experiments, including our own (Gould et al., 1982; 1984; 1986), have shown that people read more slowly from CRT displays than from paper. Here we summarize results from a few of our fifteen experiments that have led us to conclude that the explanation centers on the image quality of the CRT characters. Reading speeds equivalent to those on paper were found when the CRT displays contained character fonts that resembled those on paper (rather than dot matrix fonts, for example), had a polarity of dark characters on a light background, were anti-aliased (e.g., contained grey level), and were shown on displays with relatively high resolution (e.g., 1000 x 800). Each of these variables probably contributes something to the improvement, but the trade-offs have not been determined. Other general explanations for the reading speed difference that can be excluded include some inherent defect in CRT technology itself or personal variables such as age, experience, or familiarity at reading from CRT displays. %M C.CHI.87.13 %T On the Parameters of Human Visual Performance: An Investigation of the Benefits of Antialiasing %S Displays and Output %A K. S. Booth %A M. P. Bryden %A W. B. Cowan %A M. F. Morgan %A B. L. Plante %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 13-19 %K Antialiasing, Image quality, Vision %* (c) Copyright 1987 Association for Computing Machinery %X A two-part experiment was conducted to investigate the effects of aliasing artifacts and screen resolution on a simple visual recognition task. The results indicate that in many cases far less realism may be necessary in synthetic computer-generated imagery than is often assumed in the literature. The first part of the experiment comprised a subjective rating of image quality, the second part measured task effectiveness of image quality. In the second part subjects were asked to discriminate between images of two types of objects built from cubes, similar to objects used in experiments involving mental rotation. At higher resolutions the elimination of aliasing artifacts did not significantly improve subjects' performance. At intermediate and low resolutions, comparable to what might be used for iconic menus, the reduction in aliasing artifacts resulted in improved performance. The subjective ratings indicate that for both high and low resolution the elimination of aliasing artifacts does not improve "quality," whereas images rendered at intermediate resolutions are significantly degraded by aliasing artifacts to the extent that antialiasing improves the subjective rating. An interpretation of these results is given in the context of an ongoing research program aimed at identifying the parameters of real-time human performance for graphics workstations. %M C.CHI.87.21 %T Approximate Modelling of Cognitive Activity: Towards an Expert System Design Aid %S Predictive Cognitive Modeling %A Phil Barnard %A Michael Wilson %A Allan MacLean %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 21-26 %K Cognitive models, Approximation, User-system dialogue, Expert systems %* (c) Copyright 1987 Association for Computing Machinery %X Constructs from theoretical psychology can be used to decompose the representational and processing resources of cognition. The decomposition supports "cognitive task analysis" through which user performance can be related to the functioning of resources. Such functional relationships have been formalised and embodied in an expert system. This builds approximate models which describe cognitive activity associated with the execution of dialogue tasks. Attributes of these "cognitive task models" can be used to predict likely properties of user performance. %M C.CHI.87.27 %T Transfer Between Text Editors %S Predictive Cognitive Modeling %A Peter G. Polson %A Susan Bovair %A David Kieras %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 27-32 %* (c) Copyright 1987 Association for Computing Machinery %X This paper describes a successful test of a quantitative model that accounts for large positive transfer effects between similar screen editors, between different line editors and from line editors to a screen editor, and between text and graphic editors. The model is tested in an experiment using two very similar full-screen text-editors differing only in the structure of their editing commands, verb-noun vs noun-verb. Quantitative predictions for training time were derived from a production system model based on the Polson and Kieras (1985) model of text editing. %M C.CHI.87.33 %T Predicting the Time to Recall Computer Command Abbreviations %S Predictive Cognitive Modeling %A Bonnie E. John %A Allen Newell %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 33-40 %K Human-computer interaction, Cognitive modeling %* (c) Copyright 1987 Association for Computing Machinery %X A GOMS theory of stimulus-response compatibility is shown to predict response-time performance on a command/abbreviation encoding task. Working with parameters that were set by an earlier study and which have rational, task-meaningful interpretations as mapping, motor, perception and retrieval operators, zero-parameter predictions were made that fit the observed performance with r{squared} = 0.776 (p<0.05). The reasonableness of the parameters, the algorithms used to generate the predictions, and the weighting assumption used to combine algorithms into a single prediction are discussed. %M C.CHI.87.41 %T Voice: Technology Searching for Communication Needs %S Panel %A Arlene Aucella %A Robin Kinkead %A Chris Schmandt %A Anna Wichansky %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 41-44 %* (c) Copyright 1987 Association for Computing Machinery %X Voice technology is just beginning to gain a foothold in the information processing world. Applications such as voice mail, credit verification, order entry and airline reservation systems are slowly being introduced. Critics of voice systems frequently point out their limitations with little understanding of their power or advantages. One key determinant of the success or failure of voice systems is the USER INTERFACE. It is important that the dialogue structure, prompts, system feedback and error messages be designed based on user input, testing and evaluation. Another key determinant of the success of voice systems is the careful matching of users, tasks and environment to the technology. Voice technology is often broken down into 3 major categories. %M C.CHI.87.45 %T NoteCards in a Nutshell %S User Interface Metaphors %A Frank G. Halasz %A Thomas P. Moran %A Randall H. Trigg %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 45-52 %* (c) Copyright 1987 Association for Computing Machinery %X NoteCards is an extensible environment designed to help people formulate, structure, compare, and manage ideas. NoteCards provides the user with a "semantic network" of electronic notecards interconnected by typed links. The system provides tools to organize, manage, and display the structure of the network, as well as a set of methods and protocols for creating programs to manipulate the information in the network. NoteCards in currently being used by more than 50 people engaged in idea processing tasks ranging from writing research papers through designing parts for photocopiers. In this paper we briefly describe NoteCards and the conceptualization of idea processing tasks that underlies its design. We then describe the NoteCards user community and several prototypical NoteCards applications. Finally, we discuss what we have learned about the system's strengths and weaknesses from our observations of the NoteCards user community. %M C.CHI.87.53 %T A Multiple, Virtual-Workspace Interface to Support User Task Switching %S User Interface Metaphors %A Stuart K. Card %A Austin Henderson, Jr. %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 53-59 %* (c) Copyright 1987 Association for Computing Machinery %X An interface is presented that is designed to help users switch among tasks on which they are concurrently working. Nine desirable properties for such an interface are derived. It is argued that a key constraint to building interfaces that support task switching is that low user-overhead switching among tasks requires a large amount of display space, whereas actual display space is limited. A virtual workspace design is presented that greatly speeds the inevitable task-switching induced window faulting. The resulting interface is presented as a study in theory-based human-interface design. It is shown how in this case theory is important in inspiring a design, but design entailments outside the theory raise new issues that must be faced to make the design viable. These design experiences, in turn, help inspire new theory. %M C.CHI.87.61 %T Experiences with the Alternate Reality Kit: An Example of the Tension between Literalism and Magic %S User Interface Metaphors %A Randall B. Smith %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 61-67 %K Simulation, Visual programming, Smalltalk, Learnability, Graphical interfaces %* (c) Copyright 1987 Association for Computing Machinery %X This paper presents an overview of the Alternate Reality Kit (ARK), an animated environment for creating interactive simulations. ARK is built upon a physical-world metaphor: all objects have an image, a position, a velocity, and can experience forces. Users manipulate objects with a mouse-operated "hand" which enables them to carry and throw objects, to press buttons, and to operate sliders. The interface features are discussed in light of a general user interface tension between literalism and magic. Literal features are defined to be those that are true to the interface's metaphor. Literal features enhance an interface's learnability. Magical features are defined to be those capabilities that deliberately violate the metaphor in order to provide enhanced functionality. Discussion of each ARK feature includes informal observations of early ARK users, an assessment of the feature's learnability, of its usefulness, and of its position on the magical-literal axis. Even though ARK includes magical features, applications-level users have be trained in a few minutes. Although this paper is about ARK, the tension between literalism and magic raises some interesting questions on its own. Some of these questions are presented briefly in the conclusion. %M C.CHI.87.69 %T A Case Example of Human Factors in Product Definition: Needs Finding for a Voice Output Workstation for the Blind %S User Interfaces for the Physically Disabled %A Richard M. Kane %A Matthew Yuschik %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 69-73 %K Blind, Handicapped, Voice output workstation, Human factors, Needs finding, Methods %* (c) Copyright 1987 Association for Computing Machinery %X Human factors efforts can contribute to product design at every design phase from conception through evaluation of a product in the field. Early human factors involvement has certain advantages. The major advantage is that it can have greater "leverage" by influencing more far-reaching aspects of a product. Input at later design phases, on the other hand, may delay product schedules or require a major re-design effort. Input at earlier stages can diminish these problems. As a case example, a needs finding study for a voice output workstation for the blind is described. Users of these workstations participated in a semi-structured interview to determine their needs. Results identified specific features needed. The findings also indicated that the original scope of the project, word processing, should be broadened to include other applications. %M C.CHI.87.75 %T A User Interface for Deaf-Blind People (Preliminary Report) %S User Interfaces for the Physically Disabled %A Richard Ladner %A Randy Day %A Dennis Gentry %A Karin Meyer %A Scott Rose %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 75-80 %* (c) Copyright 1987 Association for Computing Machinery %X A user interface suitable for deaf-blind users is presented and justified. The interface is designed for small paperless Braille displays, large font visual displays, or other low-bandwidth displays. Some of the key properties of the interface are that it uses a hierarchical approach to structure both commands and data, has a small universal command set, and has pervasive editing capability. DBNet, a system employing the user interface, has been built and tested with deaf-blind users. DBNet will provide various communication services to the deaf-blind community including electronic news, mail, and bulletin boards. %M C.CHI.87.81 %T Towards Universality of Access: Interfacing Physically Disabled Students to the Icon Educational Microcomputer %S User Interfaces for the Physically Disabled %A Gerbrand Verburg %A Debbie Field %A Francois St. Pierre %A Stephen Naumann %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 81-87 %K Alternate keyboards, Educational microcomputer, Physically disabled students, Interfacing, Trackball emulation %* (c) Copyright 1987 Association for Computing Machinery %X A micro-processor based Interface Unit and Teacher Utility have been developed at the Hugh MacMillan Medical Centre that will facilitate physically disabled users' access to the Icon educational microcomputer. The Interface Unit allows a variety of alternate input devices to be used with the Icon computer. Evaluations of the use of the Icon by physically disabled students without and with the Interface Unit were completed. The Teacher Utility offers on-line instruction and support for teachers with physically disabled students who have problems accessing the Icon. The design of the Teacher Utility is presented from three perspectives: the teacher, the physically disabled student, and the developers. %M C.CHI.87.89 %T Psychology and Design: Contrasting Approaches %S Panel %A Robert L. Campbell %A Peter G. Polson %A John Whiteside %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 89-91 %X N/A %M C.CHI.87.93 %T Interface Design: A Neglected Issue in Educational Software %S Adaptive Interfaces %A Douglas Frye %A Elliot Soloway %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 93-97 %K Interface design, Educational software, Direct manipulation interfaces %* (c) Copyright 1987 Association for Computing Machinery %X The user interface is particularly important for educational software because 1) it must provide an entry to the content domain of the program rather than vice versa and 2) it must be sensitive to the general skill and/or developmental level of the user. In spite of these special characteristics, interface design for educational software has been given little attention. This study evaluates a representative interface from arithmetic software now used in the schools. It was found that the interface caused students a large number of difficulties. These difficulties were sufficient to interfere with the instructional effectiveness of the software. Designing interfaces that will benefit educational software will require careful study of the users of these programs along with an in-depth understanding of the domains being taught. %M C.CHI.87.99 %T Cognition-Sensitive Design and User Modeling for Syntax-Directed Editors %S Adaptive Interfaces %A Lisa Rubin Neal %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 99-102 %K Cognition-sensitive design, Programming, Syntax-directed editors, User modeling %* (c) Copyright 1987 Association for Computing Machinery %X Syntax-directed editors were created with the intent of aiding in and improving the programming process. Despite their potential, they have not been successful, as evidenced by limited use. In general, they are perceived as being too difficult to use and the benefits of their use are outweighed by the difficulties. We believe that the cognitive styles and skills of the users have been ignored in the design process. In this paper we present some of our initial results which show that cognitive styles vary over a significant spectrum and that their consideration in the design of a syntax-directed editor will result in an intelligent tool that will be right for the cognitive skills and expertise of an individual user. In turn, an approach to design that takes cognitive variation into account would support the construction of syntax-directed editors which are successfully used. %M C.CHI.87.103 %T A Self-Regulating Adaptive System %S Adaptive Interfaces %A Robert Trevellyan %A Dermot P. Browne %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 103-107 %K Adaptation, Feedback, Objective, Success %* (c) Copyright 1987 Association for Computing Machinery %X The viability of providing adaptive user interfaces has been demonstrated ([3], [5]). Such systems identify differences between users in order to provide purposeful change at the user interface. Thus, adaptive systems have objectives, as indicated by the term 'purposeful'. The research reported here takes an important step forward by demonstrating that adaptive systems can be built that regulate their own behaviour by assessing whether their adaptations are being successful in meeting these objectives. %M C.CHI.87.109 %T The Definition, Editing, and Contouring of Surfaces for the Analysis of Field Problems %S Graphics Algorithms %A Robert R. Dickinson %A Richard H. Bartels %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 109-114 %K Field data, Contouring, Interactive surface editing, Tensor-product B-splines %* (c) Copyright 1987 Association for Computing Machinery %X This paper reports on an interactive system for manipulating a tensor-product B-spline approximation to field data for applications in which contours are of interest. The features of the system are: an interpolation technique for approximating fields defined from scattered or gridded data by tensor-product B-splines, an interactive display providing control-vertex manipulation of the resulting B-spline approximation, and a contouring algorithm that is designed specifically for B-spline surfaces. %M C.CHI.87.115 %T From Contours to Surfaces: Testbed and Initial Results %S Graphics Algorithms %A Kenneth R. Sloan, Jr. %A James Painter %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 115-120 %K Computer graphics, Surface reconstruction, Triangulation, Search %* (c) Copyright 1987 Association for Computing Machinery %X This paper is concerned with the problem of reconstructing the surface of three-dimensional objects, given a collection of planar contours representing cross-sections through the objects. This is an important problem, with applications in clinical medicine, bio-medical research and instruction, and industrial inspection. Current solutions to this problem have raised interesting theoretical questions about search techniques and the exploitation of domain-specific aspects of such search problems. In this paper, we survey known reconstruction techniques, describe a testbed for evaluating these techniques and present an improvement on the simple divide-and-conquer method analyzed by Fuchs, Kedem and Uselton [5]. %M C.CHI.87.121 %T Social Science and System Design: Interdisciplinary Collaborations %S Panel %A Lucy Suchman %A William Beeman %A Michael Pear %A Randy Trigg %A Barbara Fox %A Paul Smolensky %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 121-123 %* (c) Copyright 1987 Association for Computing Machinery %X Contributions from the behavioral sciences to the design of computer systems have come primarily from psychology, and have focused on individual cognition. In this symposium, we consider the applicability to system design of approaches that focus on social interaction. The participants comprise pairs of researchers engaged in projects that aim to bring together systematic studies of naturally occurring human activities with the design of computer-based technology. Each of the projects emphasizes the importance of the social organization of communities, everyday communication and practice. The symposium participants -- anthropologists, linguists and computer scientists -- bring interdisciplinary perspectives to bear on the problem of how to design tools that incorporate the right mix of support for current work practices, solutions to recognized problems, and innovations in the way that work gets done. The aim of the symposium is to explore the possibilities for a productive relationship between research on socially organized human activities and system design. %M C.CHI.87.125 %T Positioning Human Factors in the User Interface Development Chain %S Design %A Jonathan Grudin %A Susan F. Ehrlich %A Rick Shriner %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 125-131 %K User interface, Human factors, Software life cycle, Installed user base, Management %* (c) Copyright 1987 Association for Computing Machinery %X Human factors professionals are not completely free to support the optimization of user interface design within the time span of individual software development projects. Interface design is constrained by conservative forces, such as the expectations of users of existing systems in the installed base and emerging de facto or formal standards. At the same time, human factors involvement with a particular product may ultimately have its greatest impact on future product releases. In this paper we explore an expanded time line for influencing product design. This time line brings middle- and upper-management concerns into focus, revealing critical opportunities for effectively positioning and applying human factors resources. %M C.CHI.87.133 %T The Interface is Often Not the Problem %S Design %A Bengt Goransson %A Mats Lind %A Else Pettersson %A Bengt Sandblad %A Patrik Schwalbe %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 133-136 %K User participation, Change analysis, Man machine interaction, User interface %* (c) Copyright 1987 Association for Computing Machinery %X Computer systems in the form of tools for specific functions within a work environment are becoming increasingly common. Because the users are not computer experts, and because the introduction of the new tools can dramatically change their tasks, problems arise. It is argued that even if the proper design of the MMI is very important, this will not solve all the problems. More basic problems concern what functions should be included in the system and how the users can understand what the system can do in different work situations and how the response should be evaluated in the context of the work situations. This is demonstrated by experiences from application projects. It is concluded that more research must be devoted to these problem areas. Another important result is the fact that the possibilities to develop more generally applicable computer based tools are limited. Adaptation to local circumstances and needs is usually a necessity. %M C.CHI.87.137 %T Designing for Designers: An Analysis of Design Practice in the Real World %S Design %A Mary Beth Rosson %A Susanne Maass %A Wendy A. Kellogg %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 137-142 %K Design practice, Tools for design, Usability engineering %* (c) Copyright 1987 Association for Computing Machinery %X Twenty-two designers were interviewed about their design of interactive systems. They were asked to select a recent project having a significant user interface component, and were probed about the general design process involved, how the design of the user interface fit into that process, and their personal strategies for exploring ideas. Analysis of their responses pointed to two models of the design process. The relationship of these models to the type of user testing done and the strategies used for generating ideas is discussed, especially with respect to the implications for developing tools to support design. %M C.CHI.87.143 %T Automated Lip-Synch and Speech Synthesis for Character Animation %S Animation %A J. P. Lewis %A F. I. Parke %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 143-147 %K Facial animation, Speech synthesis %* (c) Copyright 1987 Association for Computing Machinery %X An automated method of synchronizing facial animation to recorded speech is described. In this method, a common speech synthesis method (linear prediction) is adapted to provide simple and accurate phoneme recognition. The recognized phonemes are then associated with mouth positions to provide keyframes for computer animation of speech using a parametric model of the human face. The linear prediction software, once implemented, can also be used for speech resynthesis. The synthesis retains intelligibility and natural speech rhythm while achieving a "synthetic realism" consistent with computer animation. Speech synthesis also enables certain useful manipulations for the purpose of computer character animation. %M C.CHI.87.149 %T Story Driven Animation %S Animation %A Yosuke Takashima %A Hideo Shimazu %A Masahiro Tomono %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 149-153 %K Computer animation, Natural language, Story understanding, Truth maintenance system, Stage directing, Motion generating, Object oriented programming, Constraint propagation %* (c) Copyright 1987 Association for Computing Machinery %X An animation system has been developed which generates animations from stories written in natural language. The system consists of three modules: story understanding module, stage directing module and action generating module. The story understanding module extracts actions that are not explicitly described in the story and makes a scenario. The stage directing module adapts the scenario by determining the actors' positions on the stage and setting the stage. Actors are defined as 3-Dimensional articulated figures. Each component of an actor has its primitive motion method. To achieve complicated actions, primitive motions are combined. Referring to these complicated actions, the action generating module produces animated sequences from the adapted scenario. These three modules are tightly coupled with their knowledge bases. As an example, the story of the "Hare and Tortoise" from Aesop's Fables, written for elementary schoolchildren is used. This example proves that it is possible to produce computer animation directly from the story written in natural language, now in Japanese. %M C.CHI.87.155 %T Issues Limiting the Acceptance of User Interfaces Using Gesture Input and Handwriting Character Recognition %S Panel %A John Sibert %A Michael G. Buffa %A Hewitt D. Crane %A Wolfgang Doster %A James Rhyne %A Jean Renard Ward %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 155-158 %* (c) Copyright 1987 Association for Computing Machinery %X Recently there has been increasing attention to character recognition/ graphical user interfaces under the name of "gesture input". This technique actually has a long history: "sketch recognition" interfaces of 15 or more years ago were highly praised [Applicon 73], and user interfaces using handwriting input before the wide use of text keyboards were one of the first research goals in computer science [Bledsoe 59]. The underlying character and symbol recognition technologies have been a major research area in their own right since the early 1950s [Suen 80]. %M C.CHI.87.159 %T What Kind of Minimal Instruction Manual is the Most Effective %S Training and Advice %A John B. Black %A John M. Carroll %A Stuart M. McGuigan %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 159-162 %K Learning, Instruction, Manual design %* (c) Copyright 1987 Association for Computing Machinery %X An empirical study examined the effectiveness of four different versions of a self-instruction manual for a word processing system: a Skeletal version that explicitly states only the essential information, an Inferential version that has the users infer some of the essential information, a Rehearsal version that is like the Skeletal manual, but adds opportunities to rehearse the explicitly stated information, and a Lengthy version that adds nonessential explanatory and descriptive information to the Skeletal version. The best learning performance was obtained with the inferential approach, particularly for more realistic tasks. %M C.CHI.87.163 %T Intelligent Help in a One-Shot Dialog: A Protocol Study %S Training and Advice %A Amy Aaronson %A John M. Carroll %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 163-168 %K Advisory dialog, Intelligent help %* (c) Copyright 1987 Association for Computing Machinery %X A database of 150 interactions conducted via electronic mail was analyzed. The database had been constructed as an on-line tool for users and advisors, but the interactions can also be regarded as modelling intelligent help dialog in which posing a query and providing a response are each accomplished in "one-shot". The types of questions users ask and the advisory strategies employed for incomplete queries without follow-up questioning are described. The goal is to understand this new on-line tool for advising and its implications as a model of one-shot intelligent help dialogs. %M C.CHI.87.169 %T Learning a Word Processing System with Training Wheels and Guided Exploration %S Training and Advice %A Richard Catrambone %A John M. Carroll %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 169-174 %K Skill transfer, Error blocking, Guided exploration, Minimalist documentation, Training wheels, User training %* (c) Copyright 1987 Association for Computing Machinery %X A Training Wheels interface creates a reduced functionality system intended to prevent new users from suffering the consequences of certain types of common errors when they exercise system functions and procedures. This has been shown to be an effective training system design for learning basic text editing function [4]. We extend this result by examining the extent to which training wheels learners can transfer their skills to interaction with the full-function system. The experiment reported here indicates that training wheels subjects were better able to perform advanced full-system editing functions than subjects who were trained on the full system itself. %M C.CHI.87.175 %T Behavioral Experiments on Handmarkings %S Input %A John D. Gould %A Josiane Salaun %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 175-181 %K Handmarkings, Gestures, Editing, User interface techniques %* (c) Copyright 1987 Association for Computing Machinery %X Handmarkings, e.g., handwritten proofeditors' marks, can be used as direct editing commands to an interactive computer system. Three exploratory experiments studied the potential value of handmarkings for editing text and pictures. Results showed that circles are the most frequently used scoping mark and arrows are the most frequently used operator and target indicators. Experimental comparisons showed that handmarkings have the potential to be faster than keyboards and mice for editing tasks. But their ultimate value will depend upon the style and details of their user interface implementation. %M C.CHI.87.183 %T An Evaluation of an Eye Tracker as a Device for Computer Input %S Input %A Colin Ware %A Harutune H. Mikaelian %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 183-188 %K Input devices, Eye movements %* (c) Copyright 1987 Association for Computing Machinery %X Since humans direct their visual attention by means of eye movements, a device which monitors eye movements should be a natural "pick" device for selecting objects visually present on a monitor. The results from an experimental investigation of an eye tracker as a computer input device are presented. Three different methods were used to select the object looked at; these were a button press, prolonged fixation or "dwell" and an on screen select button. The results show that an eye tracker can be used as a fast selection device providing that the target size is not too small. If the targets are small speed declines and errors increase rapidly. %M C.CHI.87.189 %T A Hand Gesture Interface Device %S Input %A Thomas G. Zimmerman %A Jaron Lanier %A Chuck Blanchard %A Steve Bryson %A Young Harvill %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 189-192 %K Human interface, User interface, Motor interface, Tactile interface, Gesture recognition %* (c) Copyright 1987 Association for Computing Machinery %X This paper reports on the development of a hand to machine interface device that provides real-time gesture, position and orientation information. The key element is a glove and the device as a whole incorporates a collection of technologies. Analog flex sensors on the glove measure finger bending. Hand position and orientation are measured either by ultrasonics, providing five degrees of freedom, or magnetic flux sensors, which provide six degrees of freedom. Piezoceramic benders provide the wearer of the glove with tactile feedback. These sensors are mounted on the light-weight glove and connected to the driving hardware via a small cable. Applications of the glove and its component technologies include its use in conjunction with a host computer which drives a real-time 3-dimensional model of the hand allowing the glove wearer to manipulate computer-generated objects as if they were real, interpretation of finger-spelling, evaluation of hand impairment in addition to providing an interface to a visual programming language. %M C.CHI.87.193 %T Developing Computer Animation Packages %S Panel %A Jeffrey Graber %A Kevin Lefebvre %A Michael Sciulli %A Donald Leich %A Milan Novacek %A David Ross %A David Zeltzer %A David Sturman %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 193-196 %X N/A %M C.CHI.87.197 %T Learning about Hidden Events in System Interactions %S Learning to Use Systems %A Stephen Casner %A Clayton Lewis %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 197-203 %K Explanations, Example-based learning, Models of learning %* (c) Copyright 1987 Association for Computing Machinery %X Understanding how to use a computer system often requires knowledge of hidden events: things which happen as a result of user actions but which produce no immediate perceptible effect. How do users learn about these events? Will learners explain the mechanism in detail or only at the level at which they are able to use it? We extend Lewis' EXPL model of causal analysis, incorporating ideas from Miyake, Draper, and Dietterich, to give an account of learning about hidden events from examples. We present experimental evidence suggesting that violations of user expectations trigger a process in which hidden events are hypothesized and subsequently linked to user actions using schemata for general classes of situations which violate user expectations. %M C.CHI.87.205 %T Transfer of Learning: Beyond Common Elements %S Learning to Use Systems %A Linda Tetzlaff %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 205-210 %K Transfer, Cognitive skills, Human factors, Text editing, Production models %* (c) Copyright 1987 Association for Computing Machinery %X An experiment on transfer of learning using text editors revealed significant differences in performance, based on the learning experience of the subjects. The set of commands of a text editor was divided into four subsets. Different groups of subjects learned these subsets in different orders. Depending on the order of learning, subjects formed different concepts of the editor as manifest by their choice of commands, their errors, and their model of the editor, elicited by a sorting task. Pragmatic production model approaches to transfer would need significant enhancement to accommodate this result. %M C.CHI.87.211 %T Sophisticated Image Rendering in Environmental Design Review %S Graphics Systems %A John W. Danahy %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 211-217 %K Computer-aided design, Image rendering, Design review, System specification %* (c) Copyright 1987 Association for Computing Machinery %X The Landscape Architecture Programme and the Computer Systems Research Institute at the University of Toronto undertook two studies using advanced rendering tools pioneered in the areas of computer animation and graphic art. Through two professional landscape architectural design studies we explored the potential role and impact of computer simulation in the initial, more creative phases of the design work. Advanced image rendering hardware and software were used to produce high quality computer drawings of design concepts. The techniques employed in this study are unique in their application to environmental design where they dramatically improve the designer's opportunities to simulate realistic images of proposed design alternatives and to consider the visual and spatial implications of such alternatives. The case studies represented in the paper were undertaken for the National Capital Commission in Ottawa, Canada. The first project is an urban design massing study called the "Parliamentary Precinct Study" and the second project is a detailed design of the "Ceremonial Routes" in Ottawa. %M C.CHI.87.219 %T The User Interface and Program Structure of a Graphical VLSI Layout Editor %S Graphics Systems %A Kevin S. B. Szabo %A Mohamed I. Elmasry %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 219-225 %K User interface, CAD/CAM, VLSI editor, Symbolic layout %* (c) Copyright 1987 Association for Computing Machinery %X In this paper the user interface and program organization of the SYMPLE VLSI symbolic layout editor is examined. The user interface is driven by a small interpreter that is constructed from a LISP-like language at run time and has access to a consistent library of menus and graphical information-gathering functions. To improve maintainability, the editor has been constructed in a modular form with well-defined interfaces. %M C.CHI.87.227 %T Computer-Supported Cooperative Work: Is This REALLY a New Field of Research? %S Panel %A Irene Greif %A Bill Curtis %A Herb Krasner %A Thomas W. Malone %A Ben Shneiderman %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 227-228 %X N/A %M C.CHI.87.229 %T Specifying Complex Dialogs in ALGAE %S User Interface Management Systems 1 %A Mark A. Flecchia %A R. Daniel Bergeron %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 229-234 %K Computer-user dialogs, Event based languages, User interface management systems %* (c) Copyright 1987 Association for Computing Machinery %X The complexity and high development costs of user interfaces has led to research into the design of User Interface Management Systems (UIMSs). At the heart of a UIMS is a facility for specifying a dialog control component, which processes user actions and coordinates program responses. This paper describes a language called ALGAE, which allows the specification of multi-threaded, event driven dialogs. %M C.CHI.87.235 %T Modular Implementation of Presentations %S User Interface Management Systems 1 %A Pedro Szekely %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 235-240 %K Graphical user interfaces, User interface management systems, Semantics of interaction, Object-oriented programming %* (c) Copyright 1987 Association for Computing Machinery %X The presentation of an application program specifies how the data and operations provided by an application are presented to users. Most traditional techniques for implementing presentations lead to unstructured, unmodular implementations that are hard to construct and change. We present a model of presentation that identifies the dependencies between the presentation and functionality portions of an application. Based on this model, we show how several implementation techniques can be used to construct presentations in a modular way. %M C.CHI.87.241 %T Event-Response Systems -- A Technique for Specifying Multi-Threaded Dialogues %S User Interface Management Systems 1 %A Ralph D. Hill %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 241-248 %K Computer graphics, Methodology and techniques, Languages, Interaction techniques, Information systems, User/machine systems, Human factors, Software engineering, Tools and techniques, User interfaces, User interface management systems, Concurrency %* (c) Copyright 1987 Association for Computing Machinery %X Event-Response Systems are a technique for specifying the syntax of multi-threaded dialogues. They are based on the paradigm of specifying system responses to events generated by the user. They can compactly represent the concurrency needed to implement multi-threaded dialogues. This concurrency support also allows interfaces to be structured differently than is possible with existing dialogue specification systems based on state transition specifications or grammars. This flexibility allows many interfaces, especially direct manipulation interfaces, to be specified with a more modular structure than most existing systems allow. Event-Response Systems are described formally, and a dialogue specification language based on the ERS formalism is informally presented. Some example uses and implementation techniques are also described. %M C.CHI.87.249 %T Towards a Model of User Perception of Computer System Response Time %S User System Interaction %A Robert Geist %A Robert Allen %A Ronald Nowaczyk %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 249-253 %K Models, User perception, Configuration design, Performance measures, Empirical studies %* (c) Copyright 1987 Association for Computing Machinery %X The foundational structure of a new model of user perception of computer system response time is proposed. It is suggested that the development of such a model is now of central importance to the computer system configuration design effort. The new model is seen to explain the success of an earlier measure, designed for the non-interactive environment, in predicting user estimates of response time for interactive systems. The results of new empirical studies, designed to delineate specific components of the model, are also discussed. %M C.CHI.87.255 %T A Comparison of Rule-Based and Positionally Constant Arrangements of Computer Menu Items %S User System Interaction %A Benjamin L. Somberg %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 255-260 %K Computer menus, Human-computer interaction, Visual displays, Visual search, Screen formatting %* (c) Copyright 1987 Association for Computing Machinery %X An experiment was conducted to evaluate user performance under four different menu item arrangements: alphabetic, probability of selection (most popular choices are positioned near the beginning of the list), random, and positionally constant (consistent assignment of individual items to screen positions). During the initial stages of practice, the rule-based approaches produced faster mean search times, but after moderate amounts of practice, the positionally constant arrangement appeared to be most efficient. People seem to remember quite easily the location of items on a display, indicating that positional constancy can be an important factor in increasing the efficiency of the search of computer menus and other displays. %M C.CHI.87.261 %T Comparing a Form-Based and a Language-Based User Interface for Instructing a Mail Program %S User System Interaction %A Robin Jeffries %A Jarrett Rosenberg %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 261-266 %K Forms, Design trade-offs, Interaction styles %* (c) Copyright 1987 Association for Computing Machinery %X In the domain of interaction languages, forms have been found to be of value in allowing users, especially non-programmers, to specify objects and operations with a minimum of training, time, and errors. Most of that research, however, has been on the use of data base query languages. The present research found that in a procedural task of specifying mail filtering instructions, non-programmers using a form were as fast as programmers using a procedural language, although programmers using the form were faster still. %M C.CHI.87.267 %T Intelligence in Interfaces %S Panel %A Robert Neches %A John Seely Brown %A Tom Malone %A Norm Sondheimer %A Mike Williams %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 267-269 %* (c) Copyright 1987 Association for Computing Machinery %X The purpose of this symposium is three-fold: First, by presenting a selection of our work as examples, we seek to define a model of intelligent interaction and illustrate points in the interface process where artificial intelligence can play a role. Second, by comparing the approaches represented in our efforts, we intend to explore a fundamental philosophical difference in the field of intelligent interfaces: the distinction between the power tools vs. the intelligent assistant paradigms. (As part of this discussion, we intend to consider how to mine the rich ground that lies between these two extremes.) Third, by examining the design process underlying our examples, we seek to provide a better understanding of the relationship between AI interface tools and the applications that they communicate with. %M C.CHI.87.271 %T Creating Dynamic Interaction Techniques by Demonstration %S User Interface Management Systems 2 %A Brad A. Myers %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 271-278 %K Programming techniques, Automatic programming, Software engineering, Tools and techniques, User interfaces, Artificial intelligence, Automatic programming, Program synthesis, Computer graphics, Methodology and techniques, Human factors, Interaction techniques, Programming by example, Visual programming, User interface design, User interface management systems, Direct manipulation %* (c) Copyright 1987 Association for Computing Machinery %X When creating highly-interactive, Direct Manipulation interfaces, one of the most difficult design and implementation tasks is handling the mouse and other input devices. Peridot, a new User Interface Management System, addresses this problem by allowing the user interface designer to demonstrate how the input devices should be handled by giving an example of the interface in action. The designer uses sample values for parameters, and the system automatically infers the general operation and creates the code. After an interaction is specified, it can immediately be executed and edited. This promotes extremely rapid prototyping since it is very easy to design, implement and modify mouse-based interfaces. Peridot also supports additional input devices such as touch tablets, as well as multiple input devices operating in parallel (such as one in each hand) in a natural, easy to specify manner. This is implemented using active values, which are like variables except that the objects that depend on active values are updated immediately whenever they change. Active values are a straightforward and efficient mechanism for implementing dynamic interactions. %M C.CHI.87.279 %T Panther: A Specification System for Graphical Controls %S User Interface Management Systems 2 %A J. I. Helfman %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 279-284 %K Graphical controls, Graphical user interfaces, Graphical interface specification %* (c) Copyright 1987 Association for Computing Machinery %X An experimental graphical control specification system, called Panther, has been written in C for UNIX-based applications. Unlike similar systems, which focus on combining interaction techniques, Panther allows the specification of low-level interactions by invoking user-selectable subroutines for input-device transitions. A Panther interface is specified in a textual table as a set of hierarchically nested regions. Regions can model any control device, such as menu buttons, slider-bars, switches, alphanumeric displays, or even combinations of other regions. Panther does not rely on special hardware, extensive software, or interprocess communication. %M C.CHI.87.285 %T A Control Panel Interface for Graphics and Image Processing Applications %S User Interface Management Systems 2 %A Gene L. Fisher %A Kenneth I. Joy %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 285-290 %K Graphical interface, Applications environment, Graphics applications, Image processing applications %* (c) Copyright 1987 Association for Computing Machinery %X This paper describes a graphical interface for application programs. The interface is based on the notion of a control panel. A control panel contains a browsable list of an application's parameters and a set of functions to control the application's execution. A variety of graphical knobs and gauges may be associated with any or all of the parameters to permit fine-grain execution control, including animation of an application's output. The control panel interface is integrated into the framework of an interactive programming environment for graphics and image processing applications. This integration is an important feature of the overall interface design. %M C.CHI.87.291 %T The Use of Scenarios in Human-Computer Interaction Research: Turbocharging the Tortoise of Cumulative Science %S Methodological Issues %A Richard M. Young %A Phil Barnard %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 291-296 %K Scenarios, Methodology, Research strategy, Scope and accuracy of models %* (c) Copyright 1987 Association for Computing Machinery %X A scenario is an idealised but detailed description of a specific instance of human-computer interaction (HCI). A set of scenarios can be used as a "filter bank" to weed out theories whose scope is too narrow for them to apply to many real HCI situations. By helping redress the balance between generality and accuracy in theories derived from cognitive psychology, this use of scenarios (1) allows the researcher to build on empirical findings already established while avoiding the tar-pits associated with the experimental methodology, (2) enables the researcher to consider a range of phenomena in a single study, thereby directly addressing the question of the scope of the theory, and (3) ensures that the resulting theory will be applicable in HCI contexts. %M C.CHI.87.297 %T Structural Analysis of Verbal Data %S Methodological Issues %A Wayne A. Bailey %A Edwin J. Kay %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 297-301 %K Protocol analysis, Verbal data, Cognitive engineering, Problem solving %* (c) Copyright 1987 Association for Computing Machinery %X Current methods of analyzing verbal reports (Protocol Analysis) from human-computer interactions fall short of their potential. Although there are systematic methods for collecting complete and objective verbal reports applicable to a broad range of problem-solving tasks, currently available analyses of verbal reports are ad hoc and apply only to well constrained tasks. Structural Analysis is a systematic method, currently under development, for analyzing real-world tasks involving human-computer interaction. Starting with a rule that assigns utterances to two dichotomous categories related to a behavior of interest, rules are generated that expose the goal building and evaluation underlying that behavior. The resulting data yield time distributions that characterize subjects' goal-directed behavior and that allow comparisons among tasks or among subjects. %M C.CHI.87.303 %T Evaluating User and System Models: Applying Scaling Techniques to Problems in Human-Computer Interaction %S Methodological Issues %A Wendy A. Kellogg %A Timothy J. Breen %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 303-308 %K Mental models, User conceptual models, Psychological scaling techniques, Assessment of system usability %* (c) Copyright 1987 Association for Computing Machinery %X A user's mental model of a system should be an important determinant of performance and as well as a means of understanding why particular user errors occur. In particular, experienced users' models should be in closer agreement with the system than less experienced users' models, and deviations of expert models from the system should correspond to difficulties in performance and suggest ways that system usability could be improved. The present study explored the utility of scaling techniques for defining and comparing user and system models. The results support the assertion that with experience users' mental models approach the system model. However, even experienced users had significant deviations from the system model, leading to predictions of where experts would have difficulty using the system and suggestions for improving usability. %M C.CHI.87.309 %T Issues from the 1986 Workshop on Interactive 3D Graphics %S Panel %A Henry Fuchs %A Stuart Card %A Frank Crow %A Stephen M. Pizer %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 309 %X N/A %M C.CHI.87.311 %T Whither (or Wither) UIMS? %S Panel %A Dan R. Olsen, Jr. %A Mark Green %A Keith A. Lantz %A Andrew Schulert %A John L. Sibert %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 311-314 %* (c) Copyright 1987 Association for Computing Machinery %X The subject of User Interface Management Systems (UIMS) has been a topic of research and debate for the last several years. The goal of such systems has been to automate the production of user interface software. The problem of building quality user interfaces within available resources is a very important one as the demand for new interactive programs grows. Prototype UIMSs have been built and some software packages are presently being marketed as such. Many papers have been published on the topic. %M C.CHI.87.315 %T Evolution of an Organizational Interface: The New Business Department at a Large Insurance Firm %S Systems in Organizations %A Andrew Clement %A C. C. Gotlieb %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 315-322 %K Organizational interface, Case study, Organizational study, On line computer system, Managerial control %* (c) Copyright 1987 Association for Computing Machinery %X This paper describes how the work organization and computer system of the New Business Department at a large life insurance firm have interacted and evolved over time. The dynamics of interaction are explained largely in terms of the economic incentive to reduce the length of transaction processing chains and the more political goal of extending managerial control. It is argued that examining the interaction of organizations and computer systems can contribute to a better theoretical understanding of the development of large computer systems and offer guidance to designers of user-computer interfaces. A graphical technique for depicting organizational interfaces is presented. %M C.CHI.87.323 %T Social and Psychological Factors Influencing the Design of Office Communication Systems %S Systems in Organizations %A Susan F. Ehrlich %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 323-329 %K Communication, Sociology, Electronic mail, Voice mail, Office systems %* (c) Copyright 1987 Association for Computing Machinery %X Office automation is used by groups of people with complex communication needs to help them reach business goals such as scheduling, tracking, reviewing, and delegating. Effective individual and group decisions are heavily dependent on communication protocols and social conventions. Because these conventions are so ingrained, they are sometimes not readily available to conscious inspection during the design of communication systems. Even more problematic, system designers may not have first hand knowledge of the conventions and protocol for the range of environments in which their systems will be used. Nevertheless, office systems must work in tandem with these conventions. Wang Laboratories has a continuing program of research directed at identifying the psychological and social factors that come into play during the adoption and use of computer communication systems and the implications of these factors for the design of those systems. Highlights of a three year program of research are presented covering implications for voice mail, electronic mail, and electronic calendars. %M C.CHI.87.331 %T The Politics of Human Factors %S Panel %A William Mosteller %A Stephen J. Boies %A Charles E. Grantham %A Thomas Irby %A Richard Rubinstein %A Dennis Wixon %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 331-332 %X N/A %M C.CHI.87.333 %T Psychology as a Mother of Invention %S Plenary Address %A Thomas K. Landauer %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 333-335 %* (c) Copyright 1987 Association for Computing Machinery %X Important progress has been made in the methodology for making computer systems easier to use. Highlights are the "Wizard-of-Oz" technique and rapid iterative developmental testing. It is argued that more fundamental advances, inventions of truly new and useful computer-based cognitive tools, will result from deeper behavioral analysis of the capabilities and limitations of human performance. Three such analysis methods are described; failure analysis, individual difference analysis, and time profile analysis. A few dramatic success stories are recounted. Promising targets for "synthesis by analysis" are proposed. %M C.CHI.87.337 %T The Social Dimensions of Computerization %S Plenary Address %A Rob Kling %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 337-339 %K Social impacts of computing, Computerization and work, Social analysis of computing %X N/A %M C.CHI.87.341 %T Summary of the CHI'87 Doctoral Consortium %S Doctoral Consortium %A Tom Carey %B Proceedings of ACM CHI+GI'87 Conference on Human Factors in Computing Systems and Graphics Interface %D 1987 %P 341-342 %* (c) Copyright 1987 Association for Computing Machinery %X Thirteen selected Ph.D students who are currently working on dissertation research in human-computer interaction met for two days prior to the CHI+GI'87 Conference in a Doctoral Consortium. The consortium was designed to provide these students with an opportunity to exchange ideas on their dissertation research and to build a cohort group of colleagues. Of particular interest for the participants was the opportunity to compare research questions, paradigms and techniques, and the consortium encourages interdisciplinary dialogue. %M C.CHI.88.1 %T Grasping Reality Through Illusion -- Interactive Graphics Serving Science %S Plenary Address %A Frederick P. Brooks, Jr. %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 1-11 %K Interactive techniques, Three-dimensional graphics, Realism, Human factors, Simulation and modeling %* (c) Copyright 1988 Association for Computing Machinery %X I treat three related subjects: virtual-worlds research -- the construction of real-time 3-D illusions by computer graphics; some observations about interfaces to virtual worlds; and the coming application of virtual-worlds techniques to the enhancement of scientific computing. We need to design generalized interfaces for visualizing, exploring, and steering scientific computations. Our interfaces must be direct-manipulation, not command-string; interactive, not batch; 3-D not 2-D; multisensory, not just visual. We need generalized research results for 3-D interactive interfaces. More is known than gets reported, because of a reluctance to share "unproven" results. I propose a shells-of-certainty model for such knowledge. %M C.CHI.88.13 %T Exploratory Evaluation of a Planar Foot-Operated Cursor-Positioning Device %S Input Devices %A Glenn Pearson %A Mark Weiser %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 13-18 %K Cursor positioning, Haptic input devices, Motor interface devices, Workstation peripherals, Response time evaluation, Target selection, Handicapped aids %* (c) Copyright 1988 Association for Computing Machinery %X The use of feet instead of hands to perform workstation cursor-positioning and related functions has been the subject of an on-going investigation. In the exploratory study reported here, a particular foot-operated device, the planar slide mole, was assessed against a mouse in a target-selection task. The study showed that novices can learn to select fairly small targets using a mole; for a target size of 1/8" square, the response time equaled that of the mouse when keyboard homing time was taken into account. %M C.CHI.88.19 %T An Improved Automatic Lipreading System to Enhance Speech Recognition %S Input Devices %A Eric Petajan %A Bradford Bischoff %A David Bodoff %A N. Michael Brooke %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 19-25 %K Lipreading, Speech recognition, Vision %* (c) Copyright 1988 Association for Computing Machinery %X Current acoustic speech recognition technology performs well with very small vocabularies in noise or with large vocabularies in very low noise. Accurate acoustic speech recognition in noise with vocabularies over 100 words has yet to be achieved. Humans frequently lipread the visible facial speech articulations to enhance speech recognition, especially when the acoustic signal is degraded by noise or hearing impairment. Automatic lipreading has been found to improve significantly acoustic speech recognition and could be advantageous in noisy environments such as offices, aircraft and factories. An improved version of a previously described automatic lipreading system has been developed which uses vector quantization, dynamic time warping, and a new heuristic distance measure. This paper presents visual speech recognition results from multiple speakers under optimal conditions. Results from combined acoustic and visual speech recognition are also presented which show significantly improved performance compared to the acoustic recognition system alone. %M C.CHI.88.27 %T Improving the Accuracy of Touch Screens: An Experimental Evaluation of Three Strategies %S Input Devices %A Richard L. Potter %A Linda J. Weldon %A Ben Shneiderman %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 27-32 %K Touch screens, Empirical studies, User interface, Human-computer interaction %* (c) Copyright 1988 Association for Computing Machinery %X A study comparing the speed, accuracy, and user satisfaction of three different touch screen strategies was performed. The purpose of the experiment was to evaluate the merits of the more intricate touch strategies that are possible on touch screens that return a continuous stream of touch data. The results showed that a touch strategy providing continuous feedback until a selection was confirmed had fewer errors than other touch strategies. The implications of the results for touch screens containing small, densely-packed targets were discussed. %M C.CHI.88.33 %T Perspectives on Algorithm Animation %S Visualization %A Marc H. Brown %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 33-38 %K Program visualization, Visual programming, Graphical programming, Algorithm animation, BALSA %* (c) Copyright 1988 Association for Computing Machinery %X Systems for animating algorithms have received considerable interest of late as effective means for understanding computer programs. Thus far, nothing has been reported in the literature concerning nature of the displays nor to what extent displays can be created automatically. This paper addresses these two issues. The first part presents a taxonomy of displays prevalent in algorithm animation systems; the second part uses the taxonomy to analyze those types of displays that can and cannot be created automatically from unmodified source code. %M C.CHI.88.39 %T A Graphical Programming Language Interface for an Intelligent Lisp Tutor %S Visualization %A Brian J. Reiser %A Patricia Friedmann %A Jody Gevins %A Daniel Y. Kimberg %A Michael Ranney %A Antonio Romero %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 39-44 %K Intelligent tutoring system, Visual programming, Intelligent interfaces %* (c) Copyright 1988 Association for Computing Machinery %X We describe an intelligent tutor for programming embedded in a graphical programming language. The tutor monitors students' problem solving and provides feedback and guidance. Explanations are generated from the content of the ideal model's problem solving rules. The graphical interface is designed to facilitate the acquisition of causal models of programming. Students work in a medium that corresponds to their planning operations. The interface enables forward and backward chaining, thus conveying the structure of the planning more effectively than a text-based interface. The interface also provides a graphical record of the solution history and current goals. %M C.CHI.88.45 %T Users' Preferences among Different Techniques for Displaying the Evaluation of LISP Functions in an Interactive Debugger %S Visualization %A Joseph M. Hary %A Lori A. Cohan %A Michael J. Darnell %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 45-50 %K Debugging, Artificial intelligence, LISP, Expert systems %* (c) Copyright 1988 Association for Computing Machinery %X Two experiments investigated various techniques for displaying the evaluation of LISP functions in an interactive debugger. The studies examined three techniques of highlighting the flow of evaluation in a LISP function and two display formats for displaying LISP function information. The subjects in both experiments included highly experienced LISP programmers and occasional LISP users with moderate to little LISP experience. The dependent measure was the subjects' preference rating for each display technique. The results showed that occasional LISP users preferred range highlighting, an interlaced display of evaluation results, and a simultaneous display of called functions. However, expert LISP programmers had no differential preferences for highlighting techniques. %M C.CHI.88.51 %T Retrieval Systems for the Information Seeker: Can the Role of the Intermediary be Automated? %S Panel %A Christine L. Borgman %A Nicholas J. Belkin %A W. Bruce Croft %A Michael E. Lesk %A Thomas K. Landauer %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 51-53 %* (c) Copyright 1988 Association for Computing Machinery %X The introduction of automated information retrieval (IR) systems was met with great enthusiasm and predictions that manual literature searching soon would be replaced. Three decades later, IR systems have not progressed to the stage where any but the dedicated few can operate them without a highly skilled human intermediary acting as interface between user and system. In the interim, we have learned that the retrieval process is extremely complex both in terms of understanding people and their communication and in terms of understanding scientific information and technical vocabulary. Experiments with new techniques suggest to many the possibility of eliminating the human intermediary, either in large part or altogether; others would argue that the retrieval problems are too complex to be resolved for more than highly restricted domains. The possibility of eliminating the human intermediary is of current research interest to the several disciplines that are represented on this panel. %M C.CHI.88.55 %T Transferring Skills from Training to the Actual Work Situation: The Role of Task Application Knowledge, Action Styles and Job Decision Latitude %S Organizational Issues on Effective Use of Interfaces %A Patricia Von Papstein %A Michael Frese %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 55-60 %K User training, Skill transfer, Task application knowledge, Action styles, Job decision latitude %* (c) Copyright 1988 Association for Computing Machinery %O Psychological models of user learning and performance and Sociology of system implantation and use. %X In a field study (29 engineers), the transfer from expertise acquired in training to software use at work was shown to be mediated by task application knowledge (i.e. knowledge used to connect skills learned in training with tasks at work). Moreover, person variables like setting long range goals and developing detailed plans and an organizational variable like job decision latitude (i.e. how much freedom do workers have to do their work) influenced the transfer process. People with high goal orientation and planfulness and with high job decision latitude showed a higher transfer. %M C.CHI.88.61 %T A Case Study of CSCW in a Dispersed Organization %S Organizational Issues on Effective Use of Interfaces %A R. P. Carasik %A C. E. Grantham %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 61-66 %* (c) Copyright 1988 Association for Computing Machinery %X Pacific Bell conducted a trial of The Coordinator, a tool for computer-supported cooperative work. The trial group had diverse job functions and was dispersed across a variety of geographical locations and computing environments. The trial attempted to both measure the effectiveness of The Coordinator as a communications tool and to evaluate the speech act communications paradigm on which it is based. Only the first of these two goals was realized. Changes in subjects' cognition were assessed using a series of semantic differential scales. One negative cognitive shift was supported by the data. However, the anecdotal evidence was far more negative, suggesting that the experimental methodology be enhanced to include measurement of affective dimensions of group dynamics. Implementation and support for cooperative work systems were found to be more difficult than anticipated. The test group was not convinced that The Coordinator offered functionality that was worth the effort involved in learning to use the product. An improved interface, more flexible terminology, and better implementation support is needed for successful installation of The Coordinator, or similar products. %M C.CHI.88.67 %T A Knowledge-Based User Interface Management System %S User Interface Management Systems %A James Foley %A Christina Gibbs %A Won Chul Kim %A Srdjan Kovacevic %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 67-72 %K User interface design tool, User interface management system, Expert system, Knowledge base %* (c) Copyright 1988 Association for Computing Machinery %X A knowledge base which defines a user-computer interface is described. The knowledge base serves as input to a user interface management system, which implements the user interface. However, the knowledge base represents user interface design knowledge at a level of abstraction higher than is typical of user interface management systems. In particular, it represents objects, actions, attributes of objects, an object class hierarchy, and pre-and post-conditions on the actions. The knowledge base can be algorithmically transformed into a number of functionally equivalent interfaces, each of which is slightly different from the original interface. The transformed interface definition can be input to the UIMS, providing a way to quickly experiment with a family of related interfaces. %M C.CHI.88.73 %T A Grammar-Based Approach to the Automatic Generation of User-Interface Dialogues %S User Interface Management Systems %A Michael L. Scott %A Sue-Ken Yap %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 73-78 %K User interfaces, Human factors, Interaction techniques, Grammers, Parsing %* (c) Copyright 1988 Association for Computing Machinery %X An effective user interface requires a dialogue layer that can handle multiple threads of interaction simultaneously. We propose a notation for specifying dialogues based on context-free attributed grammars with two extensions: fork operators for specifying sub-dialogues and context attributes for dispatching tokens. The notation is useful both as a means of communicating the behavior of the dialogue layer to designers and as input to a dialogue compiler that generates program code. In this paper we explain the motivation for our work and provide practical examples of the use of fork and context. In addition, we outline algorithms for parsing and for generating parser tables %M C.CHI.88.79 %T Dealing with Diversity: Approaches to Individual Differences in Human-Computer Interaction %S Panel %A Dennis E. Egan %A Louis M. Gomez %A Kathy McKeown %A Elliot Soloway %A Brian J. Reiser %A Catherine R. Marshall %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 79-81 %* (c) Copyright 1988 Association for Computing Machinery %X Developers and behavioral scientists concerned with human-computer interaction need to learn more about problems caused by user differences, and prospects for dealing with diverse user populations. This panel is intended to heighten the awareness of CHI'88 conferees to recent research documenting user differences, experimental approaches to user-sensitive interface design, and the implications of user differences for system developers. %M C.CHI.88.83 %T The Design of Auditory Interfaces for Visually Disabled Users %S Feedback %A Alistair D. N. Edwards %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 83-88 %K Visual disability, Adaptation, Interface design, Auditory interface, Macintosh %* (c) Copyright 1988 Association for Computing Machinery %X Recent developments in the design of human-machine interfaces have resulted in interfaces which make access to computer-based equipment more difficult for visually disabled people. The aim of this project was to explore whether it is possible to adapt such interfaces so as to make them usable by people who cannot see a screen. The approach adopted was based upon two principles: the replacement of visual interface entities by auditory analogues and appropriately constraining the resultant interface. Two forms of sound were used to embody the auditory interface: musical tones and synthetic speech. In order to test the principles a word processing program was implemented which demonstrated that a visual program might be adapted to be accessed through such an interface. %M C.CHI.88.89 %T Multifunctional Cursor for Direct Manipulation User Interfaces %S Feedback %A Michael J. Muller %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 89-94 %K Direct manipulation, Cursor, Syntax, Cognitive load, Repeated operations %* (c) Copyright 1988 Association for Computing Machinery %X The multifunctional cursor (MC) is a technique for representing multiple operations in direct manipulation user interfaces. Icons for each of several simultaneously-available operations are overlaid into the cursor image. The MC improves user interface practice by removing syntactic inconsistencies, by reducing cognitive load, and by providing support for repeated operations. %M C.CHI.88.95 %T An Empirical Comparison of Pie vs. Linear Menus %S Menus %A Jack Callahan %A Don Hopkins %A Mark Weiser %A Ben Shneiderman %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 95-100 %K Menus, User interface, Empirical studies, Directional selection %* (c) Copyright 1988 Association for Computing Machinery %X Menus are largely formatted in a linear fashion listing items from the top to bottom of the screen or window. Pull down menus are a common example of this format. Bitmapped computer displays, however, allow greater freedom in the placement, font, and general presentation of menus. A pie menu is a format where the items are placed along the circumference of a circle at equal radial distances from the center. Pie menus gain over traditional linear menus by reducing target seek time, lowering error rates by fixing the distance factor and increasing the target size in Fitts' Law, minimizing the drift distance after target selection, and are, in general, subjectively equivalent to the linear style. %M C.CHI.88.101 %T Color-Coding Categories in Menus %S Menus %A James E. McDonald %A Mark E. Molander %A Ronald W. Noel %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 101-106 %K Menu layout, Color-coding, Interface design methodology %* (c) Copyright 1988 Association for Computing Machinery %X Categorical menu layouts are currently designed according to conventions and opinions, rather than by employing format techniques. In this paper we describe a formal methodology for categorically organizing menus. We go on to show how color-coding can be applied to these layouts either to emphasize organization or to provide additional information. The results of a controlled study comparing layouts based on frequency of co-occurrence and similarity show that the formal menu-layout methodology is effective. However, the use of color-coding to identify categories is not supported. Potential reasons for this failure are discussed. %M C.CHI.88.107 %T Transfer Between Menu Systems %S Menus %A Peter W. Foltz %A Susan E. Davies %A Peter G. Polson %A David E. Kieras %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 107-112 %K Production system modeling, Transfer of training, Menu systems %* (c) Copyright 1988 Association for Computing Machinery %X This paper investigates whether changes in the user/computer dialogue structure will affect the performance of users who are familiar with an earlier version of the product. Quantitative predictions using the Kieras and Polson (1985) production system model were derived to test whether changing the lexical attributes and structure of a popular menu-driven word-processor would permit transfer of existing knowledge of the word-processor to a new version. The results show that changes to the dialogue structure of the menu-system are not detrimental, while changes to the lexical attributes of the menus will hinder user performance. %M C.CHI.88.113 %T Computer-Supported Cooperative Work: Breakthroughs for User Acceptance %S Panel %A Irene Greif %A John Seely Brown %A Esther Dyson %A Mitch Kapor %A Thomas Malone %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 113-114 %X N/A %M C.CHI.88.115 %T The Data Model is the Heart of Interface Design %S Navigation Through Information Spaces %A Robert Akscyn %A Elise Yoder %A Donald McCracken %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 115-120 %K Conceptual data model, User interface, Hypertext, Hypermedia %* (c) Copyright 1988 Association for Computing Machinery %X For the past six years, we have been developing a commercial hypermedia system (KMS) based on our previous research with the ZOG system at Carnegie Mellon University. Our experience with ZOG and KMS has convinced us that the data model underlying an interactive system is more important than the user interface in shaping the overall system. In the paper, we show how the KMS data model has influenced important aspects of the user interface. In particular, we show how the properties of KMS frames -- their spatial nature, breadth-first view, homogeneity, small size, etc. -- affect the nature of the KMS user interface. %M C.CHI.88.121 %T Navigating Integrated Facilities: Initiating and Terminating Interaction Sequences %S Navigation Through Information Spaces %A Philip Barnard %A Allan MacLean %A Michael Wilson %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 121-126 %K Menu navigation, Dialogue design, Performance trade-offs, User-model requirements %* (c) Copyright 1988 Association for Computing Machinery %X Human performance data are reported for two dialogue conventions involving menu interactions with integrated facilities. Users prepared material for overhead foils in a six session experiment. An initiation style of dialogue in a flexible menu hierarchy was compared with a strict hierarchy involving explicit termination of dialogue sequences. Although tasks could be performed in the same number of steps with either interface, initiation had greater time and transaction costs than termination. The results are discussed in relation to the trade-offs that need to be considered in designing for navigational flexibility and to requirements for modeling user behavior. %M C.CHI.88.127 %T Pictures and Category Labels as Navigational Aids for Catalog Browsing %S Navigation Through Information Spaces %A Carmen Egido %A John Patterson %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 127-132 %K Pictorial databases, Catalog browsing, Menu traversal, Search aids, Menu category representation %* (c) Copyright 1988 Association for Computing Machinery %X We describe two experiments that compare the relative utility of pictures, labels, and the combination of both as navigational aids for computerized catalog browsing. The results point to the usefulness of example pictures as search aids in the context of menu traversal through hierarchically structured pictorial databases. We take this outcome to be a reflection of the disambiguating role that pictures can play for verbal category labels. %M C.CHI.88.133 %T Video: Data for Studying Human-Computer Interaction %S Panel %A Wendy E. Mackay %A Raymonde Guindon %A Marilyn M. Mantei %A Lucy Suchman %A Deborah G. Tatar %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 133-137 %X N/A %M C.CHI.88.139 %T Choosing Between Methods: Analysing the User's Decision Space in Terms of Schemas and Linear Models %S User Models %A Richard M. Young %A Allan MacLean %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 139-143 %K User models, Approximate models, Heuristics, Method choice, Linear models, Data entry, User preferences %* (c) Copyright 1988 Association for Computing Machinery %X We offer an account of how users choose between alternative methods which take different times to accomplish the same task. Users offered a choice between two methods do not necessarily pick the faster. We argue that users reduce the complexity of the decision space by applying a 'simple compensation schema' acquired from everyday experience. Linear models of performance time enable us to predict how users will view the situation in terms of this schema, and how accurate assessment of the optimal choices within the schema-based assimilations can result in an apparent bias in favour of one method. %M C.CHI.88.145 %T A General User Modelling Facility %S User Models %A Robert Kass %A Tim Finin %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 145-150 %K User modelling, Model acquisition, Default reasoning, Stereotype, Cooperative behavior %* (c) Copyright 1988 Association for Computing Machinery %X An important component of adaptable interactive systems is the ability to model the system's users. Previous systems have relied on user models tailored to the particular needs of that system alone. This paper presents the notion of a general user model, and describes some of our research on building a general user modelling facility that could be used by a variety of applications. This work focuses on the representation, maintenance, and acquisition issues of modelling long-term beliefs of the user, and describes a general facility for accomplishing these tasks. %M C.CHI.88.151 %T Misconceived Misconceptions? %S User Models %A Michael E. J. Masson %A William C. Hill %A Joyce Conner %A Raymonde Guindon %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 151-156 %K Mental model, Misconception, User activity script %* (c) Copyright 1988 Association for Computing Machinery %X Detailed user activity scripts from two previous studies of novice users working at a command language or a direct representation interface were submitted to independent expert judges for the justified ascription of misconceptions. Our initial hypothesis was that behavioral evidence for such misconceptions comes about as a result of well-articulated hypothetical reasoning. Although the evidence we obtained supports this view, it also suggests that for the direct representation case some activity normally attributed to misconceptions is non-reasoned in nature and governed by inherent powers of the representation. %M C.CHI.88.157 %T Integrating Human Factors and Software Development %S Panel %A Jonathan Grudin %A John Carroll %A Susan Ehrlich %A Mike Grisham %A Harry Hersh %A Patricia Seybold %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 157-159 %* (c) Copyright 1988 Association for Computing Machinery %X Approaches to integrating human factors or user interface knowledge and expertise with software development are still exploratory and evolving. The human-computer interface provides a broader range of user interface challenges than earlier technology, but human factors is only now starting to be widely recognized as a distinct discipline requiring integration with system development. Devoting human and computer resources to user interface enhancement has been considered a luxury, and in many places still is, but the falling cost of computational power and the growing user resistance to poor interfaces, as well as a rising need for product differentiation in the marketplace, insure that human factors will become a necessity where it has not already. The need to develop organizational approaches to support the integration of human factors or user interface expertise with product development is thus a relatively new concern. The integration problems that have been identified include some that are shared with more established support activities such as technical writing, and others that are particular to human factors or result from the relative unfamiliarity of the discipline. %M C.CHI.88.161 %T Groupware: Interface Design for Meetings %S Panel %A Marilyn Mantei %A Lucy Suchman %A Gerardine DeSanctis %A Lynda Applegate %A Sirkka Jarvenpaa %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 161-163 %X N/A %M C.CHI.88.165 %T A New Conceptual Model for Interactive User Recovery and Command Reuse Facilities %S Command Reuse %A Yiya Yang %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 165-170 %K Interactive system, Undo, Recovery, Command reuse, Conceptual model %* (c) Copyright 1988 Association for Computing Machinery %X This paper generalises approaches to modelling an undo facility for interactive systems into a comprehensive user recovery and command reuse facility. It separates different undoing actions into distinct undoing functions and incorporates redoing capability in a more general command reuse capacity. Four adequacy criteria for such a facility are proposed and a general model is developed to meet these requirements. Partial, patterned and repetitive undoing and redoing actions are allowed on simple, complex and meta commands. The model subsumes the functionality of prior models. %M C.CHI.88.171 %T How Users Repeat Their Actions on Computers: Principles for Design of History Mechanisms %S Command Reuse %A Saul Greenberg %A Ian H. Witten %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 171-178 %K Command-based systems, Command reuse, History mechanisms, Human-computer interaction, Design principles %* (c) Copyright 1988 Association for Computing Machinery %X Several striking characteristics of how often people repeat their actions on interactive systems are abstracted from usage data gleaned from many users of different classes over a period of months. Reformulated as empirically-based general principles, these provide design guidelines for history mechanisms specifically and modern user interfaces generally. Particular attention is paid to the repetition of command lines, and to the probability distribution of the next line given a sequential "history list" of previous ones. Several ways are examined of conditioning this distribution to enhance predictive power. A brief case study of actual use of a widely-used history system is also included. %M C.CHI.88.179 %T Planning for Advising %S Advising Systems %A Jean McKendree %A Jay Zaback %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 179-184 %K Advising, Cognitive modeling, Planning %* (c) Copyright 1988 Association for Computing Machinery %X Effective advice depends on knowledge of the plans and goals of the person requiring help. Planning advice must be at a cognitively appropriate level for the user. HICCUPS, a dynamic planning system for a direct manipulation statistics program, is based on an ideal user model. Plans are generated from goals inferred from explicit goal statements from the user, knowledge about the statistics program, and the recent interactions with the interface. This exploitation of environmental information and inherent domain structure to restrict the amount of search and inferencing is a vital part of intelligent reasoning which is both fast and effective. %M C.CHI.88.185 %T Justified Advice: A Semi-Naturalistic Study of Advisory Strategies %S Advising Systems %A William C. Hill %A James R. Miller %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 185-190 %K Advice, Wizard of Oz, Intelligent interface, Help, Collaboration %* (c) Copyright 1988 Association for Computing Machinery %X "Wizard of Oz" techniques were used to observe the interaction between users of a statistical package and a human playing the role of an simulated intelligent advisory system. The results emphasized the complexities of the advisory process. More than half of the clients' requests sought help on planning actions toward achieving task goals. Further, protocols collected from the advisor while advice was given revealed the importance of constructing models of the user's current and past interaction with the application, and of addressing the high-level goals that underlie clients' explicit questions. The relevance of these findings to the development of intelligent advisory systems is discussed. %M C.CHI.88.191 %T How to Interface to Advisory Systems? Users Request Help with a Very Simple Language %S Advising Systems %A Raymonde Guindon %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 191-196 %K Natural language interfaces, Advisory systems, Habitability, Real-time production constraints, Simple syntax %* (c) Copyright 1988 Association for Computing Machinery %X Advisory system can be very powerful general tools for users. Formal query languages, menus, and direct manipulation interfaces might not suffice to access advisory systems' full functionality. The capabilities of natural language interfaces could be required. Unfortunately, natural language interfaces are not meeting the needs yet. Wide syntactic coverage is often traded off against handling ungrammatical sentences. However, this study shows that users request help with a very simple and restricted English, characteristic of unplanned or of child language. Moreover, users' utterances are frequently ungrammatical. It is argued that the simple syntax and the ungrammaticalities are determined by features intrinsic to advisory systems: users request help by typing to perform another primary task under real-time production constraints. Because of intrinsic performance constraints, users naturally resort to earlier and simpler forms of syntax. Natural language interfaces to advisory systems need not cover a wide variety of syntactic constructions but they must emphasize robust parsing. %M C.CHI.88.197 %T UIMSs: Threat or Menace? %S Panel %A Jarrett Rosenberg %A Ralph Hill %A Jim Miller %A Andrew Schulert %A David Shewmake %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 197-200 %X N/A %M C.CHI.88.201 %T Designing Keybindings to be Easy to Learn and Resistant to Forgetting Even When the Set of Commands is Large %S Interface Evaluations %A Neff Walker %A Judith Reitman Olson %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 201-206 %K Command language design, Transfer of training, Keybindings, EMACs %* (c) Copyright 1988 Association for Computing Machinery %X We formulated a set of rules for producing key-commands that are alternatives for activating commands with a mouse from a menu. Because software is getting increasingly complex, it was important that the rules cover a wide variety of commands. The rules combined verb-modifier-object order and mnemonic abbreviations for the words in each slot. Our keybindings were shown not only to cover a wide set, but to be far easier to learn than EMACS (a common keybinding set) and a more robust form with respect to negative interference from prior and post-learning of another set. %M C.CHI.88.207 %T Effects of Interface Design Upon User Productivity %S Interface Evaluations %A Wayne A. Bailey %A Stephen T. Knox %A Eugene F. Lynch %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 207-212 %K Cognitive factors, Strategy, Verbal data, Protocols, Productivity, Performance, Oscilloscope, Behavioral encoding, Think-aloud, Interface assessment %* (c) Copyright 1988 Association for Computing Machinery %X Eight subjects experienced in the use of both 7000 and 11000 series oscilloscopes performed four typical tasks with each scope. The 7000 interface is a dedicated physical control system, while the 11000 system employs icons, pop-up menus, assignable controls, and a touch panel. On each trial the task time and measurement accuracy were recorded. Each experimental session was video recorded and verbal protocols were collected. These allowed decomposition of the subjects' behaviors into categories that would account for performance differences between the two scopes. A 77% performance difference is explained in terms of the cognitive factors of strategy selections and recall of operational details. %M C.CHI.88.213 %T Development of an Instrument Measuring User Satisfaction of the Human-Computer Interface %S Interface Evaluations %A John P. Chin %A Virginia A. Diehl %A Kent L. Norman %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 213-218 %K User satisfaction, User interface questionnaire, Design tool %* (c) Copyright 1988 Association for Computing Machinery %W http://lap.umd.edu/lapfolder/papers/cdn.html Technical Report %W http://lap.umd.edu/quis/publications/chin1988.pdf PDF format %W http://lap.umd.edu/quis/ QUIS Home Page %X This study is a part of a research effort to develop the Questionnaire for User Interface Satisfaction (QUIS). Participants, 150 PC user group members, rated familiar software products. Two pairs of software categories were compared: 1) software that was liked and disliked, and 2) a standard command line system (CLS) and a menu driven application (MDA). The reliability of the questionnaire was high, Cronbach's alpha=.94 The overall reaction ratings yielded significantly higher ratings for liked software and MDA over disliked software and a CLS, respectively. Frequent and sophisticated PC users rated MDA more satisfying, powerful and flexible than CLS. Future applications of the QUIS on computers are discussed. %M C.CHI.88.219 %T Public Law 99-506, "Section 508" Electronic Equipment Accessibility for Disabled Workers %S Panel %A Richard E. Ladner %A Francis A. McDonough %A William Roth %A Lawrence A. Scadden %A Gregg C. Vanderheiden %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 219-222 %X N/A %M C.CHI.88.223 %T A Critical Assessment of Hypertext Systems %S Panel %A Gerhard Fischer %A Stephen A. Weyer %A William P. Jones %A Alan C. Kay %A Walter Kintsch %A Randall H. Trigg %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 223-227 %X N/A %M C.CHI.88.229 %T Multimodal Response Planning: An Adaptive Rule Based Approach %S Adaptive Interfaces %A Robert A. Gargan, Jr. %A Joseph W. Sullivan %A Sherman W. Tyler %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 229-234 %K Artificial intelligence, Intelligent interfaces, Graphic presentation, Multimode presentation, Planning, User modeling %* (c) Copyright 1988 Association for Computing Machinery %X This paper describes the architecture and prototype of a system which dynamically determines how to present information to a user. The system utilizes a rule based approach to select one or more modalities for presenting information. Next the system determines one or more techniques to present the information within each of the previously selected modalities. This system also adapts to individual users providing flexibility not found in traditional presentation systems. Finally, models are used for storing knowledge about the user resulting in a system which can be easily enhanced as new data is obtained and can adapt to the needs of its users. %M C.CHI.88.235 %T SAUCI: A Knowledge-Based Interface Architecture %S Adaptive Interfaces %A Sherman W. Tyler %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 235-240 %K Intelligent interfaces, Adaptive interfaces, User modeling %* (c) Copyright 1988 Association for Computing Machinery %X Most current approaches to the design of the human-computer interface result in systems that are difficult for users to master. This can be attributed to the absence of several key features, including: interface modularity; adaptability to the individual user; direct support of user intentions; and an intelligent advising capability. An architecture for the interface which facilitates the attainment of these four criteria is proposed. The architecture relies upon production system rules and various kinds of knowledge bases to tailor the user-computer dialogue to the ongoing context of the interaction. A prototype of this architecture has been implemented in LOOPS for interfacing to the UNIX system, and has been shown to enhance substantially the performance of novice users of the system. %M C.CHI.88.241 %T Task-Oriented Parsing - A Diagnostic Method to be Used by Adaptive Systems %S Adaptive Interfaces %A H. U. Hoppe %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 241-247 %K Task & interaction analysis, Interaction languages & notations, Interface design tools & techniques, Adaptive systems %* (c) Copyright 1988 Association for Computing Machinery %X In order to be able to show context-dependent responses to the user's actual needs, adaptive systems have to be provided with models of possible task contexts. Existing methods for the representation of tasks in HCI are insufficient for this purpose as they do not support task-oriented parsing (i.e. analysing the input stream in terms of higher level task units). This paper presents a Prolog implementation of a task-oriented parser (+ generator) based on a grammar notation called LEXITAS. As an application, an online coach for a UNIX-like file management system is described. Further applications, such as automated macro detection from given interaction protocols, are discussed. %M C.CHI.88.249 %T Making Interactive Graphics Accessible: Comparison of Approaches %S Panel %A Gary Olson %A Alan Borning %A Andy DiSessa %A Clayton Lewis %A Bruce Sherwood %A Randall Smith %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 249 %* (c) Copyright 1988 Association for Computing Machinery %X The participants have all created systems designed to make it easier to build interactive graphics applications such as animated physics demonstrations: Borning, ThingLab; DiSessa, BOXER; Lewis, NoPumpG; Sherwood, CMU Tutor; Smith, Alternate Reality Kit. These systems represent a wide variety of technical approaches, including spreadsheet extensions, object-oriented programming, constraint management, and procedural languages. In preparation for the panel, the panelists have exchanged problems selected to demonstrate the strengths and weaknesses of their systems, and each has undertaken to solve all of the problems. Based on this experience the panelists will discuss general issues raised by the problems, the advantages and limitations of their systems, and what suggestions can be made about the value of particular approaches to making interactive graphics accessible to a wide audience. %M C.CHI.88.251 %T Plan-Based Representations of Pascal and Fortran Code %S Psychology of Programming %A Chiung-Chen Yu %A Scott P. Robertson %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 251-256 %K Software psychology, Program comprehension, Planning, Program representation %* (c) Copyright 1988 Association for Computing Machinery %X The first step in program modification is comprehension. Several researchers argue that programmers utilize plan-based representations when composing or comprehending code. In this study we tested the psychological validity of this proposal and examined the nature of plan-based program representations. Experienced programmers were asked to segment code and sort programs. The segmenting data showed that programmers agree on the major components of a program and that these components are defined by goals in a plan representation. Pascal and FORTRAN programs that employ the same plan structure were segmented into similar components. Program sorting data also showed clustering into plan groups. However task related dimensions are also important parts of program representations. %M C.CHI.88.257 %T Providing the Requisite Knowledge Via Software Documentation %S Psychology of Programming %A Jeannine Pinto %A Elliot Soloway %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 257-261 %K Program documentation, Cognitive analysis, Plan-based understanding, Delocalized plans %* (c) Copyright 1988 Association for Computing Machinery %X Software documentation should be useful to the programmer trying to understand a program. The key in that sentence was the word should: by and large documentation has a very bad reputation. We have been working on trying to improve documentation, in order that it may realize its potential. In this case study, we examine a programmer's use of documentation constructed along some specific guidelines. These guidelines, developed from our previous studies of documentation, are intended to help programmers draw causal connections between non-contiguous portions of programming plans in the program. This documentation appears to be helpful to a particular class of programmers, i.e., those who come to a program without the requisite background knowledge. %M C.CHI.88.263 %T Control of Cognitive Processes During Software Design: What Tools Are Needed? %S Psychology of Programming %A Raymonde Guindon %A Bill Curtis %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 263-268 %K Software design, Software design process, Control strategies, Breakdowns, Opportunistic design %* (c) Copyright 1988 Association for Computing Machinery %X A verbal protocol study of professional software designers has revealed three design process control strategies. At least one of them, the generation of opportunistic solutions at different levels of detail accompanied by problem domain modeling, had not been observed in previous empirical studies nor had been acknowledged in the software engineering practices. Specific breakdowns (difficulties) were associated with the different design process control strategies. Software tools should be provided to designers to alleviate these breakdowns. Parts of a cognitive model of software design, based on distributed control from specialists such as design schemas, design heuristics, and design methods, are presented to account for the observed control strategies. %M C.CHI.88.269 %T Travels Around a Learning Support Environment: Rambling, Orienteering or Touring? %S Innovative Information Access %A Nick Hammond %A Lesley Allinson %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 269-273 %K Computer-based learning, Hypertext, Navigation, Metaphor %* (c) Copyright 1988 Association for Computing Machinery %X The traditionally separate application areas supported by database systems and instructional systems are merging in the area of learning support environments (LSEs). We discuss the provision of tools in LSEs for navigating around large knowledge bases. The optimal form of navigation will depend on the nature of the user and of the learning requirements, and thus a variety of tools must be provided. We propose the use of a travel holiday metaphor as a means for structuring a set of navigation tools and illustrate its use in a system for teaching non-formal fields of knowledge. %M C.CHI.88.275 %T Palenque: An Interactive Multimedia Digital Video Interactive Prototype for Children %S Innovative Information Access %A Kathleen S. Wilson %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 275-279 %K Digital video interactive, Optical disc, CD-ROM, Multimedia database, Human interface, Discovery learning, Interactive videodisc, Spatial cognition, Surrogate travel %* (c) Copyright 1988 Association for Computing Machinery %X The Palenque interactive multimedia digital video interactive prototype is based on themes, locations, and characters from "The Second Voyage of the Mimi" television show, which is being produced at Bank Street College. In the TV show, a cast of scientists and children explore the Yucatan's ancient Maya ruins and are introduced to the science of archeology. The Palenque prototype incorporates this theme to the extent that the user's experience is based on a virtual travel exploration of an ancient Maya site, Palenque, and on the perusal of a multimedia Palenque Museum database. One of our goals was to create a visually interesting database environment in which information in many formats could be browsed through spatially and thematically by children. In addition, we experimented with icon and window-based interface conventions that would make navigation around the video environment motivating and comprehensible for young users. %M C.CHI.88.281 %T Using Latent Semantic Analysis to Improve Access to Textual Information %S Innovative Information Access %A Susan T. Dumais %A George W. Furnas %A Thomas K. Landauer %A Scott Deerwester %A Richard Harshman %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 281-285 %* (c) Copyright 1988 Association for Computing Machinery %X This paper describes a new approach for dealing with the vocabulary problem in human-computer interaction. Most approaches to retrieving textual materials depend on a lexical match between words in users' requests and those in or assigned to database objects. Because of the tremendous diversity in the words people use to describe the same object, lexical matching methods are necessarily incomplete and imprecise. The latent semantic indexing approach tries to overcome these problems by automatically organizing text objects into a semantic structure more appropriate for matching user requests. This is done by taking advantage of implicit higher-order structure in the association of terms with text objects. The particular technique used in singular-value decomposition, in which a large term by text-object matrix is decomposed into a set of about 50 to 150 orthogonal factors from which the original matrix can be approximated by linear combination. Terms and objects are represented by 50 to 150 dimensional vectors and matched against user queries in this "semantic" space. Initial tests find this completely automatic method widely applicable and a promising way to improve users' access to many kinds of textual materials, or to objects and services for which textual descriptions are available. %M C.CHI.88.287 %T Online Help System: Design and Implementation Issues %S Panel %A Greg Kearsley %A Robert L. Campbell %A Jay Elkerton %A Wallace Judd %A Jan Walker %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 287-288 %K Helps, User interface, Software design %* (c) Copyright 1988 Association for Computing Machinery %X This panel session examines major issues in the design and implementation of online help systems. %M C.CHI.88.289 %T Summary of the CHI'88 Doctoral Consortium %S Doctoral Consortium %A Judith Reitman Olson %B Proceedings of ACM CHI'88 Conference on Human Factors in Computing Systems %D 1988 %P 289-290 %* (c) Copyright 1988 Association for Computing Machinery %X Fifteen Ph.D. students who are doing their dissertation research in topics in Human-Computer Interaction were selected from a pool of 42 applicants to spend a day and a half prior to the beginning of CHI'88 to discuss their research in a Doctoral Consortium. The consortium provides the opportunity for students * to discuss their research at a time when wide feedback can be most beneficial, * to learn of the breadth that contemporary research in Human Computer Interaction takes, * to acquire new methods for investigating aspects of their research questions and those related to them, * to get both research and professional advice from seasoned researchers in the field from both academic and industrial bases, both in the US and abroad, * and to develop a cohort group of colleagues. %M C.CHI.89.1 %T Generalization, Consistency, and Control %S New Directions in Theory for Human-Computer Interaction %A Clayton Lewis %A D. Charles Hair %A Victor Schoenberg %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 1-5 %K Causal analysis, Consistency %* (c) Copyright 1989 Association for Computing Machinery %X Easy learning of a user interface depends in part on users being able to generalize successfully about it. Philosophical doctrine, and some recent work in human-computer interaction, argues that causal analysis of interactions can support generalization. But neither the philosophical literature nor the HCI literature provides a rigorous theory of causal analysis adequate for problems in human-computer interaction. We propose such a rigorous theory here, and show how it accounts for two robust generalizations, using certain general assumptions. We then present evidence that these assumptions are accepted by people. Finally we compare this theory with other treatments of consistency. %M C.CHI.89.7 %T Artifact as Theory-Nexus: Hermeneutics Meet Theory-Based Design %S New Directions in Theory for Human-Computer Interaction %A John M. Carroll %A Wendy A. Kellogg %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 7-14 %K Theory, Design, Task analysis %* (c) Copyright 1989 Association for Computing Machinery %X We suggest that HCI designs characteristically embody multiple, distinct psychological claims, that virtually every aspect of a system's usability is overdetermined by independent psychological rationales inherent in its design. These myriad claims cohere in being implemented together in a running system. Thus, HCI artifacts themselves are perhaps the most effective medium for theory development in HCI. We advance a framework for articulating the psychological claims embodied by artifacts. This proposal reconciles the contrasting perspectives of theory-based design and hermeneutics, and clarifies the apparent paradox of HCI application leading HCI theory. %M C.CHI.89.15 %T Programmable User Models for Predictive Evaluation of Interface Designs %S New Directions in Theory for Human-Computer Interaction %A Richard M. Young %A T. R. G. Green %A Tony Simon %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 15-19 %K User models, Predictive evaluation, Interface design %* (c) Copyright 1989 Association for Computing Machinery %X A Programmable User Model (PUM) is a psychologically constrained architecture which an interface designer is invited to program to simulate a user performing a range of tasks with a proposed interface. It provides a novel way of conveying psychological considerations to the designer, by involving the designer in the process of making predictions of usability. Development of the idea leads to a complementary perspective, of the PUM as an interpreter for an "instruction language". The methodology used in this research involves the use of concrete HCI scenarios to assess different approaches to cognitive modelling. The research findings include analyses of the cognitive processes involved in the use of interactive computer systems, and a number of issues to be resolved in future cognitive models. %M C.CHI.89.21 %T Experience with Contextual Field Research %S Panel %A Michael Good %A Robert Campbell %A Gene Lynch %A Peter Wright %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 21-24 %X N/A %M C.CHI.89.25 %T Color in User Interface Design: Functionality and Aesthetics %S Panel %A Aaron Marcus %A William B. Cowan %A Wanda Smith %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 25-27 %X N/A %M C.CHI.89.29 %T LIZA: An Extensible Groupware Toolkit %S Tools for Collaborative Work %A S. J. Gibbs %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 29-35 %K Collaborative work, Cooperative work, Multi-user interfaces, Group interfaces, Active objects, Interface toolkits %* (c) Copyright 1989 Association for Computing Machinery %X Software for supporting groups of cooperating users -- groupware -- raises a number of new issues in user interface design. This paper gives a definition of groupware and presents a model of group tools based on active objects. The model has been applied to the design and implementation of an extensible groupware toolkit known as LIZA. The paper describes the architecture of LIZA. Examples of group tools running under LIZA are used to illustrate some of the problems in the design of multi-user interfaces. %M C.CHI.89.37 %T Collaboration in KMS, A Shared Hypermedia System %S Tools for Collaborative Work %A Elise Yoder %A Robert Akscyn %A Donald McCracken %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 37-42 %K Collaborative work, Conceptual data model, Hypermedia, Hypertext %* (c) Copyright 1989 Association for Computing Machinery %X This paper describes how we use a hypermedia system (KMS) for our collaborative work. Based on our experience with KMS and our previous research with the ZOG system at Carnegie Mellon University, we believe that a shared-database hypermedia system provides a powerful foundation for collaboration. In this paper, we show how the shared-database capability of KMS, plus particular aspects of its data model, address six of the fundamental issues facing designers of collaborative work systems. %M C.CHI.89.43 %T The Effects of Bargaining Orientation and Communication Medium on Negotiations in the Bilateral Monopoly Task: A Comparison of Decision Room and Computer Conferencing Communication Media %S Tools for Collaborative Work %A Jim Sheffield %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 43-48 %K Communication media, Negotiation support systems, Decision rooms, Computer conferencing %* (c) Copyright 1989 Association for Computing Machinery %X Pairs of subjects with either a competitive or an integrative bargaining orientation completed the Bilateral Monopoly Task in one of four communication media (text-only, text-plus-visual-access, audio-only, and audio-plus-visual-access). As hypothesized, an integrative bargaining orientation and/or an audio mode of communication led to a higher joint outcome. In addition, visual access resulted in higher joint outcomes for subjects with integrative bargaining orientations, but lower joint outcomes for those with competitive orientations. The support for negotiation offered by decision room and computer conferencing technologies is compared based on the efficiency and richness of the communication media available in each. %M C.CHI.89.49 %T Institute of Cognitive Science, University of Colorado at Boulder %S Lab Reviews %A Gerhard Fischer %A Stephanie Doane %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 49-50 %X N/A %M C.CHI.89.51 %T What is EuroPARC? %S Lab Reviews %A Thomas P. Moran %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 51-52 %X N/A %M C.CHI.89.53 %T Intelligent Interfaces Group, NYNEX Science and Technology Center %S Lab Reviews %A Michael E. Atwood %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 53-54 %X N/A %M C.CHI.89.55 %T Human-Computer Interaction Laboratory, NASA Johnson Space Center %S Lab Reviews %A Marianne Rudisill %A Douglas J. Gillan %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 55-56 %X N/A %M C.CHI.89.57 %T Inducing Programs in a Direct-Manipulation Environment %S New Paradigms for Programming %A David L. Maulsby %A Ian H. Witten %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 57-62 %K End-user programming, Programming by example, Induction %* (c) Copyright 1989 Association for Computing Machinery %X End users who need to program within highly interactive direct-manipulation interfaces should be able to communicate their intentions through concrete demonstration rather than in terms of symbolic abstraction. This paper describes a system that learns procedures in interactive graphics taught to it "by example" by minimally trained users. It shows how techniques of machine learning and reactive interfaces can support one another-the former providing generalization heuristics to identify constraints implicit in user actions, the latter offering immediate feedback to help the user clarify hidden constraints and correct errors before they are planted into the procedure. The teacher's attention is focused on the learning system's perceptual and inferential shortcomings through a metaphorical apprentice called Metamouse, which generalizes action sequences on the fly and eagerly carries out any actions it can predict. The success of the induction process is assessed quantitatively by counting erroneous predictions made during example tasks. %M C.CHI.89.63 %T A System for Example-Based Programming %S New Paradigms for Programming %A Lisa Rubin Neal %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 63-68 %K Programming environments, Syntax-directed editors, Software reuse, Examples %* (c) Copyright 1989 Association for Computing Machinery %X We present an approach to programming environments that integrates syntax-directed editors with concepts borrowed from software reuse. We call our approach example-based programming, and we define it as programming using examples as visual aids or to fully or partially copy into programs. To implement an example-based programming environment, we augmented a syntax-directed editor with a window for example programs. The example programs, which are easily accessible, can be used as examples of language constructs, thus providing syntactic information through instantiations of templates, or as examples of algorithms or programs. The code in the example window can be viewed, totally or partially copied, or run. We discuss the motivation for example-based programming, describe our system implementing example-based programming in greater depth, and report on the results of an experiment to see how the system is used by programmers. %M C.CHI.89.69 %T Some Strategies of Reuse in an Object-Oriented Programming Environment %S New Paradigms for Programming %A Beth M. Lange %A Thomas G. Moher %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 69-73 %K Programming strategies, Object-oriented programming, Inheritance, Reusability %* (c) Copyright 1989 Association for Computing Machinery %X In a single-subject study of a software developer working in an object-oriented programming environment, we found evidence of a development style characterized by pervasive software reuse. The subject employed regular strategies for template selection and coding in her work, and avoided techniques requiring deep understanding of code details or symbolic execution whenever possible. Within the limits of the design of the study, the subject's performance is related to attributes of object-oriented programming and our interpretation of the mature mental model with which she approached her task. %M C.CHI.89.75 %T A Spreadsheet Interface for Logic Programming %S New Paradigms for Programming %A Michael Spenke %A Christian Beilken %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 75-80 %K End-user programming, Programming by example, Logic programming, Graphical user-interface, Constraints, Spreadsheet, Database queries %* (c) Copyright 1989 Association for Computing Machinery %X We present PERPLEX, a programming environment intended for the end-user. In its design, the concepts of logic programming and spreadsheets are combined. Thus, on the one hand, logic programming becomes an interactive, incremental task where the user gets direct visual feedback, on the other hand, functionality and scope of a conventional spreadsheet program are considerably extended. In order to perform calculations and queries, constraints are imposed on the contents of the spreadsheet cells. New predicates can be defined using a programming-by-example technique: Rules are extracted from the user's solutions for example problems. Thus, concrete intermediate results take over the role of abstract logic variables in the programming process. PERPLEX has been successfully implemented on a Symbolics Lisp Machine. %M C.CHI.89.81 %T On-Line Tutorials: What Kind of Inference Leads to the Most Effective Learning? %S Interacting with Computer Advisors %A John B. Black %A J. Scott Bechtold %A Marco Mitrani %A John M. Carroll %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 81-83 %K Learning, Instruction, Manual design %* (c) Copyright 1989 Association for Computing Machinery %X This paper presents an empirical study comparing the effectiveness of four different versions of an on-line database tutorial, each of which calls upon the student to perform a different kind of inference. The general-to-specific version presents instructions in the form of general rules, from which the students expected to infer how to apply the rule in the given context. The explanation-to-specific version supplies information about the functional organization of the database program in addition to general rules. The specific-to-specific condition gives an example of the use of a command; the student must infer how to apply the command in a slightly different context. The control version gives explicit instructions. The best performance on a post-test consisting of realistic tasks was obtained from the general-to-specific and explanation-to-specific conditions. %M C.CHI.89.85 %T How Some Advice Fails %S Interacting with Computer Advisors %A William C. Hill %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 85-90 %K Advising, Collaboration, Hidden operator %* (c) Copyright 1989 Association for Computing Machinery %X Video data for thirty-four cases of advice seeking, giving and following behavior at a graphical computer interface were analyzed in detail. The evidence indicated that clients followed prescriptive advice effectively and efficiently in slightly more than half the cases. For other cases, clients performed twice as many actions as needed in three times as much time and never reached prescribed states. A hypothesis that observed advice following difficulties were correlated with advice abstractness was not supported. Rather, it seems advice did not match well with clients' knowledge of the system in particular isolated details. %M C.CHI.89.91 %T Responding to "Huh?": Answering Vaguely Articulated Follow-Up Questions %S Interacting with Computer Advisors %A Johanna D. Moore %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 91-96 %K Question-answering systems, Discourse analysis, Text generation %* (c) Copyright 1989 Association for Computing Machinery %X Expert and advice-giving systems produce complex multi-sentential responses to user's queries. Results from analyses of novice/expert dialogues indicate that novices often do not understand an expert's response and rarely ask a well-formulated follow-up question. Thus systems must be able to provide further information in response to vaguely articulated questions. However, current systems cannot clarify misunderstood explanations or elaborate on previous explanations. In this paper we describe an approach to explanation generation that expands a system's explanatory capabilities and enables the production of clarifying or elaborating explanations in response to follow-up questions or indication that the explanation was not understood. %M C.CHI.89.97 %T Protecting User Interfaces Through Copyright: The Debate %S Plenary Debate %A Pamela Samuelson %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 97-103 %K Copyright, Intellectual property, Lawsuits, "Look and feel," Patents %* (c) Copyright 1989 Association for Computing Machinery %X This paper will provide an overview of the legal controversy about the extent of copyright protection that is appropriate for software user interfaces. The controversy reflects different views of how traditional principles of copyright law should be applied to software. After a brief introduction to copyright principles, the paper will set forth an argument for maximal copyright protection for software user interfaces, and then an argument for minimal copyright protection for user interfaces. Both arguments apply copyright principles; they simple draw on different parts of copyright doctrine in doing so. The paper does not aim to resolve the debate, but only to familiarize the user interface design community of the legal context in which the debate is taking place. %M C.CHI.89.104 %T Protecting User Interfaces Through Copyright Law %S Plenary Panel %A Pamela Samuelson %A Jack E. Brown %A Thomas M. S. Hemnes %A Michael E. Lesk %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 104 %X N/A %M C.CHI.89.105 %T Drama and Personality in User Interface Design %S Panel %A S. Joy Mountford %A Bill Buxton %A Myron Krueger %A Brenda Laurel %A Laurie Vertelney %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 105-108 %* (c) Copyright 1989 Association for Computing Machinery %X The title of this panel immediately leaps out as being out of place. Of all the things that come to mind when one thinks of computers and user interfaces, drama and personality are among the last. The point here is not to make using computers more dramatic, per se, but to learn and borrow from the performing arts about techniques that could improve main stream interface design. The contributions described in this panel are borrowed from the theatrical world, film producing and music. In all the panelists work, the user is at the very center of creating the actual user interface experience, either through direct user participation or via engaging the individual viewer's personality. The panelists' pioneering research has produced and created several examples of new user interface experiences and designs. The discussion will focus on what techniques offer the most promise for facilitating the design of really new experiential user interfaces. %M C.CHI.89.109 %T Cumulating the Science of HCI: From S-R Compatibility to Transcription Typing %S Performing Prediction: Predicting Performance %A Bonnie E. John %A Allen Newell %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 109-114 %K User models, Cognitive models, GOMS, Model human processor %* (c) Copyright 1989 Association for Computing Machinery %X In keeping with our claim that an applied psychology of HCI must be based on cumulative work within a unified framework, we present two extensions of the Model Human Processor. A model of immediate response behavior and stimulus-response (S-R) compatibility is presented and extended to a new domain: transcription typing. Parameters are estimated using one S-R compatibility experiment, used to make a priori predictions in four other S-R compatibility tasks, and then carried over into the area of typing. A model of expert transcription typing is described and its prediction of typing phenomena is demonstrated and summarized. %M C.CHI.89.115 %T Learning and Transfer of Measurement Tasks %S Performing Prediction: Predicting Performance %A Adrienne Y. Lee %A Peter G. Polson %A Wayne A. Bailey %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 115-120 %K GOMS, Cognitive complexity theory, Micro-processor based test instruments, Oscilloscopes, Transfer %* (c) Copyright 1989 Association for Computing Machinery %X This study presents a theoretically motivated analysis of learning and performance on a micro-processor based oscilloscope. An analysis of the knowledge required to make basic measurements was done using the GOMS model and Cognitive Complexity Theory (CCT). From these analyses and the criterion used in Polson, Muncher, and Engelbeck (1986), tasks were selected for an experiment evaluating training order manipulations using naive users of oscilloscopes. Production system models for each training task were derived from CCT. The models successfully predicted transfer between tasks and training order effects. Implications for the design of systems with embedded micro-processors are discussed. %M C.CHI.89.121 %T Skilled Financial Planning: The Cost of Translating Ideas into Action %S Performing Prediction: Predicting Performance %A F. Javier Lerch %A Marilyn M. Mantei %A Judith R. Olson %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 121-126 %K GOMS models, Skilled financial planning, Error analysis %* (c) Copyright 1989 Association for Computing Machinery %X We use GOMS models to predict error rates and mental times for translating financial concepts into equations in two widely used interface representations. The first of these, common to spreadsheet packages, is characterized by non-mnemonic naming and absolute referencing of variables. The second, common to non-procedural command-driven software, is characterized by mnemonic naming conventions and relative referencing of variables. These predictions were tested in an experiment using experienced financial analysts. Although the interface that allows mnemonic and relative names (called keyword) takes longer overall, it produces seventy-five percent fewer simple errors and requires less mental effort. Given the overall serious cost of errors in financial models, we conclude that interfaces having the keyword representation are far superior. %M C.CHI.89.127 %T A Case Study of User Interface Management System Development and Application %S User Interface Management Systems %A Jerry M. Manheimer %A Rodney C. Burnett %A Jo Ann Wallers %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 127-132 %K User interface management systems, Rapid prototyping, User interface evaluation, Task analysis %* (c) Copyright 1989 Association for Computing Machinery %X This paper discusses the design and applications of an object-oriented user interface management system (UIMS). Specifically, the Lockheed User Interface System (LUIS) is described. LUIS is based on a user interface model that includes declarative and procedural components. The package has been used by both non-programmers and programmers in several applications at Lockheed. Experiences derived from applications of the package are used to address several key issues in the UIMS field, such as procedural versus declarative specification, separation of the user interface from applications, UIMS flexibility, and UIMS support for design evaluation. %M C.CHI.89.133 %T A High-Level User Interface Management System %S User Interface Management Systems %A Gurminder Singh %A Mark Green %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 133-138 %K Graphical user interfaces, User interface design, User interface management system %* (c) Copyright 1989 Association for Computing Machinery %X A high-level UIMS which automatically generates the lexical and syntactic design of graphical user interfaces is presented. The interfaces generated by the UIMS can easily and rapidly be refined by the designer by using highly interactive and graphical facilities. The UIMS accepts a high-level description of the semantic commands supported by the application, a description of the implementation device, and optionally, the end user's preferences. Based on these inputs the UIMS generates graphical user interfaces in which the commands are selected from menus and command arguments are provided through interaction with graphical interaction techniques. %M C.CHI.89.139 %T Graphical Specification of User Interfaces with Behavior Abstraction %S User Interface Management Systems %A John F. DeSoi %A William M. Lively %A Sallie V. Sheppard %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 139-144 %K Graphic interface, Rapid prototyping, User interface management system, Visual programming %* (c) Copyright 1989 Association for Computing Machinery %X The Application Display Generator (ADG) is a graphical environment for the design and implementation of embedded system user interfaces. It is a major component of the Graphical Specification Subsystem (GSS) in Lockheed's Express knowledge-based software development environment. ADG gives non-programmers simple and flexible methods for graphically specifying the presentation and behavior of embedded system user interfaces. In the ADG methodology arbitrary presentations are attached to abstract object behaviors. This approach makes it possible to provide unconstrained presentations, intelligent user support, rapid prototyping, and flexible facilities for composing complex objects. %M C.CHI.89.145 %T Center for Coordination Science, Massachusetts Institute of Technology %S Lab Reviews %A Thomas W. Malone %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 145-146 %X N/A %M C.CHI.89.147 %T CHI Research at MCC %S Lab Reviews %A Jim Hollan %A Bill Curtis %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 147-149 %X N/A %M C.CHI.89.151 %T Cognitive Science and Machine Intelligence Laboratory, The University of Michigan %S Lab Reviews %A Gary M. Olson %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 151-152 %X N/A %M C.CHI.89.153 %T The Ergonomics Psychology Protect at INRIA %S Lab Reviews %A Andre Bisseret %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 153-154 %X N/A %M C.CHI.89.155 %T Bat Brushes: On the Uses of Six Position and Orientation Parameters in a Paint Program %S Pointing and Painting %A Colin Ware %A Curtis Baxter %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 155-160 %K Input devices, Paint program %* (c) Copyright 1989 Association for Computing Machinery %X A geometry is described for converting hand position and orientation into six useful variables for computer input. The application is that of controlling form and color in an experimental computer "paint" program. We find that the most easily controlled parameters of hand placement are x, y and z cartesian coordinates and a twist parameter which approximates the wrist action that occurs when a dial is turned. The two remaining parameters are horizontal and vertical wrist rotations. In order to capture these it is necessary to correct for the rotation about the elbow which naturally occurs when the hand is translated. However, these two parameters are difficult to control independently of hand translations. Computer paint "brushes" are described which allow the real-time control of size, color and position on the screen using the hand parameters described. %M C.CHI.89.161 %T Circling: A Method of Mouse-Based Selection Without Button Presses %S Pointing and Painting %A Jeffrey C. Jackson %A Renate J. Roske-Hofstrand %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 161-166 %K Human-computer interaction, Computer graphics, Selection techniques, Circling, Gesture recognition, Air traffic control %* (c) Copyright 1989 Association for Computing Machinery %X A method for selecting graphical objects with a mouse by circling them is described. Circling motions are detected automatically; no button presses are required. Trials conducted on a Sun 3 workstation indicate that, for the object size and layout chosen, even users experienced with mouse selection via button presses and unfamiliar with circling are able to select pairs of objects in approximately the same amount of time with either method. The number of target misses between circling and clicking also compare well for both single and paired object cases. Furthermore, many users showed a measurable preference for the circling method when given a choice. %M C.CHI.89.167 %T Systemic Implications of Leap and an Improved Two-Part Cursor: A Case Study %S Pointing and Painting %A Jef Raskin %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 167-170 %K Cursor, Dual cursor, Mouse, Leap, Text editor, Word processor, User interface, Blind %* (c) Copyright 1989 Association for Computing Machinery %X The lowly text cursor is a non-issue for most interface designers. Nonetheless, current text cursor designs suffer from at least two problems: one-off errors and a lack of visibility of function. These problems are exacerbated in an editing environment which uses the extremely fast Leap cursor-moving technology. This paper presents solutions to these cursor design problems and reveals the surprising way many other aspects of system design can be improved as a consequence of designing the cursor correctly. %M C.CHI.89.171 %T A Programming Language Basis for User Interface Management %S Notation for Specification %A Dan R. Olsen, Jr. %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 171-176 %K User interface management systems, User interface specifications, User interface generation %* (c) Copyright 1989 Association for Computing Machinery %X The Mickey UIMS maps the user interface style and techniques of the Apple Macintosh onto the declarative constructs of Pascal. The relationships between user interfaces and the programming language control the interface generation. This imposes some restrictions on the possible styles of user interfaces but greatly enhances the usability of the UIMS. %M C.CHI.89.177 %T Statemaster: A UIMS Based on Statecharts for Prototyping and Target Implementation %S Notation for Specification %A Pierre D. Wellner %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 177-182 %K UIMS, User interface, State diagrams, Statecharts, Visual programming, Rapid prototyping %* (c) Copyright 1989 Association for Computing Machinery %X Most User Interface Management systems are state based and some use state transition diagrams for dialog specification. Although these diagrams have significant advantages, they suffer from drawbacks that make them impractical for the specification of complex user interfaces. Statecharts are a hierarchical extension of state transition diagrams and are well suited for specification of complex user interface dialogs. Statemaster is a UIMS implemented in C++ that uses statecharts for dialog specification. It has been successfully used both for rapid prototyping and target implementation of user interfaces. This paper describes the use of statecharts for dialog specification and the implementation of Statemaster. %M C.CHI.89.183 %T Task-Oriented Representation of Asynchronous User Interfaces %S Notation for Specification %A Antonio C. Siochi %A H. Rex Hartson %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 183-188 %K Notation, Interface design representation, Asynchronous user interfaces, Task-orientation, User actions, Task description analysis %* (c) Copyright 1989 Association for Computing Machinery %X A simple, task-oriented notation for describing user actions in asynchronous user interfaces is introduced. This User Action Notation (UAN) allows the easy association of actions with feedback and system state changes as part of a set of asynchronous interface design techniques, by avoiding the verbosity and potential vagueness of prose. Use within an actual design and implementation project showed the UAN to be expressive, concise, and highly readable because of its simplicity. The task- and user-oriented techniques are naturally asynchronous and a good match for object-oriented implementation. Levels of abstraction are readily applied to allow definition of primitive tasks for sharing and reusability and to allow hiding of details for chunking. The UAN provides a critical articulation point, bridging the gap between the task viewpoint of the behavioral domain and the event-driven nature of the object-oriented implementational domain. The potential for UAN task description analysis may address some of the difficulties in developing asynchronous interfaces, %M C.CHI.89.189 %T Recent Progress Creating Environments with the Sense of Feel: Giving "Look and Feel" Its Missing Meaning %S Panel %A Margaret Minsky %A Fred Brooks %A Max Behensky %A Doug Milliken %A Massimo Russo %A Allison Druin %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 189-190 %* (c) Copyright 1989 Association for Computing Machinery %X Several projects have made progress recently in integrating force feedback and the use of touch sensation into computing-based environments. These projects partake of the spirit of creating virtual worlds, fantasy or simulation environments that combine the emotional power of touch interfaces with the computational power of abstraction. %M C.CHI.89.191 %T Innovation in User Interface Development: Obstacles and Opportunities %S Design as Organizational Activity %A Steven E. Poltrock %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 191-195 %K Empirical studies, User interface design, User interface development, Innovation %* (c) Copyright 1989 Association for Computing Machinery %X Case studies of two software development organizations suggest that common practices of these organizations pose obstacles to innovation. Although software development organizations have good reasons to be conservative and resist innovation, they recognize the importance of innovations to the competitiveness of their products. But organizations experienced at development of regularly scheduled releases are not well suited to development of innovations. In this research investigators worked with the user interface teams in two organizations while interviewing people throughout the organizations. Both organizations developed prototypes, but only small design changes were prototyped and tested early in development. Innovative changes were evaluated late, when resistance to iteration was great. User interface designs and prototypes were often not shown to users. Mechanisms for coordinating development were another conservative influence. Both organizations successfully overcame these obstacles by departing from established practices. %M C.CHI.89.197 %T User Interface Design in Large Corporations: Coordination and Communication Across Disciplines %S Design as Organizational Activity %A Jonathan Grudin %A Steven E. Poltrock %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 197-203 %K Organization, Design, Coordination, Communication, User interface %* (c) Copyright 1989 Association for Computing Machinery %X This report describes some of the results of a survey constructed to address the multidisciplinary, collaborative nature of user interface design as it is practiced in large software development organizations today. Survey forms were prepared for Software Engineers, Human Factors Engineers, Industrial Design Engineers, Technical Writers, Training Developers, and Marketing representatives. The survey was filled out by over 200 designers from multiple sites within 7 large companies. Previous interview studies of user interface design have relied on far smaller samples taken primarily from single organizations, and have focused on the individual designer's perspective, primarily that of programmers or software engineers. While surveys have limitations as information-gathering tools, the findings in this report suggest specific places where organizational change or tool development might improve the coordination or communication among the different professionals and managers who contribute to interface design in large company settings. %M C.CHI.89.205 %T Behavioral Evaluation and Analysis of a Hypertext Browser %S User Interface System Evaluations %A Dennis E. Egan %A Joel R. Remde %A Thomas K. Landauer %A Carol C. Lochbaum %A Louis M. Gomez %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 205-210 %K Hypertext, Text retrieval, Learning, Documentation, Browser %* (c) Copyright 1989 Association for Computing Machinery %X Students performed a variety of tasks using a statistics text presented either in conventional printed form or via the text browser "SuperBook" (Remde, Gomez and Landauer [18]). Students using SuperBook answered more search questions correctly, wrote higher quality "open-book" essays, and recalled certain incidental information better than students using the conventional text. Subjective ratings overwhelmingly favored SuperBook. The advantage of SuperBook appears to be particularly strong for questions that are not anticipated by the author's organization of a text. %M C.CHI.89.211 %T How Do Experienced Information Lens Users Use Rules? %S User Interface System Evaluations %A Wendy E. Mackay %A Thomas W. Malone %A Kevin Crowston %A Ramana Rao %A David Rosenblitt %A Stuart K. Card %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 211-216 %K Information Lens, Rules, Filtering, Electronic mail %* (c) Copyright 1989 Association for Computing Machinery %X The Information Lens provides electronic mail users with the ability to write rules that automatically sort, select, and filter their messages. This paper describes preliminary results from an eighteen-month investigation of the use of this system at a corporate test site. We report the experiences of 13 voluntary users who have each had at least three months experience with the most recent version of the system. We found that: 1. People without significant computer experience are able to create and use rules effectively. 2. Useful rules can be created based on the fields present in all messages (e.g., searching for distribution lists or one's own name in the address fields or for character strings in the subject field), even without any special message templates. 3. People use rules both to prioritize messages before reading them and to sort messages into folders for storage after reading them. 4. People use delete rules primarily to filter out messages from low-priority distribution lists, not to delete personal messages to themselves. %M C.CHI.89.217 %T Performance, Preference, and Visual Scan Patterns on a Menu-Based System: Implications for Interface Design %S User Interface System Evaluations %A Jeffrey J. Hendrickson %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 217-222 %K Menus, Menu-based systems, Natural language, Eyetracking, Visual search %* (c) Copyright 1989 Association for Computing Machinery %X This study was conducted to provide evidence for the nature of visual search processes with menus, and to derive design principles for menu-based natural language (MBNL) interfaces to databases. The effects of window size, window activity, and query length were investigated. It was found that longer queries were performed faster with single active windows, but multiple active windows were rated as more 'natural'. Query times increased with query length, as did eye fixation frequencies, fixation durations, and dwell times. Errors were most likely to occur on the longest query. Fixation durations also varied with window size. However, visual behavior depended on the area being viewed and on the interaction between window activity and query length. In contrast with previous studies, it was also found that menus were not scanned randomly. However, scanpaths were less deterministic with multiple active windows and became even more unconstrained as query length increased. User interface design recommendations were derived from the findings. %M C.CHI.89.223 %T "My User Interface is the Best Because..." %S Panel %A A. Brady Farrand %A Tom Erickson %A Tony Hoeber %A Bill Parkhurst %A Ted Wilson %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 223-225 %X N/A %M C.CHI.89.227 %T Synergistic Use of Direct Manipulation and Natural Language %S Gesture and Language %A Philip R. Cohen %A Mary Dalrymple %A Douglas B. Moran %A Fernando C. N. Pereira %A Joseph W. Sullivan %A Robert A. Gargan, Jr. %A Jon L. Schlossberg %A Sherman W. Tyler %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 227-233 %K User interfaces, Natural language, Direct manipulation %* (c) Copyright 1989 Association for Computing Machinery %X This paper shows how the integration of natural language with direct manipulation produces a multimodal interface that overcomes limitations of these techniques when used separately. Natural language helps direct manipulation in being able to specify objects and actions by description, while direct manipulation enables users to learn which objects and actions are available in the system. Furthermore, graphical rendering and manipulation of context provides a partial solution to difficult problems of natural language anaphora. %M C.CHI.89.235 %T A Synthetic Visual Environment with Hand Gesturing and Voice Input %S Gesture and Language %A David Weimer %A S. K. Ganapathy %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 235-240 %K Computer graphics, Computer-aided design, Teleoperation, Speech recognition, Hand gesturing, Three-dimensional interaction %* (c) Copyright 1989 Association for Computing Machinery %X This paper describes a practical synthetic visual environment for use in CAD and teleoperation. Instead of using expensive head mounted display systems, we use a standard display and compute smooth shaded images using an AT&T Pixel Machine. The interface uses a VPL DataGlove [9] to track the hand, bringing the synthetic world into the same space as the hand. Hand gesturing is used to implement a virtual control panel, and some 3D modeling tasks. When simple speech recognition was added it markedly improved the interface. We also outline what extensions might be needed for using this kind of interface for teleoperation. %M C.CHI.89.241 %T Speech and Gestures for Graphic Image Manipulation %S Gesture and Language %A Alexander G. Hauptmann %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 241-245 %K Gestures, Speech, Manipulation, Input, Graphics %* (c) Copyright 1989 Association for Computing Machinery %X An experiment was conducted with people using gestures and speech to manipulate graphic images on a computer screen. A human was substituted for the recognition devices. The analysis showed that people strongly prefer to use both gestures and speech for the graphics manipulation and that they intuitively use multiple hands and multiple fingers in all three dimensions. There was surprising uniformity and simplicity in the gestures and speech. The analysis of these results provides strong encouragement for future development of integrated multi-modal interaction systems. %M C.CHI.89.247 %T Design Rationale: The Argument Behind the Artifact %S Issues in Interface Design Methods %A Allan MacLean %A Richard M. Young %A Thomas P. Moran %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 247-252 %K Design rationale, User interface design, Problem solving, Design capture, Tailorability, Notations, Knowledge base %* (c) Copyright 1989 Association for Computing Machinery %X We assert that the product of user interface design should be not only the interface itself but also a rationale for why the interface is the way it is. We describe a representation for design based around a semi-formal notation which allows us explicitly to represent alternative design options and reasons for choosing among them. We illustrate the approach with examples from an analysis of scrolling mechanisms. We discuss the roles we expect such a representation to play in improving the coherence of designs and in communicating reasons for choices to others, whether designers, maintainers, collaborators or end users. %M C.CHI.89.253 %T Conversational Resources for Situated Action %S Issues in Interface Design Methods %A David M. Frohlich %A Paul Luff %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 253-258 %K Local management, Conversation analysis, Expert systems, Situated action, Dialogue design %* (c) Copyright 1989 Association for Computing Machinery %X Suchman (1987) has recently drawn attention to the situated nature of human social action and its implications for the design of interactive computer systems. In particular, she has highlighted the shortcomings of globally managing human computer dialogues by matching user actions to some idealised plan for carrying out a task. In this paper we outline a scheme for the local management of dialogues based on the findings of conversation analysis. The scheme makes available a variety of communicative resources to both user and system, including the ability to give and take turns at talk, to initiate and carry out repair work, and to continue or change the topic of conversation. An implementation of the scheme in a welfare rights Advice System is described. %M C.CHI.89.259 %T Prototyping Techniques for Different Problem Contexts %S Issues in Interface Design Methods %A Oscar Gutierrez %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 259-264 %K Experimental techniques, Information systems development, Rapid prototyping, Requirements analysis %* (c) Copyright 1989 Association for Computing Machinery %X Rapid prototyping and other experimental techniques are playing an increasingly important role in software development. Some common issues that concern their adoption are identifying the place in a system's life cycle where they may be appropriate, and selecting which tools to use. This paper presents a model of different problem types, suggesting that a fit must be found between the nature of the problem at hand and the features associated with available techniques. Emphasis is placed on the fact that most commercial tools are suitable for only certain problem types. Some areas of further development are highlighted and implications concerning human-computer interaction discussed. %M C.CHI.89.265 %T The Role of Laboratory Experiments in HCI: Help, Hindrance, or Ho-Hum? %S Panel %A Catherine G. Wolf %A John M. Carroll %A Thomas K. Landauer %A Bonnie E. John %A John Whiteside %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 265-268 %X N/A %M C.CHI.89.269 %T Design Environments for Constructive and Argumentative Design %S Tools and Environments for Interface Design %A Gerhard Fischer %A Raymond McCall %A Anders Morch %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 269-275 %K Intelligent support systems, Design environments, Construction kits, Human problem-domain communication, Knowledge-based systems, Critics, Hypertext, Issue-based information systems, Kitchen design %* (c) Copyright 1989 Association for Computing Machinery %X Design Environments are computer systems which support design by enabling cooperative problem solving between designer and computer. There are two complementary problem solving activities in design: constructive design and argumentative design. We have created two computer-supported environments, CRACK and VIEWPOINTS, to support these two activities. CRACK is a knowledge-based critic which has knowledge about how kitchen appliances can be assembled into functional kitchens. VIEWPOINTS is a hypertext system based on the IBIS design methodology and contains useful information about the principles of kitchen design. The integration of these two types of systems will eliminate shortcomings of the individual systems. %M C.CHI.89.277 %T Generating Highly Interactive User Interfaces %S Tools and Environments for Interface Design %A Charles Wiecha %A William Bennett %A Stephen Boies %A John Gould %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 277-282 %K User interface management systems, Interface consistency, Graphic interfaces %* (c) Copyright 1989 Association for Computing Machinery %X Developers of User Interface Management Systems (UIMS) have demonstrated that separating the application from its user interface supports device independence and customization. Interfaces produced in UIMS are typically crafted by designers expert in human factors and graphic arts. Little attention has been paid, however, to capturing the knowledge of such experts so that interfaces might be automatically generated by the application of style rules to additional applications. This paper considers how toolkits and style rules can be structured so that the resulting interfaces take advantage of the best human factors and graphic arts knowledge, and are consistently styled. %M C.CHI.89.283 %T Directed Dialogue Protocols: Verbal Data for User Interface Design %S Tools and Environments for Interface Design %A Stephen T. Knox %A Wayne A. Bailey %A Eugene F. Lynch %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 283-287 %K Usability, Learnability, Verbal data, Question-asking protocol, User-interface design %* (c) Copyright 1989 Association for Computing Machinery %X The development of an interface design tool called "directed dialogue protocols" is discussed. The tool is based upon Kato's (1986) method of verbal data collection, "question-asking protocols." Three extensions to the question-asking method are detailed: 1) an experimental procedure of atomic tasks which facilitate the quantization of verbal data; 2) interventions by the experimenter that probe the subject's expectations and prompt verbalizations; and 3) a technique for answering subject queries called sequential disclosure. Also discussed are applications of the directed dialogue that have identified design choices which build learnability and usability into a product's user-interface. %M C.CHI.89.289 %T Conversational Hypertext: Information Access Through Natural Language Dialogues with Computers %S Hypermedia Systems %A Thomas Whalen %A Andrew Patrick %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 289-292 %K Hypertext, Information retrieval, Natural language interface %* (c) Copyright 1989 Association for Computing Machinery %X One need not create a natural language understanding system in order to create a hypertext data base that can be traversed with unconstrained natural language. The task is simplified because the computer creates a constrained context, imposes a non-negotiable topic, and elicits simple questions. Two small hypertext data bases describing the authors' organization and the terms and rules of baseball were implemented on an IBM PC. When ten untrained people were allowed to search through these data bases, 59 per cent of their queries were answered correctly by the first data base and 64 per cent by the second. %M C.CHI.89.293 %T Transforming Text into Hypertext for a Compact Disc Encyclopedia %S Hypermedia Systems %A Robert J. Glushko %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 293-298 %K Browsing, CD-ROM, Compact disc, Documents, Encyclopedia, Hypermedia, Hypertext, Searching, Text %* (c) Copyright 1989 Association for Computing Machinery %X A hypertext version of a multi-volume engineering encyclopedia on a compact disc is described. The methods for characterizing the explicit and implicit structure of the document, the novel user interface to the compact disc version, and the design and development lessons that apply to any hypertext project involving realistic amounts of text and graphics are discussed. %M C.CHI.89.299 %T The Tourist Artificial Reality %S Hypermedia Systems %A Kim Fairchild %A Greg Meredith %A Alan Wexelblat %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 299-304 %* (c) Copyright 1989 Association for Computing Machinery %X This paper describes a prototype system designed to meet the needs of the next generation of user interfaces. We address research questions of information complexity, multiple shared semantically-oriented views, and customizable tool environments. Our domain of interest is software systems that require interfaces for teams of people to large bodies of design artifacts. This prototype is built around the metaphor of tourists and tour guides. %M C.CHI.89.305 %T Human-Computer Interaction Department, Hewlett-Packard Laboratories %S Lab Reviews %A Nancy Kendzierski %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 305-306 %X N/A %M C.CHI.89.307 %T "Cognitive User Interface" Laboratory, GMD - IPSI %S Lab Reviews %A H. U. Hoppe %A R. T. King %A F. Schiele %A A. Tissen %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 307-308 %X N/A %M C.CHI.89.309 %T Human-Computer Interaction Laboratory, University of Maryland, Center for Automation Research %S Lab Reviews %A Ben Shneiderman %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 309-310 %X N/A %M C.CHI.89.311 %T Search Technology, Inc. %S Lab Reviews %A Ruston M. Hunt %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 311-312 %X N/A %M C.CHI.89.313 %T Planar Maps: An Interaction Paradigm for Graphic Design %S Innovations in Graphical Interface Design %A Patrick Baudelaire %A Michel Gangnet %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 313-318 %K Illustration software, Drawing paradigm, Planar map, Map sketching, User interface design %* (c) Copyright 1989 Association for Computing Machinery %X Compared to traditional media, computer illustration software offers superior editing power at the cost of reduced freedom in the picture construction process. To reduce this discrepancy, we propose an extension to the classical paradigm of 2D layered drawing, the map paradigm, that is conducive to a more natural drawing technique. We present the key concepts on which the new paradigm is based: a) graphical objects, called planar maps, that describe shapes with multiple colors and contours; b) a drawing technique, called map sketching, that allows the iterative construction of arbitrarily complex objects. We also discuss user interface design issues in map based illustration software. %M C.CHI.89.319 %T Encapsulating Interactive Behaviors %S Innovations in Graphical Interface Design %A Brad A. Myers %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 319-324 %K User interface management systems, Interaction, Object-oriented design, Input devices, Direct manipulation, Interaction techniques, Input models %* (c) Copyright 1989 Association for Computing Machinery %X Although there has been important progress in models and packages for the output of graphics to computer screens, there has been little change in the way that input from the mouse, keyboard and other input devices is handled. New graphics standards are still using a ten year old model even though it is widely accepted as inadequate, and most modern window managers simple return a stream of device-dependent input events. This paper presents a new model for how input devices can be handled for highly-interactive, direct manipulation, graphical user interfaces. This model encapsulates interactive behaviors into a few "interactor" object types. Application programs can then create instances of these interactor objects, and the details of the handling of the input devices are separated from the application and from the output graphics. %M C.CHI.89.325 %T Constraint Grammars -- A New Model for Specifying Graphical Applications %S Innovations in Graphical Interface Design %A Bradley T. Vander Zanden %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 325-330 %K Constraint systems, User interface management systems, Specification languages, Graphical interfaces, Encapsulation, Programming environments %* (c) Copyright 1989 Association for Computing Machinery %X User Interface Management Systems often attempt to separate the graphical and nongraphical aspects of an application, but rarely succeed. Constraint grammars provide a new model for specifying interfaces that achieves this goal by encapsulating the data structures in a single package, and providing a powerful transformation-based editing model for manipulating them. Constraint grammars incorporate a number of important tools, such as the part-whole hierarchy, almost hierarchical structures, and multidirectional constraints, that permit designers to specify a wide variety of graphical applications, including simulation systems, program visualization systems, and visual programming environments. %M C.CHI.89.331 %T The Effects of Device Technology on the Usability of Advanced Telephone Functions %S Using Auditory Output %A Teresa L. Roberts %A George Engelbeck %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 331-337 %K Usability, Advanced telephone functions, Device technology, Mnemonic commands, Prompting interface, Display-based interface %* (c) Copyright 1989 Association for Computing Machinery %X This paper presents a pilot study that addresses the effect that device technology has on the usability of advanced telephone functions. We prototyped telephone systems using three technologies: the current 12-button phone set, the current phone set augmented with speech synthesis, and a phone set augmented with a display and pointing device. The functions that we offered included call routing, call screening, and message retrieval. Experiments showed that a display-based phone was the fastest to use and was preferred; an interface that used voice-prompting was the slowest and least liked. This points out that future work on prompting interfaces will have to address user control and efficiency issues without causing learning/forgetting problems. %M C.CHI.89.339 %T An Experiment into the Use of Auditory Cues to Reduce Visual Workload %S Using Auditory Output %A Megan L. Brown %A Sandra L. Newsome %A Ephraim P. Glinert %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 339-346 %* (c) Copyright 1989 Association for Computing Machinery %X The potential utility of dividing the information flowing from computer to human among several sensory modalities is investigated by means of a rigorous experiment which compares the effectiveness of auditory and visual cues in the performance of a visual search task. The results indicate that a complex auditory cue can be used to replace cues traditionally presented in the visual modality. Implications for the design of multimodal workstations are discussed. %M C.CHI.89.347 %T The Design of Phone-Based Interfaces for Consumers %S Using Auditory Output %A Richard Halstead-Nussloch %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 347-352 %K Phone-based interface, Interface design guidelines, Telephones, Speech output, Voice recognition, Serial user interface, Convenient workstation %* (c) Copyright 1989 Association for Computing Machinery %X This paper identifies guidelines for designing human-computer interfaces using telephones as terminals. Although they are ubiquitous and convenient to use, phones differ from screen terminals in two important ways: the information display is auditory and serial, and users do not have a pointer. The differences result in limitations for the interface designer. The guidelines focus on developing an effective interface within the limitations. Ongoing analysis, design, development, and testing work at IBM Poughkeepsie and literature are synthesized into guidelines. They present design options for user input, system output, and the system and user roles in a phone-based dialogue. %M C.CHI.89.353 %T Tools for Supporting Cooperative Work Near and Far: Highlights from the CSCW Conference %S Panel %A Susan F. Ehrlich %A Tora Bikson %A Wendy Mackay %A John C. Tang %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 353-356 %* (c) Copyright 1989 Association for Computing Machinery %X The second conference on Computer Supported Cooperative Work has provided focus on use of computers for supporting workers that are at various levels of geographic dispersion. The participants in this panel reported case studies at that conference on group work (1) in face-to-face meetings, (2) in the same building, and (3) distributed across a number of sites. Each panelist therefore brings insight about the communication needs of their research subjects and both the value and limitations of particular technologies for supporting the communication that ties the members of the groups together as geographic distance varies. %M C.CHI.89.357 %T HELGON: Extending the Retrieval Reformulation Paradigm %S Innovative Designs for Information Systems %A Gerhard Fischer %A Helga Nieper-Lemke %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 357-362 %K Complex information stores, Information retrieval, Retrieval by reformulation, Editing by reformulation, Cooperative problem solving systems, Visualization %* (c) Copyright 1989 Association for Computing Machinery %X People who attempt to use a complex information store on a computer encounter a number of problems: They do not know what information exists or how to find information, they get no support in articulating a question, and they are unable to phrase their question in terms that the system understands. HELGON, an intelligent environment that supports limited cooperative problem solving, helps people deal with complex information stores. HELGON supports retrieval and editing by reformulation with multiple specification techniques, and it acquaints the user with the system model of the information store. Within the current HELGON system, a number of different information stores have been implemented. Empirical evaluations have shown that HELGON supports effective communication. In addition, the evaluations have shown interesting extensions for future work. %M C.CHI.89.363 %T User-Interface Design for a Clinical Neurophysiological Intensive Monitoring System %S Innovative Designs for Information Systems %A Thomas F. Collura %A Ernest C. Jacobs %A Richard C. Burgess %A George H. Klem %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 363-368 %K User-interface design, Human-computer interaction, Medical computing, Scientific workstation, Clinical neurophysiology %* (c) Copyright 1989 Association for Computing Machinery %X We describe the functional requirements and design reasoning leading to a user-interface for an automated clinical neurophysiological monitoring system. The design provides a versatile, high-performance system in which computer-naive users have access to functions typically requiring dedicated training. The system provides real-time data acquisition, signal processing, and graphical output, specifically tailored for the diagnosis and characterization of cases of epilepsy. The development of a user-interface was based on a collaborative effort, in which designers and users worked with a common functional model, and developed working metaphors for system operations. In addition, an interactive screen was designed to facilitate the management of multiple concurrent operations in an intuitive and easy to learn fashion. %M C.CHI.89.369 %T A Document Layout System Using Automatic Document Architecture Extraction %S Innovative Designs for Information Systems %A Isamu Iwai %A Miwako Doi %A Koji Yamaguchi %A Mika Fukui %A Yoichi Takebayashi %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 369-374 %K Document processing, Text formatting, Automatic document architecture extraction, Logical structure, Reference structure, Automatic document layout %* (c) Copyright 1989 Association for Computing Machinery %X A document layout system based on automatic extraction of document architecture including logical and reference structures has been developed for reducing users' effort in document preparation, and has been implemented in a practical Japanese word processor. The extracted document architecture is used for both automatic text formatting and layout of text, figures and tables. Automatic text element recognition is performed by morphological analysis using keywords. Through intra-line (one sentence) and inter-line (relations between sentences) analysis, logical and reference structures are obtained. The automatic layout system effectively lays out the document using the extracted document architecture and knowledge about the layout. %M C.CHI.89.375 %T Models of User Interactions with Graphical Interfaces: I. Statistical Graphs %S Interfaces to Mathematical Systems %A Douglas J. Gillan %A Robert Lewis %A Marianne Rudisill %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 375-380 %K Statistical graphs, User models, Cognitive models, Performance models %* (c) Copyright 1989 Association for Computing Machinery %X Three models of human interactions with computer-displayed statistical graphics were developed and tested in an experiment which examined users' speed and accuracy on identification and comparison questions using 17 graph types. The results indicated that response time and accuracy were influenced by the perceptual and informational complexity of the graph, as well as the relation between the figure and axes, (Model 1); by the physical elements of the graph -- points, lines, and areas (Model 2); and by the data-ink ratio and data density (Model 3). The discussion focuses on the development of a single integrated model of interactions with graphics. %M C.CHI.89.381 %T Understanding Bayesian Reasoning Via Graphical Displays %S Interfaces to Mathematical Systems %A William G. Cole %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 381-386 %K Bayesian reasoning, Graphic representation %* (c) Copyright 1989 Association for Computing Machinery %X Bayesian reasoning, updating subjective probability in light of new information, is notoriously difficult. One factor that may contribute to this difficulty is lack of a mental model for how to combine the three key parameters in any Bayesian problem. An experiment was conducted contrasting four representations of Bayesian problems: three types of diagrams and a two by two contingency table. All four representations led to extremely good performance on a Bayesian task. This advantage also extended to a superficially dissimilar task and also persisted beyond the day of training, suggesting that graphic and tabular representation can lead to flexible and durable changes in the way people think about such problems. %M C.CHI.89.387 %T Mathematical Formula Editor for CAI %S Interfaces to Mathematical Systems %A Yasutomo Nakayama %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 387-392 %K Typesetting, CAI, User interface %* (c) Copyright 1989 Association for Computing Machinery %X Many students in lower grades who study mathematics with computers have difficulty in inputting formulas by using existing methods. It would be much easier for them if they could input formulas naturally, as they appear in textbooks. This paper describes such an interface program module for use in CAI. This module makes it easy for students to input and edit complex formulas solely by key operations, without using a mouse. The difference between the module and existing mathematical expression editors is that it converts formulas into character strings syntactically. In this way, CAI programs can understand the meanings of the formulas. %M C.CHI.89.393 %T Summary of the CHI'89 Doctoral Consortium %S Doctoral Consortium %A Peter G. Polson %B Proceedings of ACM CHI'89 Conference on Human Factors in Computing Systems %D 1989 %P 393-394 %* (c) Copyright 1989 Association for Computing Machinery %X The Doctoral Consortium is a meeting of Ph.D. students who are doing their dissertation research on topics in human-computer interaction. The first meeting was organized by Marilyn Mantei and held at CHI'85 in San Francisco. For CHI'89, the students who attended the consortium meeting were selected from a pool of applicants by the Consortium faculty. They spent a day and a half prior to the beginning of the CHI'89 meeting presenting their dissertations and receiving feedback from the faculty, a group of well-known researchers in the field from both academic and industrial laboratories. %M C.CHI.90.1 %T Redefining Tomorrow's User Interface %S Plenary Address %A Michael L. Dertouzos %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 1 %X N/A %M C.CHI.90.3 %T A Gaze-Responsive Self-Disclosing Display %S Eye, Voice and Touch %A India Starker %A Richard A. Bolt %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 3-9 %K Eye tracking, Self-disclosing systems %* (c) Copyright 1990 Association for Computing Machinery %X An information display system is described which uses eye-tracking to monitor user looking about its graphics screen. The system analyzes the user's patterns of eye movements and fixations in real-time to make inferences about what item or collection of items shown holds most relative interest for the user. Material thus identified is zoomed-in for a closer look, and described in more detail via synthesized speech. %M C.CHI.90.11 %T What You Look At is What You Get: Eye Movement-Based Interaction Techniques %S Eye, Voice and Touch %A Robert J. K. Jacob %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 11-18 %K Eye movements, Eye tracking, Interaction techniques, Human-computer interaction, Input %* (c) Copyright 1990 Association for Computing Machinery %X In seeking hitherto-unused methods by which users and computers can communicate, we investigate the usefulness of eye movements as a fast and convenient auxiliary user-to-computer communication mode. The barrier to exploiting this medium has not been eye-tracking technology but the study of interaction techniques that incorporate eye movements into the user-computer dialogue in a natural and unobtrusive way. This paper discusses some of the human factors and technical considerations that arise in trying to use eye movements as an input medium, describes our approach and the first eye movement-based interaction techniques that we have devised and implemented in our laboratory, and reports our experiences and observations on them. %M C.CHI.90.19 %T Measuring the True Cost of Command Selection: Techniques and Results %S Eye, Voice and Touch %A Richard F. Dillon %A Jeff D. Eday %A Jo W. Tombaugh %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 19-25 %K Command selection, User testing, Input devices, Speech recognition, Mouse, Touch screen %* (c) Copyright 1990 Association for Computing Machinery %X A technique that measures the impact of command selection on task time and errors in described. Users were timed while performing a drawing task, then while performing the same task with interpolated command selections. The difference between these times, consisting of both the time to select the command and to resume drawing, is the time cost of command selection. Several interface configurations were evaluated with this method including selected combinations of single mouse, two mice, voice and touch. Touch and voice input resulted in faster command selection times (approximately 1 sec) than any of the mouse conditions (approximately 3 sec). %M C.CHI.90.27 %T Automatic, Look-and-Feel Independent Dialog Creation for Graphical User Interfaces %S Constraint Based UI Tools %A Brad Vander Zanden %A Brad A. Myers %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 27-34 %K Automatic dialog layout, Look-and-feel independence, Direct manipulation, Graphical specification %* (c) Copyright 1990 Association for Computing Machinery %X Jade is a new interactive tool that automatically creates graphical input dialogs such as dialog boxes and menus. Application programmers write a textual specification of a dialog's contents. This specification contains absolutely no graphical information and thus is look-and-feel independent. The graphic artist uses a direct manipulation graphical editor to define the rules, graphical objects, interaction techniques, and decorations that will govern the dialog's look-and-feel, and stores the results in a look and feel database. Jade combines the application programmer's specification with the look-and-feel database to automatically generate a graphical dialog. If necessary, the graphic artist can then edit the resulting dialog using a graphical editor and these edits will be remembered by Jade, even if the original textual specification is modified. By eliminating all graphical references from the dialog's content specification, Jade requires only the absolutely minimum specification from the application programmer. This also allows a dialog box or menu's look and feel to be rapidly and effortlessly changed by simply switching look and feel databases. Finally, Jade permits complex inter-field relationships to be specified in a simple manner. %M C.CHI.90.35 %T Surface Interaction: A Paradigm and Model for Separating Application and Interface %S Constraint Based UI Tools %A Roger Took %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 35-42 %K UIMS, Toolkits, Window managers, Interactive graphics, Document processors %* (c) Copyright 1990 Association for Computing Machinery %X From the point of view of the application designer, user interface services work by factoring some domain common to a range of applications, and implementing this separately. Existing services, such as window managers, UIMSs, or toolkits, either lack generality, or are limited in their separability. A new interface paradigm, here called surface interaction, separates application and interface by factoring presentation and its manipulation, rather than dialogue or functionality. The surface is thus a medium which can be controlled equally by the user or by the application. This paper outlines Presenter, an implementation of a model for surface interaction. %M C.CHI.90.43 %T Using Constraints to Achieve Stability in Automatic Graph Layout Algorithms %S Constraint Based UI Tools %A Karl-Friedrich Bohringer %A Frances Newbery Paulisch %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 43-51 %K Graphical user interfaces, Graph layout algorithms, Layout constraints %* (c) Copyright 1990 Association for Computing Machinery %X Automatic layout algorithms are commonly used when displaying graphs on the screen because they provide a "nice" drawing of the graph without user intervention. There are, however, a couple of disadvantages to automatic layout. Without user intervention, an automatic layout algorithm is only capable of producing an aesthetically pleasing drawing of the graph. User- or application-specified layout constraints (often concerning the semantics of a graph) are difficult or impossible to specify. A second problem is that automatic layout algorithms seldom make use of information in the current layout when calculating the new layout. This can also be frustrating to the user because whenever a new layout is done, the user's orientation in the graph is lost. This paper suggests using layout constraints to solve both of these problems. We show how user-specified layout constraints may be easily added to many automatic graph layout algorithms. Additionally, the constraints specified by the current layout are used when calculating the new layout to achieve a more stable layout. This approach allows a continuum between manual and automatic layout by allowing the user to specify how stable the graph's layout should be. %M C.CHI.90.53 %T A Snapshot of Natural Language Interfaces %S Panel %A Hans Brunner %A Kent Wittenburg %A Mike Williams %A Yukiko Sekine %A Sandy Dahlgren %A Phil Washco %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 53-55 %X N/A %M C.CHI.90.57 %T Propositional Production Systems for Dialog Description %S UIMS Techniques %A Dan R. Olsen, Jr. %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 57-63 %K Dialog description, User interface management systems %* (c) Copyright 1990 Association for Computing Machinery %X The Propositional Production System (PPS) for describing interactive dialogs is defined. It is shown to be a superset of state machines, window event translation tables and event response systems. It is shown how dialogs can be expanded by means of inheritance and how semantic control information can be uniformly integrated into the dialog model. Optimizations are defined which can tune the executable machine for either minimal space or minimal execution time. %M C.CHI.90.65 %T Adaptive Semantic Snapping - A Technique for Semantic Feedback at the Lexical Level %S UIMS Techniques %A Scott E. Hudson %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 65-70 %* (c) Copyright 1990 Association for Computing Machinery %X This paper describes the implementation of semantic snapping - an interaction technique that provides semantic feedback at the lexical level while dragging a graphical object on the screen. Like conventional snapping, or gravity fields, semantic snapping includes a geometric component where objects in close proximity are drawn together or "snap" into position. However, semantic snapping goes further by allowing non-geometric (semantic) properties of objects to place additional constraints on snapping. Semantic snapping also provides more complex lexical feedback which reflects potential semantic consequences of a snap. This paper motivates the use of semantic snapping and describes how this technique has been implemented in a window-based toolkit. This implementation works in an adaptive manner to provide the best interactive response in situations where semantic tests are very time consuming and strain the limits of acceptable performance. %M C.CHI.90.71 %T Help by Guided Tasks; Utilizing UIMS Knowledge %S UIMS Techniques %A Robin Tuck %A Dan R. Olsen %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 71-78 %* (c) Copyright 1990 Association for Computing Machinery %X A help delivery mechanism integrated with a semantic UIMS is presented. The guided task paradigm is implemented where a user participates in a guided step-by-step demonstration. Help authors create task scripts composed of statements drawn from the semantic definition of the user interface. The help delivery system automatically translates such statements into user instructions which guide the user through the actions necessary to accomplish a task. Any application developed using this UIMS automatically gets this help authoring and presentation facility with no added effort. %M C.CHI.90.79 %T Human-Computer Interaction Research at the University of Illinois %S Lab Reviews %A Arthur F. Kramer %A Christopher D. Wickens %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 79-80 %X N/A %M C.CHI.90.81 %T NTT Human Interface Laboratories %S Lab Reviews %A Takaya Endo %A Hiroshi Ishii %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 81-82 %X N/A %M C.CHI.90.83 %T User Interface and Quality Planning Department -- AT&T Bell Laboratories %S Lab Reviews %A Bruce H. Fetz %A Mary Carol Day %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 83-84 %X N/A %M C.CHI.90.85 %T Human Computer Interaction Group, University of York, U.K. %S Lab Reviews %A Michael Harrison %A Andrew Monk %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 85-86 %* (c) Copyright 1990 Association for Computing Machinery %X Staff in the Departments of Computer Science and Psychology at the University of York have been cooperating in interdisciplinary research since 1983. The mainstream of York's approach is to apply theory developed in these parent disciplines to HCI design. Our goal is to integrate formal and empirical methods. By formal methods we mean mathematical models that are capable of capturing properties of a user interface. By empirical methods we mean the observation and measurement of user behavior. Integration of these two approaches is achieved by an iterative design process in which formal models are successively refined by testing their predictions against the results of user trials. %M C.CHI.90.87 %T How Can We Make Groupware Practical? %S Panel %A Bob Ensor %A Terry Crowley %A Bob Kraut %A Gail Rein %A Lee Sproull %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 87-89 %X N/A %M C.CHI.90.91 %T Using a Knowledge Analysis to Predict Conceptual Errors in Text-Editor Usage %S UI Models: Extensions & Applications of GOMS %A Richard M. Young %A Joyce Whittington %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 91-97 %K User models, Errors, GOMS, PUMs %* (c) Copyright 1990 Association for Computing Machinery %X The knowledge analysis of a device and a task, when written in an external Instruction Language and translated into rules for a programmable cognitive architecture, enables a designer to predict conceptual errors in device usage. This kind of prediction lies outside the scope of GOMS-based models. The cognitive architecture, which is referred to as a "Programmable User Model" (PUM), incorporates a limited problem-solving capability based upon means-ends analysis and multiple problem spaces. The example presented, concerning a simple text editor, illustrates the application of a PUM and demonstrates that a correct description of local knowledge does not necessarily lead to correct behaviour. This can serve to alert the designer to difficulties with the usability of a proposed interface. %M C.CHI.90.99 %T Designing Minimal Documentation Using a GOMS Model: A Usability Evaluation of an Engineering Approach %S UI Models: Extensions & Applications of GOMS %A Richard Gong %A Jay Elkerton %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 99-106 %K Documentation, GOMS, Procedural instructions, Minimal manual, User's manual %* (c) Copyright 1990 Association for Computing Machinery %X The Minimal Manual proposed by Carroll, Smith-Kerker, Ford, and Mazur has been demonstrated to improve the performance of novices learning a word processing system. However, little research exists to suggest a practical methodology for implementing the important features of a minimal manual. Using the GOMS model, we incrementally modified a manual to include certain minimal manual features: reduced verbiage, focus on real tasks, and error recovery support. An evaluation of the manuals with novice users demonstrated significant improvements in learning performance when the manual was modified to be task-oriented with explicit procedural steps for accomplishing real tasks. %M C.CHI.90.107 %T Extensions of GOMS Analyses to Expert Performance Requiring Perception of Dynamic Visual and Auditory Information %S UI Models: Extensions & Applications of GOMS %A Bonnie E. John %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 107-115 %K User models, Cognitive models, GOMS, Model human processor %* (c) Copyright 1990 Association for Computing Machinery %X GOMS models of telephone toll and assistance operators (TAOs) are being constructed in an effort to provide theoretical predictions of expert performance on several dedicated workstations. This applied effort has pushed the development of GOMS modeling techniques into the area of speech input and output, and into a task where information is not always available when it is required by the TAO. This paper describes the task, heuristics for constructing the GOMS models, and parameters for making quantitative predictions of performance time. %M C.CHI.90.117 %T The Design Space of Input Devices %S Multi-Media %A Stuart K. Card %A Jock D. Mackinlay %A George G. Robertson %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 117-124 %K Input devices, Semantics, Design knowledge systematization %* (c) Copyright 1990 Association for Computing Machinery %X A bewildering variety of devices for communication from humans to computers now exists on the market. In order to make sense of this variety, and to aid in the design of new input devices, we propose a framework for describing and analyzing input devices. Following Mackinlay's semantic analysis of the design space for graphical presentations, our goal is to provide tools for the generation and test of input device designs. The descriptive tools we have created allow us to describe the semantics of a device and measure its expressiveness. Using these tools, we have built a taxonomy of input devices that goes beyond earlier taxonomies of Buxton & Baecker and Foley, Wallace, & Chan. In this paper, we build on these descriptive tools, and proceed to the use of human performance theories and data for evaluation of the effectiveness of points in this design space. We focus on two figures of merit, footprint and bandwidth, to illustrate this evaluation. The result is the systematic integration of methods for both generating and testing the design space of input devices. %M C.CHI.90.125 %T Stereophonic and Surface Sound Generation for Exploratory Data Analysis %S Multi-Media %A Stuart Smith %A R. Daniel Bergeron %A Georges G. Grinstein %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 125-132 %K Exploratory data analysis, Sound perception, Multi-dimensional data perception %* (c) Copyright 1990 Association for Computing Machinery %X The analysis and interpretation of very high dimensional data require the development and use of data presentation techniques that harness human perceptual powers. The University of Lowell's Exploratory Visualization project (Exvis) aims at designing, implementing, and evaluating perceptually-based tools for data presentation using both visual and auditory domains. This paper describes several auditory data presentation techniques, including the generation of stereophonic sound with apparent depth and sound that appears to emanate from a two-dimensional area. Both approaches can produce sound with auditory texture. %M C.CHI.90.133 %T Issues in Multimedia Interface Design: Media Integration and Interface Agents %S Multi-Media %A Brenda Laurel %A Tim Oren %A Abbe Don %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 133-139 %K Multimedia interface, Media integration, Cross-media links, Interface agents, Guides, Point of view, Narrative %* (c) Copyright 1990 Association for Computing Machinery %X A central challenge in the design of multimedia databases is integrating information from different media sources while reducing the cognitive load imposed on users by the tasks of learning and operating the interface. In light of results from a prototype multimedia project developed at Apple, we believe that an agent-style interface addresses this challenge in several ways. This paper discusses techniques for achieving media integration and details the use of interface agents in facilitating `navigation', enhancing content through point of view, and supporting users in a variety of instrumental and experiential tasks. %M C.CHI.90.141 %T Participatory Design of Computer Systems %S Panel %A Jeff Johnson %A Pelle Ehn %A Jonathan Grudin %A Bonnie Nardi %A Kari Thoresen %A Lucy Suchman %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 141-144 %X N/A %M C.CHI.90.145 %T Usable OCR: What are the Minimum Performance Requirements? %S Application Areas %A William H. Cushman %A Purnendu S. Ojha %A Cathleen M. Daniels %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 145-151 %K Optical character recognition, OCR, Text entry, Performance requirements, Usability, Error correction, Proofreading, Spelling correction %* (c) Copyright 1990 Association for Computing Machinery %X Forty-two subjects used a microcomputer and word processing software to type and proofread a 450-word document and then to correct errors in a number of other documents (of the same length) that had been created by OCR simulation [i.e., the documents looked like those typically obtained when using an optical character recognition (OCR) device for text entry]. The "OCR documents" contained both recognition errors (substitution errors, insertion errors, and deletion errors) and unrecognized characters. The percentage of characters requiring correction was varied from document to document. Text entry by OCR was found to be faster than manual entry (i.e., typing) if the OCR device can correctly recognize at least 94% of the individual alphanumeric characters. However, 98% correct recognition and computer-assisted proofreading were required in order to consistently obtain finished documents that had no more residual errors than typed documents. %M C.CHI.90.153 %T Spreadsheet-Based Interactive Graphics: From Prototype to Tool %S Application Areas %A Nicholas Wilde %A Clayton Lewis %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 153-159 %K Spreadsheet computational model, Programming environments %* (c) Copyright 1990 Association for Computing Machinery %X The NoPumpG prototype suggested that the spreadsheet model of computation could simplify the creation of some types of interactive graphical application when compared with other approaches. We report here experience in developing an enhanced follow-on system, NoPumpII, and describe three applications developed using it. We conclude that (1) the potential advantages of the spreadsheet model are realized in this application experience, (2) revisions to the prototype design have permitted an increase in the complexity and scale of applications, and (3) there remain limitations in the current design which, if redressed, would further enlarge the scope of application. More generally we conclude that alternative computational models are an important area of exploration for HCI research. %M C.CHI.90.161 %T The Business Instrument Panel: A New Paradigm for Interacting with Financial Data %S Application Areas %A C. Torben Thomsen %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 161-166 %K Accounting, Finance, Visualization, Model %* (c) Copyright 1990 Association for Computing Machinery %X The business instrument panel uses visualization to present, in a comprehensive and integrated manner, all the important elements found in traditional financial statements. By means of analog representation in a simple computer generated picture, the business instrument panel replaces the four traditional financial statements (balance sheet, income statement, cash flow statement, and retained earnings statement). The business instrument panel also embodies a new paradigm for understanding the business world and empowers the user with an unparalleled quick understanding of any firm. %M C.CHI.90.167 %T Tools for Interaction with the Creative Process of Composition %S Application Areas %A T. Schiphorst %A T. Calvert %A C. Lee %A C. Welman %A S. Gaudet %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 167-174 %K Composition, Choreography, Human animation, Dance, Creative process, User interaction %* (c) Copyright 1990 Association for Computing Machinery %X This paper explores the nature of creative composition particularly as it applies to dance, and describes the development of interactive computer based tools to assist the composer. The hierarchical nature of the composition process calls for an interface which allows the composer the flexibility to move back and forth between alternate views and conceptual levels of abstraction. COMPOSE, an interactive system for the composition of dance has been implemented on Silicon Graphics and Apple workstations. The user visually composes in space and in time using menus of postures and sequences. Paths can be edited and an animation of the dance composition allows the final result to be evaluated. %M C.CHI.90.175 %T User-Tailorable Systems: Pressing the Issues with Buttons %S End User Modifiable Environment %A Allan MacLean %A Kathleen Carter %A Lennart Lovstrand %A Thomas Moran %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 175-182 %K Tailorability, Modifiability, Customization, User interface design, Office system, Design Process %* (c) Copyright 1990 Association for Computing Machinery %X It is impossible to design systems which are appropriate for all users and all situations. We believe that a useful technique is to have end users tailor their systems to match their personal work practices. This requires not only systems which can be tailored, but a culture within which users feel in control of the system and in which tailoring is the norm. In a two-pronged research project we have worked closely with a group of users to develop a system to support tailoring and to help the users evolve a "tailoring culture". This has resulted in a flexible system based around the use of distributed on-screen Buttons to support a range of tailoring techniques. %M C.CHI.90.183 %T End-User Modifiability in Design Environments %S End User Modifiable Environment %A Gerhard Fischer %A Andreas Girgensohn %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 183-191 %* (c) Copyright 1990 Association for Computing Machinery %X Convivial systems encourage users to be actively engaged in generating creative extensions to the artifacts given to them. Convivial systems have the potential to break down the counterproductive barrier between programming and using programs. Knowledge-based design environments are prototypes for convivial systems. These environments support human problem-domain communication, letting users work within their domains of expertise. One of the design rationales behind design environments is to ease the construction and modification of artifacts designed within the environment. But because design environments are intentionally not general purpose programming environments, situations will arise that require modifications to the design environment itself. The rationale and the techniques for these later modifications are discussed in this paper. Our conceptual framework for end-user modifiability is illustrated in the context of JANUS, an environment for architectural design. Evaluating our system building efforts against our objectives shows the subtleties of integrating end-user modifiability in these kinds of systems. %M C.CHI.90.193 %T Data Characterization for Intelligent Graphics Presentation %S End User Modifiable Environment %A Steven F. Roth %A Joe Mattis %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 193-200 %* (c) Copyright 1990 Association for Computing Machinery %X An automatic presentation system is an intelligent interface component which receives information from a user or application program and designs a combination of graphics and text that effectively conveys it. It is a facility that assumes the presentation responsibilities for other programs. An important research question has been how information should be specified or described by an application program for it to be presented by an automatic presenter. This paper proposes a taxonomy of information characteristics which would need to be provided to either human or computer designers for them to create presentations reflecting the individual needs of a diverse group of users. The proposed taxonomy of characteristics defines the representational goals for intelligent interfaces which reason about graphical displays. %M C.CHI.90.201 %T IShell: A Visual UNIX Shell %S End User Modifiable Environment %A Kjell Borg %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 201-207 %* (c) Copyright 1990 Association for Computing Machinery %X IShell is a visual user interface for interaction using gestures under the UNIX operating system. A visual script language for building commands -- IScript -- is an integral part of the IShell environment. The user can directly describe and execute pipelined command sequences using gestures. The user is constantly guided by visual cues. %M C.CHI.90.209 %T Real-Time Decision Making %S Panel %A Steven M. Jacobs %A Randy Boys %A William E. Hefley %A Christine M. Mitchell %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 209-212 %X N/A %M C.CHI.90.213 %T Powermice and User Performance %S Fitts Session %A Herbert D. Jellinek %A Stuart K. Card %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 213-220 %* (c) Copyright 1990 Association for Computing Machinery %X Claims of increased pointing speed by users and manufacturers of variable-gain mice ("powermice") have become rife. Yet, there have been no demonstrations of this claim, and theoretical considerations suggest it may not even be true. In this paper, the claim is tested. A search of the design spaced of powermice failed to find a design point that improved performance compared to a standard mouse. No setting for the gain for a constant-gain mouse was found that improved performance. No threshold setting for a variable gain mouse was found that improved performance. In fact, even gain and threshold combinations favored by powermouse enthusiasts failed to improve performance. It is suggested that the real source of enthusiasm for powermice is that users are willing to accept reduced pointing speed in return for a smaller desk footprint. %M C.CHI.90.221 %T A Comparison of Selection Times from Walking and Pull-Down Menus %S Fitts Session %A Neff Walker %A John B. Smelcer %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 221-225 %K Motor movement, Menu selection, Mouse movement %* (c) Copyright 1990 Association for Computing Machinery %X This paper reports on an experiment that investigated factors which effect selection time from walking menus and bar or pull-down menus. The primary focus was on the use of impenetrable borders and on expanding target areas on the two menus types. The results show that both factors can be used to facilitate menu selection, with the use of borders being most beneficial. In additional, the results suggest that even on large monitors, the time required to access items from a bar menu is less than that required for the best walking menu. %M C.CHI.90.227 %T How Does Fitts' Law Fit Pointing and Dragging? %S Fitts Session %A Douglas J. Gillan %A Kritina Holden %A Susan Adam %A Marianne Rudisill %A Laura Magee %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 227-234 %K Pointing, Dragging, Mouse, Fitts' Law, Movement control, Movement sequence, User models, Text editing %* (c) Copyright 1990 Association for Computing Machinery %X Two experiments examined selecting text using a movement sequence of pointing and dragging. Experiment 1 showed that, in the Point-Drag sequence, the pointing time was related to the pointing distance but not to the width of the text to be selected; in contrast, pointing time was related to both the pointing distance and the width of the text in the Point-Click sequence. Experiment 2 demonstrated that both the pointing and dragging times for the Point-Drag sequence were sensitive to the height of the text that was selected. The discussion of the results centers around the application of Fitts' Law to pointing and dragging in a point-drag sequence, proposing that the target for pointing is the leftmost edge of the text to be selected, and the target for dragging is the rightmost edge of the text. %M C.CHI.90.235 %T Testing a Walkthrough Methodology for Theory-Based Design of Walk-Up-and-Use Interfaces %S Methodology %A Clayton Lewis %A Peter Polson %A Cathleen Wharton %A John Rieman %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 235-242 %K Design methodology, Formal models of human computer interaction, Walk-up-and-use systems %* (c) Copyright 1990 Association for Computing Machinery %X The value of theoretical analyses in user interface design has been hotly debated. All sides agree that it is difficult to apply current theoretical models within the constraints of real-world development projects. We attack this problem in the context of bringing the theoretical ideas within a model of exploratory learning to bear on the evaluation of alternative interfaces for walk-up-and-use systems. We derived a "cognitive walkthrough" procedure for systematically evaluating features of an interface in the context of the theory. Four people independently applied this procedure to four alternative interfaces for which we have empirical usability data. Consideration of the walkthrough sheds light on the consistency with which such a procedure can be applied as well as the accuracy of the results. %M C.CHI.90.243 %T Updating an Older Interface %S Methodology %A Marcy Telles %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 243-247 %K Software interface, Updating interfaces, Older interface constraints %* (c) Copyright 1990 Association for Computing Machinery %X Much of the research in the field of human/computer interface is aimed at the interface designer who begins from scratch. A different set of needs confronts the designer who must update an existing interface without throwing away the good elements of the old design and the knowledge base of experienced users. In this paper, the factors that contribute to the need for interface changes are presented, along with the special challenges that make change more difficult than new design. Approaches are suggested for dealing with the problems of updating an interface to make it effective for both old and new users. %M C.CHI.90.249 %T Heuristic Evaluation of User Interfaces %S Methodology %A Jakob Nielsen %A Rolf Molich %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 249-256 %K Usability evaluation, Early evaluation, Usability engineering, Practical methods %* (c) Copyright 1990 Association for Computing Machinery %X Heuristic evaluation is an informal method of usability analysis where a number of evaluators are presented with an interface design and asked to comment on it. Four experiments showed that individual evaluators were mostly quite bad at doing such heuristic evaluations and that they only found between 20 and 51% of the usability problems in the interfaces they evaluated. On the other hand, we could aggregate the evaluation from several evaluators to a single evaluation and such aggregates do rather well, even when they consist of only three to five people. %M C.CHI.90.257 %T Practical Interfaces to Complex Worlds %S Panel %A Robert Spence %A Mark Apperley %A Maddy Brouwer-Janse %A Ernest Edmonds %A David Kasik %A Paul Rankin %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 257-260 %X N/A %M C.CHI.90.261 %T The Computer Reaches Out: The Historical Continuity of Interface Design %S Evolution and Practice in User Interface Engineering %A Jonathan Grudin %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 261-268 %* (c) Copyright 1990 Association for Computing Machinery %X This paper examines the evolution of the focus of user interface research and development from the first production of commercial computer systems in the 1950s through the present. The term "user interface" was not needed in the beginning, when most users were engineers and programmers; it may again become inappropriate when more applications are written for groups than for individuals. But there is a continuity to the outward movement of the computer's interface to its external environment, from hardware to software to increasingly higher-level cognitive capabilities and finally to social processes. As the focus shifts, the approaches to design and the skills required of practitioners changes. In this paper five foci or levels of development are identified. Most development today is positioned in the third level and considerable research is directed at the fourth. Some attention is now being given to the fifth: repositioning the interface in the work group or organization itself. Work at the different levels is not entirely independent, so establishing a comprehensive framework may enable us to position existing research and development efforts and plan future work more effectively. %M C.CHI.90.269 %T Developmental Scenario Analysis of Smalltalk Programming %S Evolution and Practice in User Interface Engineering %A Robert L. Campbell %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 269-276 %K Psychology of programming, Developmental psychology, Object-oriented programming, Task and interaction analysis %* (c) Copyright 1990 Association for Computing Machinery %X In order to understand long-term learning and the acquisition of expertise, human-computer interaction needs to take a developmental turn. Adopting a developmental approach means using longitudinal research methods, building developmental sequence models of the acquisition of expertise, and analyzing tasks as scenarios specific to developmental levels. The psychology of programming seems particularly amenable to a developmental approach because of the length of time that it takes to become an expert. We propose a model of seven developmental levels for Smalltalk/V programming, and provide sample scenarios for each level. We conclude that developmentally ordered scenarios convey valuable design information that would be lost in the standard "average user" approach to scenarios. %M C.CHI.90.277 %T Why Good Engineers (Sometimes) Create Bad Interfaces %S Evolution and Practice in User Interface Engineering %A Donald R. Gentner %A Jonathan Grudin %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 277-282 %K User interface, Design, Engineering, Task model %* (c) Copyright 1990 Association for Computing Machinery %X This paper presents a view of system design that shows how good engineering practice can lead to poor user interfaces. From the engineer's perspective, the ideal interface reflects the underlying mechanism and affords direct access to the control points of the mechanism. The designer of the user interface is often also the designer of the mechanism (or at least is very familiar with the mechanism), and thus has a strong bias toward basing the interface on the engineering model. The user, however, wants to complete a task, and an interface that is based on the task is often more appropriate than one based on the system mechanism. We discuss these issues, and also discuss where to position the user interface between the poles of the engineering model and the task model. %M C.CHI.90.283 %T Human-Computer Interface Laboratory, Virginia Polytechnic Institute and State University %S Lab Reviews %A Robert C. Williges %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 283-284 %K Research laboratory review, Human factors engineering, Graduate training %* (c) Copyright 1990 Association for Computing Machinery %X A description of the staff, facilities, and research focus of the Human-Computer Interface Laboratory at Virginia Polytechnic Institute and State University is provided. Representative research projects as well as the relationship between this laboratory and the human factors engineering graduate program are also described. %M C.CHI.90.285 %T CHI in the Applied Research Divisions at Bellcore %S Lab Reviews %A Thomas K. Landauer %A Robert E. Kraut %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 285-286 %* (c) Copyright 1990 Association for Computing Machinery %X Bellcore has several active research programs relevant to human-computer interaction. This talk describes research conducted in the Cognitive Science and Interpersonal Communications Research Groups. We describe their research on information retrieval and on collaboration and pay particular attention to the styles of research employed in these groups and to the way in which behavioral investigations have guided technical invention. %M C.CHI.90.287 %T CHI Systems Incorporated %S Lab Reviews %A Wayne Zachary %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 287-288 %X N/A %M C.CHI.90.289 %T Interactive Systems Research Group - Fraunhofer Institute for Industrial Engineering (IAO) %S Lab Reviews %A Klaus-Peter Fahnrich %A Jurgen Ziegler %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 289-290 %X N/A %M C.CHI.90.291 %T Designing for International Use %S Panel %A Jakob Nielsen %A Elisa M. del Galdo %A Robert C. Sprung %A Piyawadee "Noi" Sukaviriya %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 291-294 %X N/A %M C.CHI.90.295 %T User Interface Requirements for Face to Face Groupware %S CSCW - Computer Support for Real Time Collaborative Work %A Mary Elwart-Keys %A David Halonen %A Marjorie Horton %A Robert Kass %A Paul Scott %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 295-301 %K Computer-supported cooperative work, Computer-support meetings %* (c) Copyright 1990 Association for Computing Machinery %X This paper discusses the user interface of the Capture Lab, a computer-supported meeting room that has been in operation since late 1987. One goal of the Capture Lab design is to support meetings of business people (who are often novice computer uses) without requiring an additional person to serve as a computer technician or facilitator. This paper discusses the user interface features a system should have to support face to face meetings. It describes the Capture Lab and how it is used, and presents our approach to satisfying those interface requirements. Finally, we discuss a few of our observations about the Capture Lab's user interface, and how a computer-supported meeting environment affects meetings. %M C.CHI.90.303 %T Collaboration Awareness in Support of Collaboration Transparency: Requirements for the Next Generation of Shared Window Systems %S CSCW - Computer Support for Real Time Collaborative Work %A J. Chris Lauwers %A Keith A. Lantz %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 303-311 %K Computer-supported cooperative work, Shared window systems, Desktop teleconferencing %* (c) Copyright 1990 Association for Computing Machinery %X Shared window systems enable existing applications to be shared in the context of a real-time teleconference. The development and successful use of several such systems, albeit within limited user communities, testifies to the merits of the basic idea. However, experience to date has suggested a number of areas that have not been adequately addressed, namely: spontaneous interactions, shared workspace management, floor control, and annotation and telepointing. This paper focuses on the ramifications, for the software designer, of various user requirements in these areas. While the recommendations that result are motivated by the desire to enable continued use of collaboration-transparent applications, addressing them involves the development of systems software that is distinctly collaboration-aware. %M C.CHI.90.313 %T VideoDraw: A Video Interface for Collaborative Drawing %S CSCW - Computer Support for Real Time Collaborative Work %A John C. Tang %A Scott L. Minneman %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 313-320 %K Collaborative systems, Design process, Work practice analysis, Gesture, Video, User interface %* (c) Copyright 1990 Association for Computing Machinery %X This paper describes VideoDraw, a shared drawing tool, and the process by which it is being designed and developed. VideoDraw is a prototype, videobased, tool that provides a shared "virtual sketchbook" among two or more collaborators. It not only allows the collaborators to see each others' drawings, but also conveys the accompanying hand gestures and the process of creating and using those drawings. Its design stems from studying how people collaborate using shared drawing spaces. Design implications raised by those studies were embodied in a prototype, which was in turn observed in use situations. Continued research studying the use of VideoDraw (in comparison with other collaborative media) will lead to a better understanding of collaborative drawing activity and inform the continued technical development of VideoDraw. %M C.CHI.90.321 %T Infinite Detail and Emulation in an Ontologically Minimized HCI %S Transcending Perspectives %A John M. Carroll %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 321-327 %K Ontology, Theory, Hermeneutics, Interpretation, Task-analysis, Design rationale %* (c) Copyright 1990 Association for Computing Machinery %X By default, we attempt to define practical areas of technological endeavor as "applications." For example, the applied psychology of human-computer interaction has characteristically been defined in terms of the methods and concepts basic psychology can provide. This has not worked well. An alternative approach is to begin from a characterization of current practice, to take seriously the requirements of the domain of endeavor, and to define areas of "science" and "application" as possible and appropriate in that context. %M C.CHI.90.329 %T Contextual Design: An Emergent View of System Design %S Transcending Perspectives %A Dennis Wixon %A Karen Holtzblatt %A Stephen Knox %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 329-336 %K Theory, Design, Methodology %* (c) Copyright 1990 Association for Computing Machinery %X We offer an introduction to contextual design as an emergent method for building effective systems. Contextual design addresses a number of the inadequacies in previous methods by emphasizing: interview methods conducted in the context of the user's work, codesigning with the user, building an understanding of work in context, and summarizing conclusions through out the research. We contrast this design method to usability engineering and artifact examination. %M C.CHI.90.337 %T Using Critics to Empower Users %S Transcending Perspectives %A Gerhard Fischer %A Andreas C. Lemke %A Thomas Mastaglio %A Anders I. Morch %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 337-347 %K Critics, Critiquing, High-functionality computer systems, Intelligent support systems, Design environments, Cooperative problem solving systems %* (c) Copyright 1990 Association for Computing Machinery %X We describe the critiquing approach to building knowledge-based interactive systems. Critiquing supports computer users in their problem solving and learning activities. The challenges for the next generation of knowledge-based systems provide a context for the development of this paradigm. We discuss critics from the perspective of overcoming the problems of high-functionality computer systems, of providing a new class of systems to support learning, of extending applications-oriented construction kits to design environments, and of providing an alternative to traditional autonomous expert systems. One of the critiquing systems we have built -- JANUS, a critic for architectural design -- is used as an example of the key aspects of the critiquing process. We also survey additional critiquing systems developed in our and other research groups. %M C.CHI.90.349 %T Collaboration for Technology Transfer -- or "How Do So Many Promising Ideas Get Lost?" %S Panel %A Keith Butler %A David Kieras %A John Thomas %A Chuck Price %A Thomas Allen %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 349-351 %X N/A %M C.CHI.90.353 %T Reflections on Participatory Design: Lessons from the Trillium Experience %S The Organizational Context of Design %A Jeanette L. Blomberg %A Austin Henderson %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 353-359 %K Systems development, Technology in use %* (c) Copyright 1990 Association for Computing Machinery %X In recent years system engineers, product designers, and human interface designers have become increasingly interested in developing ways of involving users in the design and evolution of computer-based systems. Some have turned for guidance and inspiration to an approach to systems design pioneered in Scandinavia and often referred to as Participatory Design. In this paper we examine the development of a computer-based design tool, Trillium, which on the surface looked like an example of Participatory Design in that users were directly involved in the development of the technology. Our analysis leads us to conclude, however, that Trillium's development departed in critical ways from our current model of Participatory Design and to suggest that the manner in which users are involved in the development effort plays an important role in the success of the endeavor. %M C.CHI.90.361 %T The Organizational Implementation of an Electronic Meeting System: An Analysis of the Innovation Process %S The Organizational Context of Design %A Joey F. George %A Joseph S. Valacich %A J. F. Nunamaker, Jr. %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 361-367 %K Cooperative work, Implementation, Electronic meeting systems %* (c) Copyright 1990 Association for Computing Machinery %X Electronic Meeting Systems (EMS) are slowly moving out of university environments into work organizations. They constitute an innovative method of supporting group meetings. This paper reports on the innovation process in one organization that has recently adopted and implemented an EMS. The paper traces the innovation process through four stages: conception of an idea; proposal; decision to adopt; and implementation. Important factors from the innovation literature are considered as explanators of the innovation process involving EMS in this particular organization. %M C.CHI.90.369 %T Design of a Loading Plan Format for an Expert Cargo Loading System %S The Organizational Context of Design %A Ron LeMaster %A Ulla Merz %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 369-378 %K User interface, Expert system, Task representation, Design methodology %* (c) Copyright 1990 Association for Computing Machinery %X Many computer systems assist users in the performance of tasks by providing metaphors for the tasks themselves. The success of such systems hinge on how accurately and effectively the user interface represents those tasks. In this paper we describe such a representation for the task of loading boxed appliances into truck trailers. This representation was used to provide the format for the loading plans generated by an expert system constructed to plan the loading of such products. These plans tell the warehouse personnel that actually load the trucks just where each product is to be placed in the truck, how it is to be oriented, as well as where extra padding and filler material should be placed. %M C.CHI.90.379 %T Research on Human-Computer Interaction at the MRC Applied Psychology Unit %S Lab Reviews %A Phil Barnard %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 379-380 %X N/A %M C.CHI.90.381 %T Boeing Advanced Technology Center %S Lab Reviews %A Steven E. Poltrock %A Keith Butler %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 381-382 %K User interface design, Rapid prototyping, Cognitive models, Natural language, Decision support, Process management, Expert systems, Knowledge acquisition, Collaborative work %X N/A %M C.CHI.90.383 %T The U S West Intelligent Services Research Laboratory %S Lab Reviews %A Catherine R. Marshall %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 383-384 %X N/A %M C.CHI.90.385 %T Interactive Systems Group %S Lab Reviews %A Sarah A. Douglas %A Gary W. Meyer %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 385-386 %O University of Oregon, Department of Computer and Information Science %X N/A %M C.CHI.90.387 %T Evaluating Hypermedia Systems %S Panel %A Gary Perlman %A Dennis E. Egan %A Kate Ehrlich %A Gary Marchionini %A Jakob Nielsen %A Ben Shneiderman %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 387-390 %* (c) Copyright 1990 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/97243/p387-perlman/p387-perlman.pdf %X Hypermedia systems provide online access to complex networks of information with the goal of making it easier to find and use information. To validate the utility of their systems, several researchers and system developers have attempted to collect evaluation data on the usability and effectiveness of their systems and the features in their systems. Because of the potential complexity of hypermedia systems and the information structures they may represent, a variety of evaluation measures and methods have been used. These trade off the need for timely feedback in the development of new technology, the difficulty of controlling one or two variables in systems with dozens or hundreds of components, and the goal of gaining an understanding of hypermedia systems. The key issues discussed by the panel include: Ecological Evaluation of New Technologies Embedded in Complex Systems: How can the utility of new technologies be evaluated validly when they must be embedded in complex software systems that include a hardware platform, underlying user interface, and a myriad of functions? Are controlled experiments necessary and can they be performed economically? What problems can occur in naturalistic settings? Measures of Learnability, Usability and Effectiveness: What performance measures are most useful? How does the choice of measure depend on the maturity of a system? on the tasks to be done with a system? Application to Human-Computer System Evaluation in General: What have been some results about hypermedia systems as a result of empirical evaluation? How does the evaluation of hypermedia systems apply to the evaluation of general systems? What guidance can be given to designers and users of hypermedia systems? %M C.CHI.90.391 %T Designers' Models of the Human-Computer Interface %S UI Models %A Douglas J. Gillan %A Sarah D. Breedin %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 391-398 %K Human-computer interface (HCI) design, HCI models, Human factors, Software development %* (c) Copyright 1990 Association for Computing Machinery %X An experiment investigated the organization of declarative knowledge about the human computer interface (HCI). Two groups of experts in user interface design (human factors experts and software experts), and a control group sorted HCI concepts into categories. The data were transformed into measures of dissimilarity and analyzed using (1) hierarchical cluster analysis and (2) Pathfinder, a program that generates network representations of the data. Both expert groups had greater numbers of clusters, more elaborate clusters, and better organized networks than did the controls. The two expert groups differed with respect to the clustering of concepts related to display coding and software. The Pathfinder networks for the two expert groups differed in organization, with human factors experts' networks consisting of highly interrelated subnetworks and software experts networks consisting of central nodes and fewer, less interconnected subnetworks. The networks also differed in the number of concepts linked with such concepts as graphics, natural language, function keys, and speech recognition. The discussion focuses on (1) specific differences in cognitive models between HCI experts and novices and between different types of experts, and (2) the role of cognitive models in HCI design and in communications within a multidisciplinary design team. %M C.CHI.90.399 %T Semantic Analysis During Exploratory Learning %S UI Models %A Andrew Howes %A Stephen J. Payne %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 399-405 %K Exploratory learning, Analysis-based learning, Procedural semantics %* (c) Copyright 1990 Association for Computing Machinery %X This paper addresses the problem of how a novice computer user, engaged in exploratory learning, accounts for the behaviour of the device. Exploratory learning is the norm for many users who encounter computers in the work place. Exploratory learners must acquire methods from a suboptimal stream of task directed behaviour and its observable effects. A candidate model of analysis, EXPL is taken as the baseline for the development of a new model, called Explor, which employs semantic knowledge of the lexical items used in the interface to relate user actions to system responses. The strengths and weaknesses of Explor are illustrated and discussed. %M C.CHI.90.407 %T Empowering the Student: Prospects for an Unintelligent Tutoring System %S UI Models %A Mitchell J. Nathan %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 407-414 %K Active learning, Intelligent tutoring systems, Problem comprehension, Discourse processing, Mathematics instruction, Cognitive psychology %* (c) Copyright 1990 Association for Computing Machinery %X Computer based instructional systems either direct students so modelling their actions is tractable, or provide them with total autonomy, but give little support to learning and problem solving processes. Instructional principles for empowering the student are emerging whereby more of the responsibility of diagnosis and goal-setting is placed on the student. Critical to this view is providing an environment which makes the ramifications of students' actions clear so students can meaningfully assess their own performance. In the domain of word algebra, the meaning of formal expressions can be reflected in computer animation which depicts the corresponding situation. An unintelligent tutor -- knowing nothing of the problem being solved and possessing no student model -- helps students to understand problems and debug formal expressions. %M C.CHI.90.415 %T Track - A Trace Construction Kit %S Aids to Understanding Programs %A Heinz-Dieter Bocker %A Jurgen Herczeg %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 415-422 %K Visual programming, Program visualization, Construction kits, Tracers, Algorithm animation %* (c) Copyright 1990 Association for Computing Machinery %X Track is a kit to interactively construct environments that trace the execution of methods and the flow of messages between SMALLTALK-80 objects. It enables the user to set up traces by means of direct manipulation. This is done by placing obstacles between icons representing specific classes and instances much in the way a jumping course is set up. TRACK may be used to generate multiple visualizations of programs which may be concurrently run. It is a browsing and debugging tool as well as an algorithm animation tool. TRACK is tightly integrated with the standard tools of the SMALLTALK-80 programming environment. %M C.CHI.90.423 %T Smalltalk Scaffolding: A Case Study of Minimalist Instruction %S Aids to Understanding Programs %A Mary Beth Rosson %A John M. Carroll %A Rachel K. E. Bellamy %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 423-429 %K Education, Learning, Design, Object-oriented programming %* (c) Copyright 1990 Association for Computing Machinery %X A curriculum was developed to introduce users to the Smalltalk object-oriented programming language. Applying the Minimalist model of instruction, we developed a set of example-based learning scenarios aimed at supporting real work, getting started fast, reasoning and improvising, coordinating system and text, supporting error recognition and recovery, and exploiting prior knowledge. We describe our initial curriculum design as well as the significant changes that have taken place as we have observed it in use. %M C.CHI.90.431 %T A View Matcher for Learning Smalltalk %S Aids to Understanding Programs %A John M. Carroll %A Janice A. Singer %A Rachel K. E. Bellamy %A Sherman R. Alpert %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 431-437 %K Education, Discovery learning, Object oriented programming, Software environments %* (c) Copyright 1990 Association for Computing Machinery %X The View Matcher is a structured browser for Smalltalk/V. It presents a set of integrated and dynamic views of a running application, intended to coordinate and rationalize a programmer's early understanding of Smalltalk and its environment. We describe the system through two user scenarios involving exploration of the model-view-controller paradigm. %M C.CHI.90.439 %T Designers: Meet Your Users %S Panel %A S. Joy Mountford %A Penny Bauersfeld %A Laurie Vertelney %A Kathleen Gomoll %A Bruce Tognazzini %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 439-442 %* (c) Copyright 1990 Association for Computing Machinery %X Too few interface designers actually use an iterative design process. Too few interface designers actually involve their anticipated users throughout the design of an interface. In order to build better interfaces, we need to build faster and more numerous prototypical interface examples. These prototypes, from early sketches to working systems, should be shown frequently and often to users for their feedback. This panel is a vignette that illustrates an interface design cycle. Our panelists will be given a real world interface design problem, and the audience will follow them through their usual process of design. Users will be involved in the process, to help in interface specification and to provide prototype feedback. We expect that although the panelists involved users throughout their design process, users will still have a good deal more to contribute to the interface design before a product is finalized. On stage we will witness real users, with varied backgrounds, providing comments and feedback on the working prototypes. The issue here is to remind designers that there is never enough user involvement in an interface design. We need to iterate our interface designs, based on users' feedback, more often and continuously if our interfaces are to be effective. %M C.CHI.90.443 %T What Can We Teach about Human-Computer Interaction %S Plenary Address %A Terry Winograd %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 443-449 %* (c) Copyright 1990 Association for Computing Machinery %X This paper is the closing address for CHI'90. It addresses the problem of educating computer professionals in the area of human-computer interaction, arguing that standard approaches within computer science need to be augmented and that new models of education can aid us in producing students with broad competence in the design of computer systems for human use. %M C.CHI.90.451 %T Designing Casual-Use Hypertext: The CHI'89 InfoBooth %S Special Report %A Gitta B. Salomon %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 451-458 %K Human interface design, Interactive systems, Navigation, Design process, Graphic design, Hypertext, Hypermedia, User testing, Trace data %* (c) Copyright 1990 Association for Computing Machinery %X An interactive electronic information kiosk was created for the CHI'89 conference. Based on Macintosh technology, the "InfoBooth" included a custom HyperCard interface built by a team at Apple Computer. The design was initiated by examining the desires of potential users. Design changes, influenced by the results of informal user testing, were numerous. During the conference, user actions were recorded using an embedded "trace" program to allow for later usage assessment. This paper offers a case study for designers of similar systems. Aspects of the pre-conference design evolution are described. The impact of user testing is discussed and findings from the analysis of the trace data are presented. %M C.CHI.90.459 %T Summary of the CHI'90 Doctoral Consortium %S Doctoral Consortium %A Phil Barnard %B Proceedings of ACM CHI'90 Conference on Human Factors in Computing Systems %D 1990 %P 459-460 %X N/A %M C.CHI.91.1 %T Bringing Icons to Life %S Use of Familiar Things in the Design of Interfaces %A Ronald Baecker %A Ian Small %A Richard Mander %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 1-6 %K Icons, Interaction techniques, Dialogue methods, Interactive design, Empirical studies, HyperCard %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p1-baecker/p1-baecker.pdf %X Icons are used increasingly in interfaces because they are compact "universal" pictographic representations of computer functionality and processing. Animated icons can bring to life symbols representing complete applications or functions within an application, thereby clarifying their meaning, demonstrating their capabilities, and even explaining their method of use. To test this hypothesis, we carried out an iterative design of a set of animated painting icons that appear in the HyperCard tool palette. The design discipline restricted the animations to 10 to 20 second sequences of 22x20 pixel bit maps. User testing was carried out on two interfaces - one with the static icons, one with the animated icons. The results showed significant benefit from the animations in clarifying the purpose and functionality of the icons. %M C.CHI.91.7 %T Usability Testing of a Graphical Programming System: Things We Missed in a Programming Walkthrough %S Walkthroughs %A Brigham Bell %A John Rieman %A Clayton Lewis %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 7-12 %K Language design, Graphical programming, Usability evaluation, Walkthrough %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p7-bell/p7-bell.pdf %X Traditional programming language design has focussed on efficiency and expressiveness, with minimal attention to the ease with which a programmer can translate task requirements into statements in the language, a characteristic we call "facility." The programming walkthrough is a method for assessing the facility of language design before implementation. We describe the method and its predictions for a graphical programming language, ChemTrains. These predictions are contrasted with protocols of subjects attempting to write their first ChemTrains program. We conclude that the walkthrough is a valuable aid at the design stage, but it is not infallible. Our results also suggest that it may not be enough for programmers to know how to solve a problem; they must also understand why the solution will succeed. %M C.CHI.91.13 %T Two Approaches to Casual Interaction Over Computer and Video Networks %S The Use of Video in Remote Group Work %A Alan Borning %A Michael Travers %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 13-19 %K Group work, Collaboration, Casual interaction, Video, Virtual spaces %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p13-borning/p13-borning.pdf %X We describe two systems that use interactive computer-controlled video for shared awareness and casual communication. Polyscope lets users monitor a large number of video sources simultaneously. Observers are provided with a window containing a collection of frame-grabbed bitmap images or animations. These images can be used to access additional video services, such as videophone. Vrooms is a follow-on system, which employs a strong spatial metaphor. Users can enter and leave virtual rooms. Once in a virtual room, users can see and be seen by all the other occupants, and have easy access to other video, audio, and text-based communication tools. %M C.CHI.91.21 %T Expressive Richness: A Comparison of Speech and Text as Media for Revision %S Multimedia Authoring Systems %A Barbara L. Chalfonte %A Robert S. Fish %A Robert E. Kraut %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 21-26 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p21-chalfonte/p21-chalfonte.pdf %X Both theory and data suggest that richer, more informal, and more interactive media should be better suited for handling the more complex, equivocal, and emotional aspects of collaborative tasks. To test this hypothesis, we constructed an experiment in which participants were required to make either written or spoken annotations to a document to help a fictional co-author revise it. We seeded relatively error-free texts with errors of different scope. The results provide strong evidence that a richer -- in the sense of a more expressive -- medium is especially valuable for the more complex, controversial, and social aspects of a collaborative task. Subjects stated that they preferred to use voice to comment on higher-level issues in a document and to use text to deal with lower-level problems of spelling and grammar. When subjects' annotation modalities were restricted, using written annotations led them to comment on more local problems in the text, while using speech led them to comment on higher level concerns. When they did use written annotations to comment on global problems, they were less successful than when they used spoken annotations. Finally, when they offered spoken annotations, they were more likely to add features, such as personal pronouns and explanation, that made their comments more equivocal and socially communicative. These results indicate the uses to which systems that provide voice annotation are likely to be put. %M C.CHI.91.27 %T Applications: A Dimension Space for User Interface Management Systems %S User Interface Management Systems %A Joelle Coutaz %A Sandrine Balbo %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 27-32 %K Application interface, UIMS, Classification, Dimension space %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p27-coutaz/p27-coutaz.pdf %X This article presents an abstract space of dimensions which characterize the behavior of applications (i.e. functional cores) with regard to UIMS components. These dimensions such as responsiveness, accessibility, and instantiability, constitute a conceptual framework which captures the notion of functional core in terms adequate for UIMS designers. The dimension space may also be viewed as a requirements list for designing new UIMSs as well as a set of criteria for evaluating existing UIMSs. %M C.CHI.91.33 %T EAGER: Programming Repetitive Tasks by Example %S Programming by Demonstration %A Allen Cypher %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 33-39 %K Programming by example, Demonstrational interfaces, User programming, Intelligent interfaces, Adaptive systems, Agents, Programmer assistants, Models of user performance %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p33-cypher/p33-cypher.pdf %X Eager is a Programming by Example system for the HyperCard environment. It constantly monitors the user's activities, and when it detects an iterative pattern, it writes a program to complete the iteration. Programming by Example systems create generalized programs from examples provided by the user. They are faced with the problem of how to display these abstract procedures. Eager utilizes a new interface technique, called anticipation, to show how it has generalized: when it detects a repetitive activity, it highlights menus and objects on the screen to indicate what it expects the user to do next. As users continue to perform their activity, they will notice that the objects they are about to select have already been highlighted by the system. When it becomes apparent that Eager knows how to perform the task correctly, they can tell Eager to complete the task for them. The use of anticipation allows Eager to interfere minimally with the users' normal activities. %M C.CHI.91.41 %T Flexible User Interface Coupling in a Collaborative System %S Group Use of Computing %A Prasun Dewan %A Rajiv Choudhary %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 41-48 %K CSCW, Editors, Groupware, Objects, Shared windows, Flexible transactions, User interface, WYSIWIS %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p41-dewan/p41-dewan.pdf %X An important issue in collaborative systems is the kind of sharing or coupling among the various windows displaying a shared workspace. We have developed a flexible coupling model that allows users to control several aspects of the coupling among shared windows including which values in these windows are coupled, when changes to these values are broadcast and received, how "correct" a value must be before it is broadcast or received, which users see the same view of a value, and whether a user can specify coupling parameters for other users. In this paper, we argue that a collaborative system must support flexible coupling, identify some of the issues in the design of systems supporting flexible coupling, describe and illustrate our approach to flexible coupling, and present conclusions and directions for future work. %M C.CHI.91.49 %T Designing a Desktop Information System: Observations and Issues %S Information Retrieval %A Thomas Erickson %A Gitta Salomon %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 49-54 %K Information retrieval, Human interface, User interface, Interactive systems, Design process, Design methodology, Relevance feedback %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p49-erickson/p49-erickson.pdf %X This paper describes the first phase of a project to create a desktop information system for general users. The approach was to observe the problems, needs, and practices of several groups of information users, and to use these observations to drive the interface design of a prototype. In the first section of the paper, we describe problems which arise in the use of a relevance feedback system for information retrieval. In the second and third sections, we look at the needs and practices of users of both electronic and paper-based information systems. In the final section, we briefly describe the resulting design. %M C.CHI.91.55 %T Intertwining Query Construction and Relevance Evaluation %S Information Retrieval %A Gerhard Fischer %A Scott Henninger %A David Redmiles %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 55-62 %K Information access, Software reuse, Programming methodologies, Cooperative problem solving, Retrieval, Retrieval by reformulation, Explanation, Situation model versus system model %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p55-fischer/p55-fischer.pdf %X Traditional information access systems generally assume that a well-articulated query exists, and that once an object is found, it can be readily understood. Although this assumption works for retrieving text objects, in more complex domains, such as retrieving software objects for reuse, queries must be incrementally constructed and support is needed for comprehending what is retrieved. Therefore, information access methods need support for query construction and relevance evaluation as an integral part of the location process. Two prototype systems are described for supporting this need: CODEFINDER for query construction and EXPLAINER for explanations of program examples. These systems interact to support the processes of locating and comprehending software objects for reuse. %M C.CHI.91.63 %T Information Access in Complex, Poorly Structured Information Spaces %S Information Retrieval %A Gerhard Fischer %A Curt Stevens %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 63-70 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p63-fischer/p63-fischer.pdf %X Large information spaces present several problems including information overload. This research effort focuses on the domain of Usenet News, an open access computer-based bulletin board system that distributes messages and software. A conceptual framework is developed that shows the need for (a) flexible organization of information access interfaces and (b) personalized structure to deal with vocabulary mismatches. An operational innovative system building effort (INFOSCOPE) instantiates the framework. In INFOSCOPE, users can evolve the predefined system structure to suit their own semantic interpretations. The approach taken by INFOSCOPE differs from other approaches by requiring less up-front structuring by message senders. %M C.CHI.91.71 %T New Graphical Reasoning Models for Understanding Graphical Interfaces %S Understanding Graphical Interfaces %A George W. Furnas %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 71-78 %K Graphical interfaces, Mental models, User models, Visual reasoning %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p71-furnas/p71-furnas.pdf %X This paper aspires to make three points: (1) that certain graphical interfaces are especially easy to learn and use, (2) that special graphical deduction / computation systems are possible, and (3) that perhaps points (1) and (2) are intimately related, i.e., that graphical interfaces may be especially useful because they engage special human graphical reasoning processes. %M C.CHI.91.79 %T Technology Affordances %S Use of Familiar Things in the Design of Interfaces %A William W. Gaver %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 79-84 %K Ecological perspectives, Human interface design, Input/output design, Multi-media %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p79-gaver/p79-gaver.pdf %X Ecological approaches to psychology suggest succinct accounts of easily-used artifacts. Affordances are properties of the world that are compatible with and relevant for people's interactions. When affordances are perceptible, they offer a direct link between perception and action; hidden and false affordances lead to mistakes. Complex actions can be understood in terms of groups of affordances that are sequential in time or nested in space, and in terms of the abilities of different media to reveal them. I illustrate this discussion with several examples of interface techniques, and suggest that the concept of affordances can provide a useful tool for user-centered analyses of technologies. %M C.CHI.91.85 %T Effective Sounds in Complex Systems: The ARKola Simulation %S Sound %A William W. Gaver %A Randall B. Smith %A Tim O'Shea %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 85-90 %K User-interface design issues, Multimedia, Auditory output strategies, Interface metaphors, Group work, Observational studies %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p85-gaver/p85-gaver.pdf %X We designed an ecology of auditory icons which worked together to convey information about a complex, demanding simulation task, and observed users collaborating on it with and without sound. Our observations suggest that audio cues can provide useful information about processes and problems, and support the perceptual integration of a number of separate processes into one complex one. In addition, they can smooth the transition between division of labour and collaboration by providing a new dimension of reference. These results suggest that auditory icons can play a significant role in future multiprocessing and collaborative systems. %M C.CHI.91.91 %T CSCW: The Convergence of Two Development Contexts %S Group Use of Computing %A Jonathan Grudin %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 91-97 %K Computer supported cooperative work, CSCW, Groupware, Interactive systems development, Product development, Internal development, In-house development %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p91-grudin/p91-grudin.pdf %X CSCW research and groupware development represent converging interests from two contexts of interactive systems development. Issues of group dynamics and organizational impact have primarily been explored in the in-house development of systems for organizations -- systems that support organizational goals. Similar issues are now being encountered by researchers and developers with a product development orientation who are seeking to support small groups. We have not integrated effectively the interests, experiences and approaches arising in these two development contexts. To do so, we have to go beyond what is shared and explore the differences. %M C.CHI.91.99 %T Disembodied Conduct: Communication Through Video in a Multi-Media Office Environment %S The Use of Video in Remote Group Work %A Christian Heath %A Paul Luff %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 99-103 %K Multi-media, Video communication, Interaction analysis %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p99-heath/p99-heath.pdf %X In the following paper we discuss some findings of recent research concerning the organisation of video mediated communication in collaborative work in a dispersed, multi-media office environment. Based on the detailed, naturalistic analysis of video-recordings of individuals collaborating on various tasks through audio-visual links, we describe the ways in which the technology transforms nonverbal and verbal conduct, introducing certain asymmetries into the social interaction between users. It is argued that such communicative asymmetries may facilitate, rather than hinder, certain forms of collaborative work and provide a foundation for the emergence of new forms of sociability in the work place. What of the hands? We require, promise, call, dismiss, threaten, pray, supplicate, deny, refuse, interrogate, admire, number, confess, repent, confound, blush, doubt, instruct, admire, number, confess, repent, confound, blush, doubt, instruct, command, incite, encourage, swear, testify, accuse, condemn, absolve, abuse, despise, defy, flatter, applaud, bless, humiliate, mock, reconcile, recommend, exalt, entertain, congratulate, complain, grieve, despair, wonder, exclaim, .... There is not a motion that does not speak and in an intelligible language without discipline, and a public language that everyone understands. Montaigne 1952 pp. 215-216 %M C.CHI.91.105 %T Building Visual Language Parsers %S Understanding Graphical Interfaces %A Richard Helm %A Kim Marriott %A Martin Odersky %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 105-112 %K Notepad computers, Constraints, Parsing, Visual languages %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p105-helm/p105-helm.pdf %X Notepad computers promise a new input paradigm where users communicate with computers in visual languages composed of handwritten text and diagrams. A key problem to be solved before such an interface can be realized is the efficient and accurate recognition (or parsing) of handwritten input. We present techniques for building visual language parsers based on a new formalism, constrained set grammars. Constrained set grammars provide a high-level and declarative specification of visual languages and support the automatic generation of efficient parsers. These techniques have been used to build parsers for several representative visual languages. %M C.CHI.91.113 %T Predicting the Learnability of Task-Action Mappings %S Systems for Training %A Andrew Howes %A Richard M. Young %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 113-118 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p113-howes/p113-howes.pdf %X Programmable User Models (PUMs) are tools based on psychological theory that enable interface designers to predict the usability of a proposed design. This paper presents a variant in which the PUM, implemented in Soar and incorporating the constraints of Display-based Task-Action Grammars, learns the task-action mapping by being guided by the designer during performance. We show that the more consistent and interactive the interface, the easier it is for the designer to teach the PUM the necessary task-action mapping. %M C.CHI.91.119 %T User Interface Evaluation in the Real World: A Comparison of Four Techniques %S Practical Design Methods %A Robin Jeffries %A James R. Miller %A Cathleen Wharton %A Kathy M. Uyeda %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 119-124 %K Evaluation, Guidelines, Usability testing, Cognitive walkthrough %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p119-jeffries/p119-jeffries.pdf %X A user interface (UI) for a software product was evaluated prior to its release by four groups, each applying a different technique: heuristic evaluation, software guidelines, cognitive walkthroughs, and usability testing. Heuristic evaluation by several UI specialists found the most serious problems with the least amount of effort, although they also reported a large number of low-priority problems. The relative advantages of all the techniques are discussed, and suggestions for improvements in the techniques are offered. %M C.CHI.91.125 %T Expert Problem Solving Strategies for Program Comprehension %S Programming %A Jurgen Koenemann %A Scott P. Robertson %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 125-130 %K Software psychology, Program comprehension, Protocol analysis %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p125-koenemann/p125-koenemann.pdf %X Program comprehension is a complex problem solving process. We report on an experiment that studies expert programmers' comprehension behavior in the context of modifying a complex PASCAL program. Our data suggests that program comprehension is best understood as a goal-oriented, hypotheses-driven problem-solving process. Programmers follow a pragmatic as-needed rather than a systematic strategy, they restrict their understanding to those parts of a program they find relevant for a given task, and they use bottom-up comprehension only for directly relevant code and in cases of missing, insufficient, or failing hypotheses. These findings have important consequences for the design of cognitively adequate computer-aided software engineering tools. %M C.CHI.91.131 %T Dialogue Structures for Virtual Worlds %S Virtual Reality %A J. Bryan Lewis %A Lawrence Koved %A Daniel T. Ling %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 131-136 %K User-interface design issues, User interface management systems, Virtual worlds, Virtual reality %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p131-lewis/p131-lewis.pdf %X We describe a software architecture for virtual worlds, built on a base of multiple processes communicating through a central event-driven user interface management system. The virtual world's behavior is specified by a dialogue composed of modular subdialogues or rule sets. In order to achieve high flexibility, device remappability and reusability, the rule sets should be written as independent modules, each encapsulating its own state. Each should be designed according to its purpose in a conceptual hierarchy: it can transform a specific device into a generic device, or transform a generic device into an interaction technique, or, at the top level, map interaction techniques to actions. %M C.CHI.91.137 %T A Cognitive Model for the Perception and Understanding of Graphs %S Understanding Graphical Interfaces %A Jerry Lohse %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 137-144 %K User-interface design issues, Graphic presentations, Screen layout, Models of the user, GOMS %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p137-lohse/p137-lohse.pdf %X Despite the increasing importance of graphics in the design of information systems, we have only a partial understanding of how people perceive and process graphic information. This paper describes a computer program, UCIE, that simulates graphical perception. The goal of the program is to model the underlying perceptual and cognitive processes people use to decode information from a graph. The model predicts reaction time from assumptions about the logical sequence of eye fixations, STM capacity and duration limitations, and the relative level of difficulty to acquire information in each glance. The model summarizes a large body of empirical results and can be the core of an expert advisor for the construction of graphs. %M C.CHI.91.145 %T Human Factors in Software Development: Models, Techniques, and Outcomes %S User Interface Design Process and Evaluation %A Jay Lundell %A Mark Notess %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 145-151 %K Human factors in software development, System design, Organization, Survey %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p145-lundell/p145-lundell.pdf %X We present the results of a survey designed to identify ways that human factors engineers have been successfully involved in software projects. Surveys describing successful and unsuccessful outcomes were returned by 14 human factors engineers and 21 software and documentation engineers at Hewlett Packard. In addition to describing the type of involvement and techniques used, respondents were also asked to define what they considered to be a successful outcome and give their views on what factors contribute to success or failure. The results of this study suggest ways in which the human factors/R&D partnership can be more effective in current development scenarios. %M C.CHI.91.153 %T Triggers and Barriers to Customizing Software %S Group Use of Computing %A Wendy E. Mackay %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 153-160 %K Customization, Tailorability, Unix %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p153-mackay/p153-mackay.pdf %X One of the properties of a user interface is that it both guides and constrains the patterns of interaction between the user and the software application. Application software is increasingly designed to be "customizable" by the end user, providing specific mechanisms by which users may specify individual preferences about the software and how they will interact with it over multiple sessions. Users may thus encode and preserve their preferred patterns of use. These customizations, together with choices about which applications to use, make up the unique "software environment" for each individual. While it is theoretically possible for each user to carefully evaluate and optimize each possible customization option, this study suggests that most people do not. In fact, since time spent customizing is time spent not working, many people do not take advantage of the customization features at all. I studied the customization behavior of 51 users of a Unix software environment, over a period of four months. This paper describes the process by which users decide to customize and examines the factors that influence when and how users make those decisions. These findings have implications for both the design of software and the integration of new software into an organization. %M C.CHI.91.161 %T A Comparison of Input Devices in Elemental Pointing and Dragging Tasks %S Pointing, Gesture and Handwriting as Input Media %A I. Scott MacKenzie %A Abigail Sellen %A William Buxton %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 161-166 %K Input devices, Input tasks, Performance modeling %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p161-mackenzie/p161-mackenzie.pdf %X An experiment is described comparing three devices (a mouse, a trackball, and a stylus with tablet) in the performance of pointing and dragging tasks. During pointing, movement times were shorter and error rates were lower than during dragging. It is shown that Fitts' law can model both tasks, and that within devices the index of performance is higher when pointing than when dragging. Device differences also appeared. The stylus displayed a higher rate of information processing than the mouse during pointing but not during dragging. The trackball ranked third for both tasks. %M C.CHI.91.167 %T Reaching Through Analogy: A Design Rationale Perspective on Roles of Analogy %S Use of Familiar Things in the Design of Interfaces %A Allan MacLean %A Victoria Bellotti %A Richard Young %A Thomas Moran %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 167-172 %K Analogy, Metaphor, User interface design, Design representation, Design process, Design rationale %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p167-maclean/p167-maclean.pdf %X A powerful way of reaching through technology is to use analogy to make the technology transparent by exploiting the user's familiarity with other situations. However, analogy has a number of roles in user interface design in addition to the one of helping the user understand the system. In this paper we consider some of these roles and their relationship to our Design Rationale (DR) framework (MacLean et al., 1989). Our goals are to develop the DR framework by exploring the implications of explicitly taking account of analogy, and to articulate an account of the roles of analogy in design by organising them around DR concepts. %M C.CHI.91.173 %T The Perspective Wall: Detail and Context Smoothly Integrated %S Information Visualization %A Jock D. Mackinlay %A George G. Robertson %A Stuart K. Card %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 173-179 %K User-interface design issues, Visual output strategies, Interface metaphors, Graphic presentations, Screen layout, Analysis methods, Analysis of contents of particular domains, Domain specific designs, Information retrieval %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p173-mackinlay/p173-mackinlay.pdf %X Tasks that involve large information spaces overwhelm workspaces that do not support efficient use of space and time. For example, case studies indicate that information often contains linear components, which can result in 2D layouts with wide, inefficient aspect ratios. This paper describes a technique called the Perspective Wall for visualizing linear information by smoothly integrating detailed and contextual views. It uses hardware support for 3D interactive animation to fold wide 2D layouts into intuitive 3D visualizations that have a center panel for detail and two perspective panels for context. The resulting visualization supports efficient use of space and time. %M C.CHI.91.181 %T The Information Visualizer, An Information Workspace %S Information Visualization %A Stuart K. Card %A George G. Robertson %A Jock D. Mackinlay %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 181-188 %K Information retrieval, Interface metaphors, Information visualization, Animation, Desktop metaphor, UI theory, 3D graphics, Interactive graphics %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p181-card/p181-card.pdf %X This paper proposes a concept for the user interface of information retrieval systems called an information workspace. The concept goes beyond the usual notion of an information retrieval system to encompass the cost structure of information from secondary storage to immediate use. As an implementation of the concept, the paper describes an experimental system, called the Information Visualizer, and its rationale. The system is based on (1) the use of 3D/Rooms for increasing the capacity of immediate storage available to the user, (2) the Cognitive Co-processor scheduler-based user interface interaction architecture for coupling the user to information agents, and (3) the use of information visualization for interacting with information structure. %M C.CHI.91.189 %T Cone Trees: Animated 3D Visualizations of Hierarchical Information %S Information Visualization %A George G. Robertson %A Jock D. Mackinlay %A Stuart K. Card %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 189-194 %K User-interface design issues, Visual output strategies, Interface metaphors, Graphic presentations, Screen layout, Analysis methods, Analysis of contents of particular domains, Domain specific designs, Information retrieval %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p189-robertson/p189-robertson.pdf %X The task of managing and accessing large information spaces is a problem in large scale cognition. Emerging technologies for 3D visualization and interactive animation offer potential solutions to this problem, especially when the structure of the information can be visualized. We describe one of these Information Visualization techniques, called the Cone Tree, which is used for visualizing hierarchical information structures. The hierarchy is presented in 3D to maximize effective use of available screen space and enable visualization of the whole structure. Interactive animation is used to shift some of the user's cognitive load to the human perceptual system. %M C.CHI.91.195 %T DETENTE: Practical Support for Practical Action %S Special Purpose Interfaces %A David A. Wroblewski %A Timothy P. McCandless %A William C. Hill %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 195-202 %K Agendas, Advertising, Advising, DETENTE, Practical action, Task representation %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p195-wroblewski/p195-wroblewski.pdf %X Complex tasks consist of many threads of activity to remember and coordinate. Managing these threads is a significant part of problem solving. Our research attempts to find ways to assist this process. In this paper we present DETENTE, an object-oriented system to embed agendas in complex application interfaces. %M C.CHI.91.203 %T Experiences in the Use of a Media Space %S Remote Synchronous Collaboration %A Marilyn M. Mantei %A Ronald M. Baecker %A Abigail J. Sellen %A William A. S. Buxton %A Thomas Milligan %A Barry Wellman %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 203-208 %K Computer-supported cooperative work, Groupware, Media spaces, Desktop videoconferencing %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p203-mantei/p203-mantei.pdf %X A media space is a system that uses integrated video, audio, and computers to allow individuals and groups to work together despite being distributed spatially and temporally. Our media space, CAVECAT (Computer Audio Video Enhanced Collaboration And Telepresence), enables a small number of individuals or groups located in separate offices to engage in collaborative work without leaving their offices. This paper presents and summarizes our experiences during initial use of CAVECAT, including unsolved technological obstacles we have encountered, and the psychological and social impact of the technology. Where possible we discuss relevant findings from the psychological literature, and implications for design of the next-generation media space. %M C.CHI.91.209 %T An Experimental Study of Common Ground in Text-Based Communication %S The Use of Video in Remote Group Work %A John C. McCarthy %A Victoria C. Miles %A Andrew F. Monk %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 209-215 %K Common ground, Cooperative work, Text-based communication %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p209-mccarthy/p209-mccarthy.pdf %X An experiment was performed to examine predictions from Clark's contribution theory of discourse. Pairs were asked to use a text-based synchronous messaging system to solve a problem involving the layout of a bank. Contribution theory suggests that in such text-only communication common ground will be difficult to achieve. This was shown to be the case. A parallel system, where participants could use a common report space in addition to the messaging space, significantly reduced these problems. The implications for design are discussed in terms of providing additional channels for communicating the results of discussion separate from the conversation itself. %M C.CHI.91.217 %T Managing a trois: A Study of a Multi-User Drawing Tool in Distributed Design Work %S Remote Synchronous Collaboration %A Scott L. Minneman %A Sara A. Bly %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 217-224 %K Shared drawing, Collaboration, Group work, Distributed work, Video %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p217-minneman/p217-minneman.pdf %X A multi-user drawing tool was used by participants in a distributed design exercise conducted in a multi-media working environment. The goal of the study was to explore how observations from our earlier studies of shared drawing in two-person design activity would hold up when three participants worked together. Additionally, the study provided opportunities to contrast video/audio connections with audio-only connections and to discover new behaviors that emerge in the use of new technologies. Participants successfully used the shared drawing system with no observed difficulties attributable to the addition of a third user. Audio-only connections appeared to adequately support this work activity, but details of the participants' interactions in the exercise raised questions that deserve further study. Finally, observations suggest that drawing tools such as the one reported here may offer support for alternative forms of participation in collaborative work. %M C.CHI.91.225 %T PICTIVE - An Exploration in Participatory Design %S User Interface Design Process and Evaluation %A Michael J. Muller %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 225-231 %K Participatory design, Design process, Users, Software engineering, Prototyping %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p225-muller/p225-muller.pdf %X This paper describes PICTIVE, an experimental participatory design technique that is intended to enhance user participation in the design process. PICTIVE combines low-tech objects with high(er)-tech video recording. The low-tech objects -- i.e., non-computer representations of system functionality -- are intended to insure that all participants have equal opportunity to contribute their ideas. The video recording makes record-keeping easy, reduces social distance during the design session, and may give rise to informal video "design documents." The session proceeds by a kind of brainstorming, with the low-tech objects used to express each participant's ideas to the others. This paper describes our initial experiences with the PICTIVE technique, informal analyses about why the technique works, and several Bellcore projects and products to which it has been applied. %M C.CHI.91.232 %T User Interface Design in the Trenches: Some Tips on Shooting from the Hip %S Practical Design Methods %A Robert M. Mulligan %A Mark W. Altom %A David K. Simkin %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 232-236 %K Design process, Human factors, Organizational issues, Prototyping, User interface %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p232-mulligan/p232-mulligan.pdf %X The last decade of research and practice in user interface design has given us some good models for designing user interfaces. Getting input from users early and continuously throughout the design process, using rapid prototyping and iterative design techniques, and conducting formal usability testing are now proven methods for assuring good user interfaces. In the real world, however, we often work on projects where it is difficult to put these methods into practice. In this paper we will describe some strategies for making the best possible user interface design decisions given extremely tight schedules, shifting market priorities, and other typical constraints. %M C.CHI.91.237 %T Gesture Recognition Using Recurrent Neural Networks %S Pointing, Gesture and Handwriting as Input Media %A Kouichi Murakami %A Hitomi Taguchi %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 237-242 %K Artificial reality, Gesture recognition, Sign language, Neural networks %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p237-murakami/p237-murakami.pdf %X A gesture recognition method for Japanese sign language is presented. We have developed a posture recognition system using neural networks which could recognize a finger alphabet of 42 symbols. We then developed a gesture recognition system where each gesture specifies a word. Gesture recognition is more difficult than posture recognition because it has to handle dynamic processes. To deal with dynamic processes we use a recurrent neural network. Here, we describe a gesture recognition method which can recognize continuous gesture. We then discuss the results of our research. %M C.CHI.91.243 %T Graphical Techniques in a Spreadsheet for Specifying User Interfaces %S User Interface Management Systems %A Brad A. Myers %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 243-249 %K Constraints, Spreadsheets, User interface development tools %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p243-myers/p243-myers.pdf %X Many modern user interface development environments use constraints to connect graphical objects. Constraints are relationships that are declared once and then maintained by the system. Often, systems provide graphical, iconic, or demonstrational techniques for specifying some constraints, but these are incapable of expressing all desired relationships, and it is always necessary to allow the user interface designer to write code to specify complex constraints. The spreadsheet interface described here, called C32, provides the programmer with the full power of writing constraint code in the underlying programming language, but it is significantly easier to use. Unlike other spreadsheets tools for graphics, C32 automatically generates appropriate object references from mouse clicks in graphics windows and uses inferencing and demonstrational techniques to make constructing and copying constraints easier. In addition, C32 also supports monitoring and debugging interfaces by watching values in the spreadsheet while the user interface is running. %M C.CHI.91.251 %T Text Formatting by Demonstration %S Programming by Demonstration %A Brad A. Myers %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 251-256 %K Text formatting, Demonstrational interfaces, Direct manipulation, Programming-by-example, Inferencing %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p251-myers/p251-myers.pdf %X In text formatters such as troff, Scribe, and TEX, users write macro procedures to specify the desired visual appearance. In What-You-See-Is-What-You-Get text formatters, such as MacWrite and Microsoft Word, the formatting is specified by directly manipulating the text. However, some important functionality is lost in these systems since they are not programmable. For example, if the user wants to change the formatting and content of all the chapter headings or page headings, each one must be individually edited. If they had been generated by macros, then editing the macro definition would change them all at once. This paper describes the design for a demonstrational text formatter that allows the user to directly manipulate the formatting of one example, and then the system automatically creates the macro by generalizing the example. This technique makes the formatting for headers, itemized lists, tables, bibliographic references, and many other parts of documents significantly easier to specify and edit. %M C.CHI.91.257 %T An Evaluation of Animated Demonstrations for Learning Computer-Based Tasks %S Systems for Training %A Susan Palmiter %A Jay Elkerton %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 257-263 %K Animated demonstrations, Graphical help, Procedural instructions %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p257-palmiter/p257-palmiter.pdf %X Animated demonstrations are real-time instantiations of computer-based procedures. They appear to be a natural way of helping people learn direct manipulation interfaces, yet we know little about their efficacy. Carefully matched animated demonstrations, procedural textual instructions, and a combination of demonstrations and spoken text were compared. The demonstration groups were faster and more accurate when learning procedural tasks, but seven days later, the text group was faster and as accurate when performing identical and similar tasks. Apparently, the processing of animated demonstrations may not be sufficient for retention and transfer of interface procedures. Even with accompanying text provided, the simplicity of using demonstrations may encourage mimicry and disregard of text. %M C.CHI.91.265 %T Virtual Reality on Five Dollars a Day %S Virtual Reality %A Randy Pausch %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 265-270 %K Virtual reality, Head-mounted display, Glove input, Computer graphics, Teleoperation, Speech recognition, Hand gesturing, Three-dimensional interaction %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p265-pausch/p265-pausch.pdf %X Virtual reality systems using head-mounted displays and glove input are gaining popularity but their cost prohibits widespread use. We have developed a system using an 80386 IBM-PC (TM), a Polhemus 3Space Isotrak (TM), two Reflection Technology Private Eye (TM) displays, and a Mattel Power Glove (TM). For less than $5,000, we have created an effective vehicle for developing interaction techniques in virtual reality. Our system displays monochrome wire frames of objects with a spatial resolution of 720 by 280, the highest resolution head-mounted system published to date. We have confirmed findings by other researchers that low-latency interaction is significantly more important than high-quality graphics or stereoscopy. We have also found it useful to display reference objects to our user, specifically a ground plane for reference and a vehicle containing the user. %M C.CHI.91.271 %T Recognizing Handwritten Text %S Pointing, Gesture and Handwriting as Input Media %A James A. Pittman %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 271-275 %K Character recognition, Neural networks %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p271-pittman/p271-pittman.pdf %X Notebook computers, using stylus input, are currently a hot topic among PC manufacturers. Handwriting recognition may be an important component of such systems, but only if everyday sloppy handwriting can be accommodated. If recognizers require unnaturally neat or boxed character input, such systems may fail in the marketplace. Neural nets have shown excellent performance at handwriting recognition. I present three neural net approaches to recognizing lines of English text: one using 2D image input, one using stroke sequence input, and one using context to combine the outputs of the other two networks. These networks can be combined to form a recognition engine that will handle natural lines of handwritten English text, including handprint, cursive script, and mixtures of both. %M C.CHI.91.277 %T A View Matcher for Reusing Smalltalk Classes %S Programming %A Mary Beth Rosson %A John M. Carroll %A Christine Sweeney %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 277-283 %K Object-oriented programming, Reuse, Programming tools, Documentation %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p277-rosson/p277-rosson.pdf %X A prime attraction of object-oriented programming languages is the possibility of reusing code. We examine the support provided by Smalltalk to programmers attempting to incorporate an existing class into a new design, focussing on issues of usage examples, object-specific analysis, how-to-use-it information, and object connections. We then describe a View Matcher for reuse, a tool that documents reusable classes through a set of coordinated views onto concrete usage examples; in three scenarios, we illustrate how the tool addresses the issues raised in our analysis of reuse in Smalltalk. %M C.CHI.91.285 %T Models for Evaluating Interaction Protocols in Speech Recognition %S Special Purpose Interfaces %A Alexander I. Rudnicky %A Alexander G. Hauptmann %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 285-291 %K Speech recognition, Modeling errors, Interface evaluation, User models %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p285-rudnicky/p285-rudnicky.pdf %X Recognition errors complicate the assessment of speech systems. This paper presents a new approach to modeling spoken language interaction protocols, based on finite Markov chains. An interaction protocol, prescribed by the interface design, defines a set of primitive transaction steps and the order of their execution. The efficiency of an interface depends on the interaction protocol as well as the cost of each different transaction step. Markov chains provide a simple and computationally efficient method for modeling errorful systems. They allow for detailed comparisons between different interaction protocols and between different modalities. The method is illustrated by application to example protocols. %M C.CHI.91.293 %T Question Asking as a Tool for Novice Computer Skill Acquisition %S Systems for Training %A Marc M. Sebrechts %A Merryanna L. Swartz %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 293-299 %K Question asking, Help systems, Computer skill acquisition, User models %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p293-sebrechts/p293-sebrechts.pdf %X Two experiments examined the utility of a menu-based question-construction help system as part of basic instruction for UNIX. The first experiment indicated that novice or naive users have great difficulty formulating their own questions; a menu-based interface that helps structure questions increased question asking and improved performance during training. A second experiment demonstrated that initial learning benefits more from "procedural" than from "causal" questions. A retention test showed that "correct response" feedback, when coupled with an appropriate problem-solving learning environment, can produce performance comparable to that in the question asking conditions; such feedback, however, did not provide equivalent understanding of the system. These results are discussed in the context of user models of the system and the potential role of constraint in designing question-asking systems. %M C.CHI.91.301 %T A Study of Computer-Supported User Interface Evaluation Using Maximal Repeating Pattern Analysis %S User Interface Design Process and Evaluation %A Antonio C. Siochi %A Deborah Hix %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 301-305 %K Analysis methods, Transcript analysis, Formative evaluation, Prototype evaluation, Usability %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p301-siochi/p301-siochi.pdf %X Maximal repeating pattern (MRP) analysis is a recently developed user interface evaluation technique that uses an algorithm to analyze transcripts of user sessions by detecting repeated user actions. Encouraged by results of an initial study of the MRP technique, we conducted a study in which we evaluated a simple prototype interface using both the MRP technique and observation. Interface problems found by observation were also found by MRP analysis. Although the MRP algorithm produced large amounts of data that an interface evaluator had to analyze, we found that by mapping raw user inputs in the transcripts into more abstract classes via prefiltering, we could perform more useful MRP analyses. %M C.CHI.91.307 %T Using Direct Manipulation to Build Algorithm Animations by Demonstration %S Programming by Demonstration %A John T. Stasko %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 307-314 %K Program visualization, Algorithm animation, Direct manipulation %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p307-stasko/p307-stasko.pdf %X Dance is a tool that facilitates direct manipulation, demonstrational development of animations for the Tango algorithm animation system. Designers sketch out target actions in a graphical-editing fashion, then Dance automatically generates the code that will carry out those actions. Dance promotes ease-of-design, rapid prototyping, and increased experimentation. It also introduces a methodology that could be used to incorporate demonstrational animation design into areas such as computer assisted instruction and user interface development. %M C.CHI.91.315 %T VideoWhiteboard: Video Shadows to Support Remote Collaboration %S Remote Synchronous Collaboration %A John C. Tang %A Scott L. Minneman %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 315-322 %K Collaborative systems, Shared drawing, Gesture, Video, User interface, Design process %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p315-tang/p315-tang.pdf %X VideoWhiteboard is a prototype tool to support remote shared drawing activity. It provides a whiteboard-sized shared drawing space for collaborators who are located in remote sites. It allows each user to see the drawings and a shadow of the gestures of collaborators at the remote site. The development of VideoWhiteboard is based on empirical studies of collaborative drawing activity, including experiences in using the VideoDraw shared drawing prototype. VideoWhiteboard, enables remote collaborators to work together much as if they were sharing a whiteboard, and in some ways allows them to work together even more closely than if they were in the same room. %M C.CHI.91.323 %T Graphical Toolkit Approach to User Interaction Description %S User Interface Management Systems %A Kosuke Tatsukawa %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 323-328 %K Graphic interface, User interface management system, Visual programming %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p323-tatsukawa/p323-tatsukawa.pdf %X This paper proposes a new model which describes the presentation and behaviour of user interfaces. The behaviour of the user interface is specified as an event flow graph consisting of components as its nodes and the paths through which events are sent as its edges. A meta-level function is introduced to describe user interfaces whose constituent components change through user interaction. The reusability of objects is augmented by representing their presentation and behaviour as a connected subgraph of the event flow graph. User interface development systems based on this model can create the user interface under a totally visual environment. %M C.CHI.91.329 %T The Use of Guidelines in Interface Design %S Practical Design Methods %A Linda Tetzlaff %A David R. Schwartz %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 329-333 %K Guidelines, User interface design %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p329-tetzlaff/p329-tetzlaff.pdf %X We studied the use of an evolving interface style book to evaluate the role of such guidelines in the development of style-conforming interface designs. Although the designs were judged to be generally conforming, study participants had significant difficulty in interpreting the guidelines. Our designers were manifestly task oriented and impatient with extraneous material. They depended heavily on the pictorial examples, often to the exclusion of the accompanying text. We conclude that dependency on guidelines should be minimized, and that guidelines should be developed primarily to complement toolkits and interactive examples, focussing on information intrinsically unavailable through those vehicles. %M C.CHI.91.335 %T Assessing the Usability of a User Interface Standard %S Practical Design Methods %A Henrik Thovtrup %A Jakob Nielsen %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 335-341 %K Standards, Consistency, Examples, System development, Developers, Attitudes %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p335-thovtrup/p335-thovtrup.pdf %X User interface standards can be hard to use for developers. In a laboratory experiment, 26 students achieved only 71% compliance with a two page standard; many violations were due to influence from previous experience with non-standard systems. In a study of a real company's standard, developers were only able to find 4 to 12 actual deviations in a sample system, and three real products broke between 7 and 12 of the 22 mandatory rules in the standard. Designers were found to rely heavily on the examples in the standard and their experience with other user interfaces. %M C.CHI.91.343 %T IMPACT: An Interactive Natural-Motion-Picture Dedicated Multimedia Authoring System %S Multimedia Authoring Systems %A Hirotada Ueda %A Takafumi Miyatake %A Satoshi Yoshizawa %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 343-350 %K Multimedia authoring, User creativity, Motion picture, Visualization, Image processing, Image recognition %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p343-ueda/p343-ueda.pdf %X A new approach to achieving a natural-motion-picture dedicated multi-media authoring system is proposed. The main point of this approach, discussed in this paper, is that the user's environment or interface is improved to encourage user's creativity, with image processing and recognition technology. According to the discussion, a prototype motion picture authoring system that has several image-processing functions is developed. The newly developed functions include object extraction of the picture, semi-automatic visualization of motion pictures structure, and certain descriptions of the scene. Result of using the prototype shows the appropriateness of the proposed approach. %M C.CHI.91.351 %T Localization with Non-Individualized Virtual Acoustic Display Cues %S Sound %A Elizabeth M. Wenzel %A Frederic L. Wightman %A Doris J. Kistler %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 351-359 %K User-interface design issues, Virtual acoustic displays, Auditory perception & localization %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p351-wenzel/p351-wenzel.pdf %X A recent development in advanced interface technologies is the virtual acoustic display, a system that presents three-dimensional auditory information over headphones [20]. The utility of such a display depends on the accuracy with which listeners can localize the virtual, or simulated, sound sources. Synthesis of virtual sources involves the digital filtering of stimuli using filters based on acoustic Head-Related Transfer Functions (HRTFs) measured in human ear-canals. In practise, measurement of the HRTFs of each potential user of a 3-D display may not be feasible. Thus, a critical research question is whether listeners from the general population can obtain adequate localization cues stimuli based on non-individualized filters. In the present study, 16 inexperienced listeners judged the apparent spatial location (azimuth and elevation) of wideband noisebursts that were presented either over loudspeakers in the free-field (an anechoic or non-reverberent environment) or over headphones. The headphone stimuli were synthesized using HRTFs from a representative subject in a previous study [23]. Localization of both free-field and virtual sources was quite accurate for 12 of the subjects, 2 showed poor elevation accuracy in both free-field and headphone conditions, and 2 showed degraded elevation accuracy only with virtual sources. High rates of confusion errors (reversals in judgements of azimuth and elevation) were also observed for some of the subjects and tended to increase for the virtual sources. In general, the data suggest that most listeners can obtain useful directional information from an auditory display without requiring the use of individually-tailored HRTFs, particularly for the dimension of azimuth. However, the high rates of confusion errors remain problematic. Several stimulus characteristics which may help to minimize these errors are discussed. %M C.CHI.91.361 %T Co-Ordinating Activity: An Analysis of Interaction in Computer-Supported Co-Operative Work %S The Use of Video in Remote Group Work %A Steve Whittaker %A Susan E. Brennan %A Herbert H. Clark %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 361-367 %K Mediated communication, Group work, Media, Shared workspaces, Activity co-ordination %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p361-whittaker/p361-whittaker.pdf %X We examined mediated communication using a shared electronic Whiteboard with and without the addition of a speech channel. The 3 users were not co-present. There were two major findings: (a) permanent media such as the Whiteboard enable users to construct shared data structures around which to organise their activity, and (b) this permanence allows users to abandon some (but not all) of the turn-taking commonly used in spoken conversation and to organise their activities in a highly parallel manner. With the addition of a speech channel, people still used the Whiteboard to construct shared data structures that make up the CONTENT of these communications, while speech was used for coordinating the PROCESS of communication. %M C.CHI.91.369 %T Should We or Shouldn't We Use Spoken Commands in Voice Interfaces? %S Panels %A Paul Brennan %A Gerhard Deffner %A Debbie Lawrence %A Monica Marics %A Eileen Schwab %A Marita Franzke %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 369-372 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p369-brennan/p369-brennan.pdf %X The current usefulness of voice recognition seems suspect given today's level of commercial voice recognition technology. The panel will discuss what improvements are necessary to make voice recognition an acceptable input medium for general consumer applications. %M C.CHI.91.373 %T Retrospective on the MCC Human Interface Laboratory %S Panels %A Bill Curtis %A Roy Kuntz %A Bill Curtis %A Jim Hollan %A S. Joy Mountford %A George Collier %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 373-376 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p373-curtis/p373-curtis.pdf %X On July 27, 1990 the participants in MCC's Advanced Computer Technology Program decided to terminate MCC's Human Interface Laboratory. This panel will present the technical and organizational lessons learned in the rise and fall of MCC's Human Interface Laboratory. %M C.CHI.91.377 %T Modelling User, System and Design: Results of a Scenarios Matrix Exercise %S Panels %A Nick Hammond %A Phil Barnard %A Joelle Coutaz %A Michael Harrison %A Allan MacLean %A Richard M. Young %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 377-380 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p377-hammond/p377-hammond.pdf %X This panel will discuss the results of an exercise aimed at investigating how various modelling approaches from Cognitive Science and Software Engineering can be integrated into HCI design. Each panelist will outline their approach and present their approach's performance on two agreed upon design scenarios. %M C.CHI.91.381 %T Interface and Narrative Arts: Contributions from Narrative, Drama, and Film %S Panels %A Brenda Laurel %A Joseph Bates %A Abbe Don %A Rachel Strickland %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 381-383 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p381-laurel/p381-laurel.pdf %X This panel will explore both theoretical and practical contributions from the disciplines of narrative, drama, and film to the field of interface design. Example applications in information retrieval, art, education, simulation, entertainment, and programming will be explored. %M C.CHI.91.385 %T A Day in the Life of... %S Panels %A S. Joy Mountford %A Dominic Milano %A Peter Mitchell %A Thecla Shiphorst %A Paul Zimmerman %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 385-388 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p385-mountford/p385-mountford.pdf %X Case studies will be used to show how and where various expressive "artists" do or do not use technology in their work place. The culmination of this panel will be made in the form of a multi-media presentation created by the panelists during the conference. %M C.CHI.91.389 %T Participatory Design in Britain and North America: Responses to the "Scandinavian Challenge" %S Panels %A Michael J. Muller %A Jeanette L. Blomberg %A Kathleen A. Carter %A Elizabeth A. Dykstra %A Kim Halskov Madsen %A Joan Greenbaum %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 389-392 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p389-muller/p389-muller.pdf %X This panel will focus on participatory design work conducted outside Scandinavia. Each panelist will focus on what accommodations were required in participatory design techniques to meet the needs of British and North American environments. Panelists will also discuss accommodations that occurred in these environments in response to experiences with participatory design. %M C.CHI.91.393 %T Demonstrational Interfaces: Coming Soon? %S Panels %A Brad A. Myers %A Allen Cypher %A David Maulsby %A David C. Smith %A Ben Shneiderman %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 393-396 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p393-myers/p393-myers.pdf %X A "demonstrational interface" watches while the user executes conventional direct manipulation actions, creating a general abstraction from the specific examples. The panel will discuss how demonstrational interfaces can be used, and when and whether they will become more common. %M C.CHI.91.397 %T Legal Debate on the Copyright Look and Feel Lawsuits: The Sequel %S Panels %A Pamela Samuelson %A Anthony L. Clapes %A Michael Jacobs %A Michael Lesk %A Bruce Warren %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 397-398 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p397-samuelson/p397-samuelson.pdf %X This panel will provide an opportunity to hear attorneys and members of the CHI community debate the pros and cons of "strong" copyright protection for user interfaces to computer programs. The lawyer debaters will discuss some of the judicial decisions that have been issued since the first CHI legal debate in 1989. %M C.CHI.91.399 %T HCI Theory on Trial %S Panels %A Alistair Sutcliffe %A John Carroll %A Richard Young %A John Long %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 399-401 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p399-sutcliffe/p399-sutcliffe.pdf %X This panel will examine the potential of artifact theory to deliver usable designs in contention with two rival theories, the HCI conception of engineering, and cognitive modelling. The aim will be to explore how well artifact theory and alternative approaches can deliver good design and the contribution the theory makes to the process and product of design. %M C.CHI.91.403 %T Ethical Issues in the Use of Video: Is it Time to Establish Guidelines? (SIGCHI Discussion Forum) %S Special Presentations %A Wendy E. Mackay %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 403-405 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p403-mackay/p403-mackay.pdf %X Researchers and designers increasingly use video to obtain information about how people interact with technology. This session provides a forum for discussion: to identify ethical issues, learn from invited guests about existing practice in other fields, and determine whether or not the Human-Computer Interaction community should develop its own set of guidelines for the ethical use of video. %M C.CHI.91.407 %T FRIEND21 Project: A Construction of 21st Century Human Interface %S Special Presentations %A Hajime Nonogaki %A Hirotada Ueda %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 407-414 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p407-nonogaki/p407-nonogaki.pdf %X FRIEND21 is a Japanese national project to develop the interface architecture for computer machinery for the 21st century information environment. FRIEND21 stands for Future Personalized Information Environment Development. The member companies consist of three different industrial groups: computer manufacturers, home electronics companies, and publishing or printing companies. FRIEND21 is proposing a new design concept for constructing the human interface. This will be implemented using multiple metaphors for people's direct engagement into the environment called Contextual Metaphors and a new software architecture called the Agency Model. %M C.CHI.91.415 %T The Views User-Interface System %S Demonstrations: Program Development Tools %A Lon Barfield %A Eddy Boeve %A Steven Pemberton %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 415-416 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p415-barfield/p415-barfield.pdf %M C.CHI.91.417 %T User-Oriented Color Interface Design: Direct Manipulation of Color in Context %S Demonstrations: Interface Design Issues %A Penny F. Bauersfeld %A Jodi L. Slater %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 417-418 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p417-bauersfeld/p417-bauersfeld.pdf %M C.CHI.91.419 %T RPP: A System for Prototyping Interfaces %S Demonstrations: Program Development Tools %A Jen-Hsien Chien %A Sheng-Tsai Fu %A Ellis Horowitz %A Christopher Rouff %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 419-420 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p419-chien/p419-chien.pdf %M C.CHI.91.421 %T ERGO-Shell: A UNIX Interface for Task Preparation %S Demonstrations: Program Development Tools %A Wolfgang Dzida %A Regine Freitag %A Wilhelm Valder %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 421-422 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p421-dzida/p421-dzida.pdf %M C.CHI.91.423 %T John Cocke: A Retrospective by Friends (An Interactive Media Scrapbook) %S Demonstrations: Multimedia Tutoring Systems %A Nancy Frishberg %A Mark R. Laff %A Moe R. Desrosiers %A W. Randall Koons %A J. F. Kelley %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 423-424 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p423-frishberg/p423-frishberg.pdf %M C.CHI.91.425 %T Object Lens: Letting End-Users Create Cooperative Work Applications %S Demonstrations: Cooperative Work %A Kum-Yew Lai %A Thomas W. Malone %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 425-426 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p425-lai/p425-lai.pdf %M C.CHI.91.427 %T An Automated Cognitive Walkthrough %S Demonstrations: Interface Design Issues %A John Rieman %A Susan Davies %A D. Charles Hair %A Mary Esemplare %A Peter Polson %A Clayton Lewis %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 427-428 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p427-rieman/p427-rieman.pdf %M C.CHI.91.429 %T Computers as Communicators: Designing a Multimedia Interface that Facilitates Cultural Understanding among Sixth Graders %S Demonstrations: Multimedia Systems %A Amanda Ropa %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 429-430 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p429-ropa/p429-ropa.pdf %M C.CHI.91.431 %T Demonstrating a View Matcher for Reusing Smalltalk Classes %S Demonstrations: Program Development Tools %A Mary Beth Rosson %A John M. Carroll %A Christine Sweeney %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 431-432 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p431-rosson/p431-rosson.pdf %M C.CHI.91.433 %T A Graphical Reflection Notation Used in an Intelligent Discovery World Tutoring System %S Demonstrations: Tutoring Systems %A Jamie Schultz %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 433-434 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p433-schultz/p433-schultz.pdf %M C.CHI.91.435 %T Hypermedia and Echocardiography: An Interface Design for Guided Discovery %S Demonstrations: Multimedia Systems %A Marc M. Sebrechts %A C. Carl Jaffe %A Patrick Lynch %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 435-436 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p435-sebrechts/p435-sebrechts.pdf %M C.CHI.91.437 %T Supporting Personal Networking Through Computer Networking %S Demonstrations: Cooperative Work %A Mildred L. G. Shaw %A Brian R. Gaines %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 437-438 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p437-shaw/p437-shaw.pdf %M C.CHI.91.439 %T Molehill: An Instructional System for Smalltalk Programming %S Demonstrations: Tutoring Systems %A Mark K. Singley %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 439-440 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p439-singley/p439-singley.pdf %M C.CHI.91.441 %T WE-MET (Window Environment-Meeting Enhancement Tools) %S Demonstrations: Cooperative Work %A Catherine G. Wolf %A James R. Rhyne %A Lorna A. Zorman %A Harold L. Ossher %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 441-442 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p441-wolf/p441-wolf.pdf %M C.CHI.91.443 %T Documents as User Interfaces %S Videos %A Eric A. Bier %A Ken Pier %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 443-444 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p443-bier/p443-bier.pdf %M C.CHI.91.445 %T EAGER: Programming Repetitive Tasks by Example %S Videos: Programming by Demonstration %A Allen Cypher %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 445-446 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p445-cypher/p445-cypher.pdf %M C.CHI.91.447 %T Guides 3.0 %S Videos %A Abbe Don %A Tim Oren %A Brenda Laurel %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 447-448 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p447-don/p447-don.pdf %M C.CHI.91.449 %T COMET: Generating Coordinated Multimedia Explanations %S Videos %A Steven K. Feiner %A Kathleen R. McKeown %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 449-450 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p449-feiner/p449-feiner.pdf %M C.CHI.91.451 %T Editable Graphical Histories: The Video %S Videos: Special Purpose Interfaces %A David Kurlander %A Steven Feiner %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 451-452 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p451-kurlander/p451-kurlander.pdf %M C.CHI.91.453 %T Spoken Language Interfaces: The OM System %S Videos: Special Purpose Interfaces %A Jean-Michel Lunati %A Alexander I. Rudnicky %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 453-454 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p453-lunati/p453-lunati.pdf %M C.CHI.91.455 %T Rapid Controlled Movement through Virtual 3D Workspaces %S Videos: Information Visualization %A Jock D. Mackinlay %A George G. Robertson %A Stuart K. Card %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 455-456 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p455-mackinlay/p455-mackinlay.pdf %M C.CHI.91.457 %T JANUS: Basic Concepts and Sample Dialog %S Videos %A Anders Morch %A Andreas Girgensohn %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 457-458 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p457-morch/p457-morch.pdf %M C.CHI.91.459 %T Scheduling ON-OFF Home Control Devices %S Videos: Special Purpose Interfaces %A Catherine Plaisant %A Ben Shneiderman %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 459-460 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p459-plaisant/p459-plaisant.pdf %M C.CHI.91.461 %T Information Visualization Using 3D Interactive Animation %S Videos: Information Visualization %A George G. Robertson %A Jock D. Mackinlay %A Stuart K. Card %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 461-462 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p461-robertson/p461-robertson.pdf %M C.CHI.91.463 %T The Cue Ball as Part of a Gestural Interface %S Videos: Pointing, Gesture and Handwriting as Input Media %A David D. Thiel %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 463 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p463-thiel/p463-thiel.pdf %M C.CHI.91.465 %T The Lapidary Graphical Interface Design Tool %S Videos %A Brad Vander Zanden %A Brad A. Myers %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 465-466 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p465-vander_zanden/p465-vander_zanden.pdf %M C.CHI.91.467 %T The University of Toronto Dynamic Graphics Project %S Laboratory Overviews %A Ronald Baecker %A Marilyn Mantei %A William Buxton %A Eugene Fiume %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 467-468 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p467-baecker/p467-baecker.pdf %M C.CHI.91.469 %T Computer Dialogue Laboratory, SRI International %S Laboratory Overviews %A Philip R. Cohen %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 469-470 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p469-cohen/p469-cohen.pdf %M C.CHI.91.471 %T Human Interface at SUN (East) %S Laboratory Overviews %A Kate Ehrlich %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 471-472 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p471-ehrlich/p471-ehrlich.pdf %M C.CHI.91.473 %T Apple Computer's Human Interface Group: Advanced Technology Group %S Laboratory Overviews %A Kathleen M. Gomoll %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 473-474 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p473-gomoll/p473-gomoll.pdf %M C.CHI.91.475 %T Human Computer Interaction Laboratory, Queen Mary and Westfield College, University of London %S Laboratory Overviews %A Peter Johnson %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 475-476 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p475-johnson/p475-johnson.pdf %M C.CHI.91.477 %T The System Work Group, Computer Science Department, Aarhus University %S Laboratory Overviews %A Morten Kyng %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 477-478 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p477-kyng/p477-kyng.pdf %M C.CHI.91.479 %T Research in HCI and Usability at IBM's User Interface Institute %S Laboratory Overviews %A John T. Richards %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 479-480 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p479-richards/p479-richards.pdf %M C.CHI.91.481 %T Human Computer Interaction Division Logica Cambridge Ltd., UK %S Laboratory Overviews %A Rod Rivers %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 481-482 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p481-rivers/p481-rivers.pdf %M C.CHI.91.483 %T HCI Research at the Institute of Systems Science %S Laboratory Overviews %A John A. Waterworth %A Juzar Motiwalla %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 483-484 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p483-waterworth/p483-waterworth.pdf %M C.CHI.91.485 %T User Participation in Large Systems Development %S Special Interest Groups %A Russell A. Benel %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 485 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p485-benel/p485-benel.pdf %M C.CHI.91.485 %T User Interface Standards: Who, What, How, and Why %S Special Interest Groups %A Pat Billingsley %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 485 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p485-billingsley/p485-billingsley.pdf %M C.CHI.91.485 %T User Interfaces for Geographic Information Systems %S Special Interest Groups %A Andrew U. Frank %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 485 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p485-frank/p485-frank.pdf %M C.CHI.91.485 %T Midyear Meeting of the Human Factors Society's Computer Systems Technical Group %S Special Interest Groups %A Georgia Green %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 485 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p485-green/p485-green.pdf %M C.CHI.91.485 %T Developing Industrial-Strength User Interfaces %S Special Interest Groups %A Richard Halstead-Nussloch %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 485 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p485-halstead-nussloch/p485-halstead-nussloch.pdf %M C.CHI.91.486 %T Phone-Based Interfaces %S Special Interest Groups %A Richard Halstead-Nussloch %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 486 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p486-halstead-nussloch/p486-halstead-nussloch.pdf %M C.CHI.91.486 %T Voice Recognition %S Special Interest Groups %A Walter Kosinsky %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 486 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p486-kosinsky/p486-kosinsky.pdf %M C.CHI.91.486 %T User-Centered Processes and Evaluation in Product Development %S Special Interest Groups %A Karen H. Kvavik %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 486 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p486-kvavik/p486-kvavik.pdf %M C.CHI.91.486 %T Rapid Prototyping Tools: 'Let the Voices of the Users Be Heard!' %S Special Interest Groups %A Harold H. Miller-Jacobs %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 486 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p486-miller-jacobs/p486-miller-jacobs.pdf %M C.CHI.91.486 %T The Garnet User Interface Development Environment %S Special Interest Groups %A Brad Myers %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 486 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p486-myers/p486-myers.pdf %M C.CHI.91.486 %T Resources in Human-Computer Interaction: What's Out There and How to Use It %S Special Interest Groups %A Gary Perlman %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 486 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p486-perlman/p486-perlman.pdf %M C.CHI.91.486 %T Software Development Tools Supporting Team Synergy %S Special Interest Groups %A Rokberger %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 486 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p486-rokberger/p486-rokberger.pdf %M C.CHI.91.487 %T Current Issues in Assessing and Improving Documentation Usability %S Special Interest Groups %A Stephanie Rosenbaum %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 487 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p487-rosenbaum/p487-rosenbaum.pdf %M C.CHI.91.487 %T User Interface Developers' Workshop Report: Seeheim Revisited %S Special Interest Groups %A Sylvia Sheppard %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 487 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p487-sheppard/p487-sheppard.pdf %M C.CHI.91.487 %T Special Interest Group for Graphic Designers %S Special Interest Groups %A Suzanne Watzman %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 487 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p487-watzman/p487-watzman.pdf %M C.CHI.91.487 %T The Design of Recognition-Based User Interfaces %S Special Interest Groups %A Catherine G. Wolf %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 487 %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p487-wolf/p487-wolf.pdf %M C.CHI.91.489 %T Shared Expertise and the Answer Garden %S Doctoral Consortium %A Mark Ackerman %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 489 %O Advisor: Thomas W. Malone %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p489-ackerman/p489-ackerman.pdf %M C.CHI.91.489 %T An Empirically Developed System for the Selection of Computer Input Devices for Users with Physical Disabilities %S Doctoral Consortium %A Sherry Perdue Casali %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 489 %O Advisors: Robert C. Williges & Robert D. Dryden %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p489-casali/p489-casali.pdf %M C.CHI.91.489 %T Application of Head-Mounted Display to Radiotherapy Treatment Planning %S Doctoral Consortium %A James C. Chung %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 489 %O Advisor: Frederick P. Brooks, Jr. %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p489-chung/p489-chung.pdf %M C.CHI.91.489 %T A Text Comprehension Model of Hypertext: A Theory Based Approach to Design and Evaluation %S Doctoral Consortium %A Peter W. Foltz %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 489 %O Advisor: Walter Kintsch %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p489-foltz/p489-foltz.pdf %M C.CHI.91.490 %T Deciding Through Doing: The Role of Sketching in Typographic Design %S Doctoral Consortium %A Rachel Hewson %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 490 %O Advisor: Marian Petre %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p490-hewson/p490-hewson.pdf %M C.CHI.91.490 %T Marking Primitives as the Basis for a New User Interface Paradigm %S Doctoral Consortium %A Gordon Kurtenbach %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 490 %O Advisor: Bill Buxton %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p490-kurtenbach/p490-kurtenbach.pdf %M C.CHI.91.490 %T Analogical Reasoning, Expertise, and the Learning of Computer Software %S Doctoral Consortium %A Adrienne Y. Lee %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 490 %O Advisors: Peter Polson & Nancy Pennington %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p490-lee/p490-lee.pdf %M C.CHI.91.491 %T A Cognitive Model for Understanding Graphical Perception %S Doctoral Consortium %A Jerry Lohse %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 491 %O Advisor: Judith S. Olson %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p491-lohse/p491-lohse.pdf %M C.CHI.91.491 %T The Mutual Adoption of Technology and Organization During the Implementation of an Automated Library System %S Doctoral Consortium %A Cynthia Lopata %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 491 %O Advisor: Thomas Childers %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p491-lopata/p491-lopata.pdf %M C.CHI.91.491 %T Perceptual/Motor Issues in Menu Design: Of Mice and Menus, A Study of the Best Laid Plans %S Doctoral Consortium %A Erik Nilsen %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 491 %O Advisor: Judith S. Olson %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p491-nilsen/p491-nilsen.pdf %M C.CHI.91.492 %T Supporting Software Reuse through Examples %S Doctoral Consortium %A David F. Redmiles %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 492 %O Advisor: Gerhard Fischer %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p492-redmiles/p492-redmiles.pdf %M C.CHI.91.492 %T Implications of the Differences Between Cognitive Architectures for Human-Computer Interaction: A Comparative Study of Soar and the Construction-Integration Model %S Doctoral Consortium %A Cathleen Wharton %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 492 %O Advisor: Clayton Lewis %W http://www.acm.org/pubs/articles/proceedings/chi/108844/p492-wharton/p492-wharton.pdf %M C.CHI.91.493 %S Interactive Posters %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 493-496 %M C.CHI.91.497 %S Short Talks %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 497-498 %M C.CHI.91.499 %S Tutorials %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 499-500 %Y 1. Managing the Design of the User Interface Deborah J. Mayhew, Deborah J. Mayhew & Associates 2. User-Computer Interface Design John Sibert, George Washington University Jim Foley, Georgia Institute of Technology 3. Contextual Design: Using Contextual Inquiry During System Development Karen Holtzblatt, Digital Equipment Corporation Sandra Jones, Digital Equipment Corporation John Bennett, IBM Almaden Research Center 4. Graphical Invention for User Interfaces Bill Verplank, ID TWO Product Design Consultants 5. MacApp: An Object-Oriented User Interface Toolkit Kurt Schmucker, Apple Computer, Inc. 6. Basic Cognitive Psychology John Jonides, University of Michigan 7. Questionnaire Design Studio Marilyn Mantei, University of Toronto 8. The Use of Non-Speech Audio at the Interface Bill Buxton, University of Toronto Bill Gaver, Rank Xerox EuroPARC Sara Bly, Xerox PARC 9. Hypertext Engineering Robert J. Glushko, Search Technology, Inc. 10. The Design of Seductive Interfaces Timothy C. Skelly, Incredible Technologies 11. Computer Supported Cooperative Work and Groupware Jonathan Grudin, Aarhus University Steven Poltrock, Boeing Computer Services 12. The Psychology of Software Development Bill Curtis, MCC 13. Conversational Paradigms in User Interfaces Debby Hindus, MIT Media Laboratory 14. Groupware Implementation: Issues and Examples Clarence Ellis, MCC Simon Gibbs, University of Geneva 15. Digital Typography: Improving the Quality of Type on Screen and Paper Richard Rubinstein, Digital Equipment Corporation 16. Practical User Requirements Specification Techniques for Information Technology Product Design Bronwen Taylor, HUSAT Research Institute, UK Bernard Catterall, ICE Ergonomics, UK 17. Advanced Methods for User Interface Design: Applications, Tools & Survival Techniques Tyler Blake, California State University, Northridge 18. Cognitive Walkthroughs: A Method for Theory-Based Evaluation of User Interfaces Clayton Lewis, University of Colorado Peter G. Polson, University of Colorado 19. Designing Graphical Interfaces in the Real World Annette Wagner, Apple Computer, Inc. John Sullivan, Apple Computer, Inc. 20. New Interaction Media Robert J. K. Jacob, Naval Research Laboratory Chris Schmandt, MIT Media Laboratory Walter Bender, MIT Media Laboratory Scott S. Fisher, Telepresence Research 21. How to Do a GOMS Analysis for Interface and Documentation Design David Kieras, University of Michigan Jay Elkerton, Philips Laboratories & University of Michigan 22. Computer Supported Meeting Environments Marilyn Mantei, University of Toronto 23. Designing Curricula in Human-Computer Interaction Ron Baecker, University of Toronto Stuart Card, Xerox PARC Tom Carey, University of Guelph Jean Gasen, Virginia Commonwealth University (Coordinator) Gary Perlman, Ohio State University Gary Strong, Drexel University William Verplank, ID Two 24. Interface Builder and Object-Oriented Design in the NeXTstep Environment Michael K. Mahoney, California State University, Long Beach 25. User Modeling and Tailorable, Adaptable, and Adaptive Systems Lisa Neal, EDS Center for Machine Intelligence 26. Human-Computer Interaction Standards: Developments and Prospects John Karat, IBM T. J. Watson Research Center John Brooke, Digital Equipment Corporation, UK 27. Formal Methods in Human-Computer Interaction Michael D. Harrison, University of York Gregory D. Abowd, University of York 28. Building Collaborative Interfaces Alan Wexelblat, Bull Worldwide Information Systems 29. Intellectual Property Protection for User Interfaces Pamela Samuelson, University of Pittsburgh School of Law 30. Cost-Benefit and Business Case Analysis of Usability Engineering Clare-Marie Karat, IBM T.J. Watson Research Center %M C.CHI.91.501 %S Workshops %B Proceedings of ACM CHI'91 Conference on Human Factors in Computing Systems %D 1991 %P 501 %T Knowledge Structure and Subject Access %S Posters: Designing for Use %A Kay A. Flowers %A Nancy J. Cooke %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 3 %X Previous studies of library on-line catalogs [5], have identified subject searching as both the most popular method of access as well as the most problematic. These findings have stimulated a large amount of research on subject or topical access, most focusing on the vocabulary of the subject headings list and ways to improve its richness (e.g. [4]) There have been fewer explorations of the problems inherent in the structure of the Library of Congress Subject Headings (LCSH) and how this structure combined with user's knowledge structure contributes to the subject searching problem. Because knowledge structure has been shown to differentiate between novices and experts [2], and because expertise affects success in searching on-line catalogs [1], knowledge structure may play a role in subject searching. Results from a previous field study have confirmed these expectations. Therefore, to further test this hypothesis, this study examines how the knowledge structures of experts and novices in a given field differ from the structures of librarians and the LCSH for that field. Any mismatches in knowledge structure identified in this study will be used to predict on-line catalog query success in a second study. In both studies, the knowledge domain under consideration was cognitive psychology since there is a supply of both experts and novices in this area. In summary, the specific questions examined in both studies include 1. What are the characteristics of the expert's knowledge representation? 2. How does this structure differ from that of novices? LCSH? 3. Are these differences related to the searches that are done, types of errors that are made, and the satisfaction level? 4. Finally, are effective solutions available which, when implemented in the field, will solve the subject searching problems discovered? %T Personalized Information Delivery: An Analysis of Filtering Methods %S Posters: Designing for Use %A Peter W. Foltz %A Susan T. Dumais %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 4 %X Increasing amounts of information in electronic form are becoming available. With this overload, it is not often possible to keep up to date with the current literature. Thus, automatic methods to filter out the non-relevant information have become more important and can serve a practical purpose. Information filtering methods could, for example, deliver personalized lists describing research that is relevant to any particular person's interests. %T IRMail: A Minimal Interface for a Retrieval System %S Posters: Designing for Use %A Peter W. Foltz %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 5 %X One of the primary problems with using information retrieval systems are problems of access. The access problems for IR can be categorized into: problems of physically accessing the IR system, problems of using the correct retrieval syntax to access the stored information, and problems of using the correct keywords to access the stored information. The goals for this project were to develop a simple retrieval system that would contain much of the functionality of existing retrieval systems, while minimizing the problems of access. Thus, it serves as a system that can be easily accessed and used with minimal effort or instruction. This poster provides a brief description of the motivation for, and implementation of IRMail, and then describes how HCI researchers may perform searches on the HCIBIB archives with IRMail. %T Strategy for Managing Metaphor Mismatching %S Posters: Designing for Use %A Makoto Hirose %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 6 %K Design methodology, Interface metaphor, User testing %X In this poster, we propose a new strategy for designing the interface metaphor. We show that metaphor mismatching dynamically occurs during user task execution. Then, we show a strategy for detecting the occurrence of metaphor mismatching and for managing problems which are caused by this mismatching. %T The Electronic Scrapbook: Knowledge Representation and Interface Design for Desktop Video %S Posters: Designing for Use %A Amy Bruckman %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 7 %X Video is increasingly being manipulated on computer systems. Can an interface for video manipulation be made sufficiently simple and powerful to froze the user's attention to focus on creative aspects of the medium? How are images to be described so that they can be retrieved? How is this representation to be presented to the user? Issues of knowledge representation and interface design are tightly linked. The Electronic Scrapbook is an environment designed to encourage people to use home video as a creative medium. This work addresses issues of knowledge representation, narrative structure, and interface design. %T "Why Can't I Adjust My Refrigerator's Temperature?" or "What's Wrong with My Mental Model?" %S Posters: Designing for Use %A Sharon A. Davison %A Marc M. Sebrechts %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 8 %X In general, providing an accurate model of a device enhanced performance even for a relatively simple two-control refrigerator/freezer. Presumably subjects use the explicit model information to generate a mental model that influences subsequent reasoning about the system's operation. Exploring the system also improved performance, but the utility of exploration as a strategy appeared to depend on the user's cognitive style. A person who preferred unconstrained situations ("perceiver") was able to take advantage of exploration to learn about the system. In contrast, a person who preferred well-defined situations ("judger") showed no benefit from an advance exploratory environment. These results lend additional support to the use of explicit models as an instructional device. They also suggest that we need to attend to individual cognitive styles which can limit the utility of exploration as a training tool even in relatively simple tasks. %T A Self-Promoting and Explanatory Audio Control Panel %S Posters: Designing for Use %A John de Vet %A Kees van Deemter %A Hans Kemp %A Jack Gerrissen %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 9 %X This poster describes our involvement in the design of the user interface for a hi-fi audio set. The "life cycle" of a consumer-electronics product can, for the owner, roughly be divided into four phases: (1) first impression, (2) initial use, (3) long-term use and (4) replacement. During each of these phases different aspects of the user interface of the product are important. The first two phases, first impression and initial use, normally take place in the store where the product has to compete with other brands and models. The first-impression phase starts when potential buyers are shopping around and a product catches their eyes. During this phase it is important how the product promotes itself among competing products (self-promotion) and what kind of expectations the product elicits, i.e. the perceived potential. After some time the potential buyer selects the product for a closer inspection, and will typically start to perform some baseline tasks, starting the initial-use phase. Then it is important how the product's features are recognized (self-explanation). After the purchase decision has been made, the product enters the home where it has to common the owner. That is when the transition from initial to long-term use takes place. During long-term use, classical usability issues are dominant. The expectations that the user has acquired of the product are checked. Eventually the product will be replaced or become obsolete. %T Home Networks -- The RACE DCPN Project %S Posters: Designing for Use %A Martin Maguire %A Gordon Allison %A Stephen Hirst %A Kate Howey %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 10 %K Home network, Home system, Telecommunications %X This paper reports on the development of a user interface to a home system network intended to provide the domestic user with easier usage of domestic devices and access to external services. The work has been conducted under the CEC RACE (Research and Development in Advanced Communications Technologies in Europe) programmer which addresses the delivery of future electronic services both to the business world and to the home. %T IBC Systems and Services Usability Engineering -- The RACE Issue Project %S Posters: Designing for Use %A Gordon Allison %A Anne Clarke %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 11 %K IBC, Broadband, Communications, Videoconferencing, Videotelephony, Multimedia, Human factors guidelines %X This paper reports on a human factors project investigating the usability of videocommunications and multimedia services that will be developed for the emerging Integrated Broadband Communications (IBC) Networks of the future. The first three years of this four year project were spent conducting basic human factors research, for example, how would people like to control full motion video at the computer interface? What is the smallest image size at which facial gestures can be accurately determined on a high definition TV display? The final year of the project is to be spent in compiling various guidelines for the designers of IBC systems and services. This work has been conducted under the CEC RACE (Research and Development in Advanced Communications Technologies in Europe) programme. %T Specialized Methods Do Not Always Increase Efficiency %S Posters: Designing for Use %A Catherine A. Ashworth %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 12 %X The current research is a complex, 5 day, training experiment investigating several questions about the learning and use of software methods. Central issues concern the situation in which a software user knows more than one obvious method for accomplishing a task at hand. We call this situation "multiple methods". Multiple methods seem to arise most often from the creation of commands or functions specialized for a subclass of tasks. For example, in a word processing application there are often several ways to move the cursor, with arrow keys, by word, by line, by page, to end of line, to start of line, to top of document, and to bottom, to name some common methods. Designers and users typically assume that the existence and use of multiple methods in an application increases user efficiency. We tested that assumption directly. In this experiment we investigated the effects of multiple methods during learning and performance measuring task time, planning time, and error rates and types. In addition, we also investigated strategies subjects employed when choosing between their methods. %T A Comparison of Direct-Manipulation, Selection, and Data-Entry Techniques for Re-Ordering Fields in a Table %S Posters: Designing for Use %A Thomas S. Tullis %A Marianne L. Kodimer %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 13 %X A common type of display in many computer systems is a table that shows values of several deferent properties for a list of files. In designing such a display for a forthcoming product, we thought it would be helpful to allow the user to change the order in which the fields appear in the columns of the table. The specific fields that the user could re-order were file name, number, size, and creation date. Seven different approaches to re-ordering the fields were studied in the Microsoft Windows environment. Due to constraints imposed by the application, it was necessary to have the user do the re-ordering in a dialog box separate from the main display of the files. %T Does the User Interface Make Interruptions Disruptive? A Study of Interface Style and Form of Interruption %S Posters: Designing for Use %A Nancy A. Storch %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 14 %X This experiment examined the influence of the style of the computer user interface on the extent to which performance was decreased by task interruption. Performance on data entry of a personnel database was compared using two different styles of interfaces, under three different forms of interruption. Ten subjects were given a graphical user interface with a mouse and screen buttons; and ten were given a character-based interface with tab and function keys. Interruptions came at unexpected times. Each subject was interrupted three times, once with each form of interruption: telephone call, visitor, and on-screen message. During each interruption, the subject was asked to answer a simple question. The number of fields entered minus the number of fields in error, per minute, was measured during the two-minute post-interruption period. Eye motion data was analyzed in terms of the amount of time and the average durations of eye fixations on the screen. An exit questionnaire solicited the subjects' perceptions of their performance. %T Computer-Based Workstation Design Evaluations %S Posters: Designing for Use %A Mihriban Whitmore %A Robert P. Wilmington %A Randy B. Morris %A Ann M. Aldridge %A Dean G. Jensen %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 15 %X Future Space Station crewmembers will be working at the computer-based workstations. Command and control critical mission objectives will be conducted from these multi-monitor workstations with direct manipulation interfaces. It is important to determine the workstation design requirements for safe and effective crew interfaces. When developing the design criteria, individual capabilities and limitations such as viewing requirements, head clearances, reach and body size must be considered as well as the tasks to be performed, and resources (i.e., displays and controls) available. The dominant factor in space affecting the crew is "weightlessness" which creates a challenge for establishing workstation microgravity design requirements. The recent research at the Man-Systems Division of Johnson Space Center, has been conducted to determine the Space Station Freedom (SSF) workstation design requirements in terms of display panel and keyboard shelf locations as well as the keyboard shelf layout. The primary objective was to provide a design which accommodates the wide range of users and tasks in the microgravity environment. To facilitate this objective, a two-phase approach was used: 1) Ground and zero-g evaluations of the physical dimensions and layout of the workstation components such as the display panels, keyboard shelf, keyboard and trackball, 2) Graphical analysis of the human interface. %T Interface Development for Individuals with Mild Learning Disabilities from Traumatic Brain Injury %S Posters: Designing for Use %A Elliot Cole %A Parto Dehdashti %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 16 %X Learning disabilities involve a disruption to one or more aspects of cognitive processing. Because CHI relies so heavily on cognitive processes for interface designs, the learning disabilities area presents challenges to the interface designer. Individuals with learning disabilities score in the bottom 5th percentile on one or more cognitive dimension involving perception, memory, concentration, problem solving, functional integration, etc. Computer software generally -- and personal productivity tools in particular -- take on a special significance for individuals with disabilities. Appropriately designed software can reduce the impact of a disability, assisting with activities which other people take for granted. Traumatic brain injury provides an excellent research setting for studying of the impact of learning disabilities, particularly for interface design. Our previous work has shown that interface design is a major barrier to computer use by individuals with moderate to severe deficits due to brain injury. We were surprised to discover that some brain injury survivors with deficits sufficiently mild to allow the return to normal life activities -- e.g., work, college -- were unable to use word processor software. Consequently, we have extended our work to this population, which is reported here. %T ELoquent Video ExpressionS (ELVES) -- A Communication System Design for People with Linguistic or Neurological Limitations %S Posters: Designing for Use %A Hilarie Nickerson %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 17 %K Communication, Disability, CD-ROM, Digital video, Gesture-based interfaces %X ELoquent Video ExpressionS (ELVES) is a communication system for people who have difficulty expressing complex ideas because of linguistic or neurological limitations. Users employ a simple gesture-based video editor to construct expressions that demonstrate their ideas visually. ELVES includes an extensive scenario library that contains detailed depictions of common activities. The user chooses scenarios with subsections that are useful for expressing a particular idea and then combines the subsections into a new video expression. The underlying technology is digital video, which is stored and transmitted electronically. Users can therefore create correspondence in addition to expressions that are used for immediate communication. %T Realtime Graphical Display of Intonation for Speech Training %S Posters: Designing for Use %A Dik J. Hermes %A Gerard W. G. Spaai %A Arent Storm %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 18 %X A realtime visual intonation-display system for the teaching of intonation is presented. This system can be used for the teaching of intonation of foreign languages to second-language learners and of intonation of native language to deaf persons. In contrast to other visual-display systems, the visual feedback on intonation is given as a continuous representation of the pitch contour. The pitch contour contains only the perceptually relevant variations in pitch. That is, the course of the pitch contour is approximated with the help of a small number of straight lines resulting in the so-called stylized pitch contour. %T On-Line Help: Are We Tossing the Users a Life Saver or an Anchor? %S Posters: Helping Users, Programmers, and Designers %A A. Brady Farrand %A Susan J. Wolfe %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 21 %X On-line Help is a necessary part of today's software applications. The challenge of creating an effective on-line Help system faces most every development team. Unfortunately, the users and the developers frequently differ in their opinions about the usefulness of the on-line Help information. The goals and the guidelines given to the development team say that the user with a question needs: (1) Answers. On-line help should provide the information necessary to answer any user's question (2) Access to answers. On-line help should provide easy ways to get at the information (e.g., pull-down menus of help topics, indexes of information topics, function keys for specific help topics, hypertext links to relevant explanations). What these goals and guidelines fail to emphasize is how little this information is used, because it is so hard to know the question, much less navigate to the answer and comprehend it. Context-sensitive Help addresses these issues. The user may not need to step back and formulate a question. Access to the answer can be found with a single keystroke. A study investigated the real use of context-sensitive Help. %T An Active Task Manual %S Posters: Helping Users, Programmers, and Designers %A Rodney Ruddock %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 22 %X The Active Manual is an extension of previous work on task oriented manuals. The techniques used for improvement are based on several concepts. While these concepts are not novel, in themselves being well-grounded in psychological research, the combination of these concepts is unique. The work has moved task manuals into the windowed on-line world of the computer to accommodate the extensions. The extensions include: 1. Coordinating of user's actions within the manual to aid in orientation. 2. Monitoring for correct actions. 3. Blocking of dangerous commands. 4. Inclemental levels of detail for sub-tasks. 5. Positive feedback. %T Evaluation Criterion for Computer-Based Training Courseware %S Posters: Helping Users, Programmers, and Designers %A G. Patterson %A T. J. Anderson %A F. C. Monds %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 23 %X To investigate if a life-cycle model exists for Human-Computer Interface (HCI) principles and integrate this into courseware design for Computer-Based Training (CBT). To develop a suitable model for the design of the user interface looking at ways of evaluating usability of HCI's for CBT courseware. A model centred upon the use of high quality and creative instructional design embracing the changing technologies coupled with clear principles of learning and cognitive psychology which enables usability evaluation is therefore desirable. The Multimedia Interactive Design Aided System (MIDAS) model presented in this paper is a formulation based upon such criteria. The implementation of the model presented is centred on the following application -- The training of pilots and engineers on the braking system of the British Aerospace Jetstream Aircraft. %T Automated Expert Advisor Interfaces %S Posters: Helping Users, Programmers, and Designers %A Kevin O'Brien %A Evan M. Feldman %A Marianne Rudisill %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 24 %X Automated expert advisors should provide real time information that allows assessment of the advisor's response instead of providing explanation facilities that add to the operator's workload. In system control environments, an automated expert advisor applies established rules to system data, arriving at an assessment of the system status. The processing of data results in information being either conserved, reduced, or created. Automated advisors typically reduce or create information thereby reducing operator workload. In a system where the human operator retains final control, the primary goal is for the operator to be able to maintain the system, using the advisor's assessment in a manner consistent with the accuracy of that assessment. %T Tutorial: A Tool for Teaching Graphics Programming %S Posters: Helping Users, Programmers, and Designers %A Michael J. Papper %A Michael A. Gigante %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 25 %K Computer graphics, Microworlds, Simulation, Education %X Tutorial is an interactive exploratory learning tool designed to aid programmers in learning graphics programming and Silicon Graphics Inc.'s Graphics Library (GL) in particular. Tutorial is driven by four demo programs that present simulated source code to the student. The student uses Tutorial by executing each line of code and noticing its effects on the graphics state, representations of the internal hardware, and the final output. We intend that the exploratory nature of the system will result in deep learning of graphics programming concepts. %T Design Strategies in Object-Oriented Programming and Expertise %S Posters: Helping Users, Programmers, and Designers %A Francoise Detienne %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 26 %X The goal of the present study is to analyze the design activity followed by professional programmers using an object-oriented programming (OOP) language. An issue is to define which characteristics of the design strategies are common or different according to the experience the programmers have in the OOP language in question. Another related issue is to describe programming schemes related to OOP. %T Comparing Procedural and Object-Oriented Design %S Posters: Helping Users, Programmers, and Designers %A Adrienne Lee %A Nancy Pennington %A Scott Wolff %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 27 %X Many companies employ programmers who use traditional procedural methods for software design. A new approach, object-oriented design, which allows for easy extensibility and reuse of previous designs, has recently been developed (Wirfs-Brock, Wilkerson, & Wiener, 1990). Major claims are made about the benefits of object-oriented design (Gibson, 1990). However, anecdotal evidence indicates that people who know procedural design have difficulty learning object-oriented design. Unfortunately, the benefits of object-oriented design will be lost if programmers have problems switching paradigms. The general features and characteristics of procedural design are well documented (Adelson & Soloway, 1988; Atwood & Jeffries, 1980; Guindon & Curtis, 1988). In contrast, very few studies have examined object-oriented designers. Most comparisons between the two design paradigms (except Rosson & Gold 1989) have been informal (Korson & McGregor, 1990; Rosson & Alpert, 1990). The purpose of this study was: 1) to compare expert object-oriented and procedural designers executing a design for the same problem, and 2) to identify problems in transfer for object-oriented design novices who have extensive procedural experience. %T Participatory Video Prototyping %S Posters: Helping Users, Programmers, and Designers %A Emilie Young %A Russell Greenlee %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 28 %X At U S WEST Advanced Technologies, we have been using a method we call Video Prototyping to simulate interface ideas for over a dozen software design projects. It is similar to the work described by Curtis and Vertelney [1], because we create a simple stop-motion animation depicting user interface design concepts. However, Video Prototyping requires no post-production editing or any special expertise in video production. In this way it is more like Muller's PICTIVE work [2], where multi-disciplinary design teams use it in informal brainstorming sessions. Unlike PICTIVE, we do not simply record design ideas but create an evocative simulation of the proposed interface. Armed with magic markers, colored paper, scissors and glue stick, we construct rough representations of the elements of the interface. Then, using a consumer camcorder on a copy stand, we bring the interface to life. For example, if we want to show a pull down menu, we draw a menubar on paper and a mouse arrow on clear acetate. We turn on the camera and move the acetate so that it looks as if the mouse is moving over the menubar. When we are over the menu title, we make a clicking sound and pause the camera. Then we draw the menu on a small piece of paper, put it under the menu title, and restart the camcorder. When viewing the tape, the menu appears to have been pulled down from the menubar. For some of the prototypes, we find it helpful to include short live action sequences which show how the interface will interact with its environment. For example, if the system will produce a printout, we show a real person picking up paper from the printer, then a close up of the printout. We concentrate on informal presentation of design ideas; we do little or no post-production on the tapes. Video prototyping design teams have included user interface designers, developers, graphic designers and marketers. Though we have so far been unable to include end-users in the actual prototyping, we have used the tapes to get crucial early feedback from users on design ideas. %T SUIT: The Simple User Interface Toolkit %S Posters: Helping Users, Programmers, and Designers %A Randy Pausch %A Robert DeLine %A Matthew Conway %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 29 %X User interface support software, such as UI toolkits, UIMSs, and interface builders, are currently too complex for undergraduates. Tools typically require a learning period of several weeks, which is impractical in a semester course. Most tools are also limited to a specific platform, usually either Macintosh, DOS, or UNIX/X. This is problematic for students who switch from DOS or Macintosh machines to UNIX machines as they move through the curriculum. The situation is similar to programming languages before the introduction of Pascal, which provided an easily ported, easily learned language for undergraduate instruction. SUIT (the Simple User Interface Toolkit), is a C subroutine library which provides an external control UIMS, an interactive layout editor, and a set of standard screen objects. SUIT applications run transparently across Macintosh, DOS, and UNIX/X platforms. Through careful design and extensive user testing of the system and its documentation, we have been able to reduce learning time. We have formally measured that new users are productive with SUIT in less than two hours. SUIT currently has over one hundred students using it for undergraduate and graduate course work and for research projects. %T Agentsheets: A Tool for Building Visual Programming Environments %S Posters: Helping Users, Programmers, and Designers %A Alex Repenning %A Tamara Sumner %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 30 %X Visual programming systems are supposed to simplify programming by capitalizing on innate human spatial reasoning skills. We claim (a) that good visual programming environments should be oriented toward their application domains and (b) tools to build such domain-oriented environments are needed because building them from scratch is very difficult. The poster describes a system called Agentsheets addressing these issues and illustrates how the system was applied to a real-world application helping professional telephone voice dialog designers. %T Iterative Design of a Voice Dialog Design Environment %S Posters: Helping Users, Programmers, and Designers %A Tamara Sumner %A Susan Davies %A Andreas C. Lemke %A Peter G. Polson %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 31 %X In this project, we successfully applied iterative prototyping and participatory design to the design of a complex system -- a voice dialog design environment. The success case for this project is really a story about how we got "this far this fast." In less than four months, a mixed team of professional voice dialog designers and academic researchers were able to design and build a substantial core design environment. There were several unique aspects of our approach that contributed to the project's success. These include selection of the right high-level system substrate on which to build our design environment and creation of a participatory context conducive to iterative design methods. %T User Interfaces for Distributed Control Systems: The HYPERFACE UIMS %S Posters: Helping Users, Programmers, and Designers %A R. Polillo %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 32 %X The poster illustrates an advanced User Interface Management System called HYPERFACE, which is being developed in the framework of the Esprit II Project 5391 ("HYPERFACE"), by a Consortium composed by Etnoteam (Italy, Coordinating Contractor), CESI (Italy), Ensidesa (Spain), Eritel (Spain), INESC (Portugal), Istituto di Macchine Utensili del CNR (Italy), Non Standard Logics (France), University of Milano -- Dipartimento di Scienze dell'Informazione (Italy). HYPERFACE is designed to build and manage hypertextual user interfaces (ui) in the field of simulation and control of industrial processes. The user interfaces developed with the help of HYPERFACE run on top of X-Window and OSF/Motif. %T Designing Graphical User Interfaces by Direct Composition %S Posters: Helping Users, Programmers, and Designers %A Matthias Schneider-Hufschmidt %A Thomas Kuhme %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 33 %X The User Interface Management System (UIMS) SX/Tools allows the development of interactive graphical user interfaces following the principle of Direct Composition. The UIMS has been designed with specific consideration of requirements arising from industrial automation and control applications. Among the more important features of SX/Tools is the ability to handle interactive graphics (e.g. polylines, circles, etc.) and widely used control elements (e.g. buttons, menus, etc.) in a uniform way. Other characteristics of this UIMS are extensibility, end-user adaptability and openness towards the integration of existing and new interaction techniques. SX/Tools supports the reuse of existing widget sets (e.g., OSF/Motif, Sun OLIT). Currently we are enhancing the system to support multimedia user interfaces. %T Taxonomy of Participatory Design Practices: A Participatory Poster %S Posters: Helping Users, Programmers, and Designers %A Michael J. Muller %A Daniel M. Wildman %A Ellen A. White %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 34 %K Participatory design, Design methodologies, Surveys, Assessments %X This poster surveys and classifies Participatory Design (PD) practices within a space defined by (a) the extent of direct user involvement in the design process, and (b) the temporal position of the practice in the development cycle or iteration. Surveyed practices include structured conferences, ethnographic methods, hands-on/mock-up techniques, various approaches to prototyping, and others. The poster is intended to be participatory: viewers are encouraged to use structured templates and blank areas of the poster to propose other PD practices for inclusion. %T Developing a Design Method: Task Analyses in User Interface Design %S Posters: Helping Users, Programmers, and Designers %A Mathilde M. Bekker %A Arnold P. O. S. Vermeeren %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 35 %X Research by Gould et al. [3] and Bellotti [2] shows that design methods do not seem to be used as often as expected by the developers of these methods. We performed a task analysis of user interface design to determine what kind of methods or tools would be most useful to designers and what aspects affect the applicability of these methods and tools. %T Determining 'Characteristic Interactions' for Early Prototyping %S Posters: Helping Users, Programmers, and Designers %A Raghu Kolli %A Arnold P. O. S. Vermeeren %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 36 %X Evaluation of user interfaces in the early stages of design process requires the use of simulations or prototypes. However, building prototypes with extensive functionality could take up lot of time and efforts. Several strategies can be adopted to cut down the complexly of prototypes. Nielsen [2] introduced two kinds of prototypes namely horizontal prototypes that include various system features and vertical prototypes that reduce the number of features but implement the full functionality of those features chosen. Virzi [3] proposed a third dimension similarity of interaction to Nielsen's model. Similarity essentially means the proximity of the prototype to the actual system and takes into account any distortions created due to prototyping tools, representation etc. We present a new method in which various aspects of the user interface and the tasks typical for the application domain are represented in a tabular form. Such a representation gives an overview of the interface and helps in making prototyping decisions. We suggest a strategy of prototyping specifically for the personal computer software. %T Using the Cognitive Walkthrough in Iterative Design %S Posters: Helping Users, Programmers, and Designers %A Marita Franzke %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 37 %X The primary goal of the Cognitive Walkthrough (CW) is to make a formal user interface evaluation method accessible to individuals who are directly involved in the design process of a new system, but do not necessarily have expertise in UI issues. As such the CW needs to be easy to understand and apply. It was originally developed to evaluate the usability of 'walk-up-and-use' interfaces, such as ATM's (Lewis, Polson, Wharton, and Rieman, 1990, and Polson, Lewis, Rieman, and Wharton, in press). The CW was used to evaluate the user interface of an existing support system for sales representatives (REPS), which is a fairly complex system that provides access to various databases and a limited editing capability. Its interface consists of a multitude of different screens, each only used for a few basic functions. Therefore this evaluation of REPS with the help of the Cognitive Walkthrough was seen as a reasonable test of the breadth of the Cognitive Walkthrough's applicability. The poster describes the effectiveness of the method and the effort needed to use it. %T Usability Testing: Is the Whole Test Greater than the Sum of its Parts? %S Posters: Helping Users, Programmers, and Designers %A Alice Y. K. Wong %A Adriane M. Donkers %A Richard F. Dillon %A Jo W. Tombaugh %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 38 %X Usability testing is often employed to evaluate specific problem areas in a user interface. In this approach, users perform tasks that address the specific issues of concern. Use of the feature in isolation is assumed to provide results that would be valid if the features were used in the context of all other features. The present poster evaluates this assumption and describes the importance of an integrated approach to testing. We suggest that usability testers should construct test scenarios that require integration across different system features to obtain an accurate evaluation of the product and the individual features. %T TelePICTIVE Groupware for Collaborative GUI Design %S Posters: Improving Team Performance %A John G. Smith %A David S. Miller %A Michael J. Muller %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 41 %K Groupware, Rendezvous, CSCW, Participatory design, PICTIVE, Design process %X The design of Graphical User Interfaces (GUIs) requires collaborative effort by a group of diverse co-designers. This group is typically constrained to meet in the same time and place. In this poster, we describe TelePICTIVE, an experimental groupware prototype that supports this design process by users at multiple, dispersed, geographical and temporal locations. %T The Design of the Conversation Board %S Posters: Improving Team Performance %A Tom Brinck %A Louis M. Gomez %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 42 %X Our work focuses on improving the interaction between people at a distance by providing them with shared electronic props. The Conversation Board is a prototype multi-person drawing tool intended as a medium for the introduction and manipulation of props during conversation. Props such as sketches, digitized photographs, editable text, and sound clips can be placed onto the shared canvas, moved around, modified, and annotated with colored marker tools. We envision it being used in situations such as informal office meetings, distance education and training, and medical consulting. Our design was motivated by conducting an informal study of how people used their office whiteboards for communication. We asked people to explain the contents of their whiteboards and the conversations that led to them. We found that their drawings often represented objects, such as text and block diagrams, which have specific semantic properties that we attempt to support in our electronic tool. The Conversation Board was built in the RENDEZVOUS system, an experimental toolkit designed at Bellcore to support multi-user applications. This poster also briefly describes the capabilities of our toolkit and the applications we've built with it. Rendezvous is a trademark of Bellcore. %T GROUPKIT: A Groupware Toolkit %S Posters: Improving Team Performance %A Mark Roseman %A Saul Greenberg %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 43 %X Groupware development has been characterized by many exciting breakthroughs, and we are finally beginning to see these innovations replicated by research and commercial outfits. Yet groupware replication is tedious and painful, and great efforts are spent re-inventing the wheel. Part of the problem is the paucity of tools specifically supporting groupware development. To this end, we are constructing GROUPKIT, a groupware toolkit that provides the building blocks common to a variety of real-time distributed conferencing systems. %T Collection and Analysis of Data about Group Processes in Computer Supported Meetings %S Posters: Improving Team Performance %A Mark Carter %A James D. Herbsleb %A Robin Lampert %A Gary M. Olson %A Judith S. Olson %A Henry H. Rueter %A Marianne Storrosten %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 44 %X The purpose of this interactive poster is to encourage the exchange of information about techniques for gathering and analyzing data relevant to the evaluation of software used by a group. As more software is created for the use of group meetings, we must be able to evaluate that software, its interface and its effects within the meeting. Experimental evaluation of group software is more complex than that of single-user software. To evaluate the changes caused by the meeting software, it is necessary to collect data on the group process and its outcome. Our lab, like others, has struggled with how to collect, analyze and portray data about the use of groupware. This poster describes the data collection process, how we represent the final summaries, and gives examples of our data at various stages of analysis. %T The Introduction of GDSS in Bulgaria %S Posters: Improving Team Performance %A Terri L. Griffith %A Gregory B. Northcraft %A Mark A. Fuller %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 45 %X In the Fall of 1991 the University of Arizona installed GroupSystems, a group decision support system (GDSS), in a new facility in Sofia Bulgaria. Fall 1991 marked two years since Bulgaria separated from the (then) USSR and was synchronous with the installation of a democratic government. The GDSS facility in Sophia is located at the University of National and World Economics. The facility contains eight user stations, a facilitator station, and a network server. A large monitor is available at the front of the room to allow individual screens to be publicly projected. The facility's GroupSystems software features modules for: brainstorming, stakeholder identification, voting, questionnaire design and administration, group editing, and topic discussion. The software can be run using either the Latin or Cyrillic alphabets. Anonymity is available in all modules and subgroups of participants can be created. Initial group experiences in the facility indicate that Bulgarians are receptive to GDSS technology, particularly modules allowing anonymous discussion. The current research proposes to compare the implementation of a GDSS technology for Bulgarian business people/government officials with the implementation of the same technology for American foreign service officers serving in Bulgaria. %T An Empirical Examination of Software-Mediated Information Exchange and Communication Richness %S Posters: Improving Team Performance %A Gary J. Cook %A Severin V. Grabski %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 46 %K Computer supported cooperative work, Coordinating technologies, Groupware %X We report on a two-part longitudinal study of computer-supported cooperative work. It focuses on the impact of coordinating and enabling technologies through an examination of computer-supported information exchange patterns. Colleagues were required to work together to complete a project within a specified time frame. The patterns of information exchange observed in this environment provide evidence as to which aspects of groupware are perceived as helpful by users, and provide an impetus for further research. The objectives of this research are to: 1) examine patterns of information exchange in order to provide descriptive data on the process of using groupware; and 2) identify factors that need to be considered for effective and efficient use of groupware in a CSCW environment. The two studies allow for an investigation of the difference between 1) small novice-user groups formed across class sections (locations) with each group responsible for developing a complete proposal and 2) a large experienced-user group formally divided into subgroups, with each subgroup responsible for developing a portion of a proposal. %T The Evolution of Linking Facilities in OISE's CSILE System %S Posters: Improving Team Performance %A Sheryl Brock %A Aron Kwok %A Peter Rowley %A Alan Rosenthal %A Jim Hewitt %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 47 %X The goal of the Computer-Supported Intentional Learning Environments (CSILE) Project at OISE is to build (a) an instructional theory driven by cognitive science research into collaborative learning processes and expert knowledge organization and (b) a collaborative educational hypermedia system. The design of the system is based on the theory, and in turn provides support for classroom experiments to test its predictions. Every school day for the last six years, two classes of grade five and six public elementary school students have been using the CSILE System prototype as a tool to support deep understanding of their usual curriculum. In the last three years, we have also introduced the system in classrooms with students from grades one to four and seven to thirteen. %T Designs to Encourage Discourse in the OISE CSILE System %S Posters: Improving Team Performance %A Jim Hewitt %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 48 %X Every school day for the last six years, two classes of grade five and six public elementary school students have been using OISE's Computer-Supported Intentional Learning Environment (CSILE) as a tool to support deep understanding of their usual curriculum. The design of this innovative collaborative educational hypermedia system, the first that we know of to be in daily classroom use, is driven by cognitive science research into expert learning and knowledge organization. A cornerstone of the CSILE approach is that students construct the contents of their database from scratch. They use CSILE's tools to construct linked textual and graphical database "notes" which are available to all members of the classroom community. They are browsed (via keywords, links, and other means of navigation), read, evaluated, built upon, and, commented on. A note's author is informed of all comments and all comments are available to all users of the database. This work, pioneered by Scardamalia and Bereiter [2], was the subject of two previous CHI posters. %T An Interface Design for Learning Spelling through Integrated Intentional Spell-Checking %S Posters: Improving Team Performance %A Douglas R. Ward %A Esther L. Tiessen %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 49 %X OISE's Computer Supported-Intentional Learning Environments (CSILE) is an innovative collaborative educational hypermedia system designed to facilitate student-centred knowledge-building through the collaborative construction of computerized knowledge bases. Previous CHI posters have described results of the last six years of clubroom use [1]. Throughout the school year, students enter their work into a common database of text and graphics which is available to all students through browsing and searching based on topics, keywords, and other links. Through this work, students are encouraged to formulate their own problems, develop their own theories, and construct their own knowledge. Thus, the main design challenge for CSILE is to support the development of cognitive skills required for self-directed (intentional) learning. This poster focuses on the continuing development of facilities that require students to take intentional control of and responsibility for the process and content of their spelling and vocabulary learning. %T Introducing the Suitware Project %S Posters: Improving Team Performance %A Thomas Kuhme %A Uwe Malinowski %A Matthias Schneider-Hufschmidt %A Hartmut Dieterich %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 50 %X The Suitware project was established to explore methods and tools for the design of adaptive user interfaces. The name Suitware was created as a synonym for "software which suits the users needs". The poster introduces some basic ideas and the overall research goals of the project. As a result of preparatory work, a taxonomy of adaptive user interfaces (AUI) is presented. %T Who Adapts What in HCI? %S Posters: Improving Team Performance %A Manfred Langen %A Gerd Hornung %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 51 %X The acceptance of a system as a whole strongly depends on the quality and appropriateness of its user interface in a certain working environment. Especially in the medical environment particular conditions -- such as heavy workload on physicians and nurses, the patient's health as the overall objective and lack of time for training -- have to be taken into account; these conditions demand for sophisticated adaptation strategies. %T The Utility of Various Windowing Capabilities for Single-Task and Multi-Task Environments %S Posters: Improving Team Performance %A Kritina L. Holden %A Michael R. O'Neal %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 52 %X Computer systems offering windowing environments have been readily embraced by the computer user community. These capabilities have become so popular in recent years, that even the more traditional command-line systems such as IBM PCs are offering windowing environments. The question arises as to whether or not a windowing environment is appropriate for any and all user environments. This question has particular importance for computer systems that control complex processes and hazardous environments, such as Nuclear Power Plants or Space Station Freedom. Both of these examples represent multitasking environments where there is a large cognitive load on the user. It has been argued that the task of window management poses additional processing loads on the user. In fact, during the early definition of the Space Station Freedom human-computer interface, NASA's astronaut office strongly opposed a windowing environment, partially for "safety" reasons. It was felt that the windowing capabilities were dangerous in an environment where critical information could be accidentally hidden, "lost", etc. It was also felt that managing the display of information was an unnecessary additional task. These issues led the Human-Computer Interaction Laboratory (HCIL) a NASA's Johnson Space Center to investigate the following questions: (1) How important or beneficial are various windowing capabilities for fast and accurate performance of a complex task? (2) How does the importance of the capabilities change as the task load changes, e.g., in a multitasking situation? An experiment was designed to answer these questions, as well as to provide a case study of a computer user in a multitasking situation. %T Developing an Error Prevention Methodology Based on Cognitive Error Models %S Posters: Improving Team Performance %A Kristin J. Bruno %A Linda L. Welz %A Josef Sherif %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 53 %X A long-term program is in progress at JPL to reduce cost and risk of flight mission operations through a defect/error prevention program. The goal of this program is the reduction and ultimately the prevention of human errors. The main thrust of this program is to create an environment in which the performance of both the human operator and the computer system is optimized. Systems must be designed to enhance normal human performance; training programs must be designed to alleviate likely errors; and functions that are human-error prone should be automated. To successfully design and implement this program requires a theoretically motivated model of human problem solving and decision making based on current theories of human cognition. Further, such a model must be data-validated to ensure its ultimate applicability. Principles of cognitive psychology, human-computer interaction, and Total Quality Management (TQM) are used to analyze past errors and make changes to end-user applications and training requirements to prevent these errors in the future. %T Modeling System Evolution: A Means of Cutting through Obstacles to Desirable Change to Large Business (Information) Systems, Their Many Computer-Human Interfaces, and User/Operator Responsibilities %S Posters: Improving Team Performance %A Richard I. Anderson %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 54 %X Too often, attempted change and change planning suffers from inadequate insight, coordination, and involvement. Decision makers frequently get caught up in power/political contests, utilize and are impacted by cognitive (Anderson, 1991) or organizational (Grudin, 1991) structures and procedures that hinder beneficial cooperation/ participation, and focus excessively on visible technology end-states and inadequately on business and human processes, underlying infrastructure, and enabling intermediate-states. Hence, resulting change, if achieved at all, is often change without readiness, buy-in, or gain. %T The Xerox Work Practices Project %S Posters: Improving Team Performance %A Pam Barrett %A Francoise Brun-Cottan %A Jean Giacomi %A Ruediger W. Knodt %A Denise McLaughlin %A Andrea Mosher %A Susan L. Saunders %A Patricia S. Wall %A James B. Williams %A Nancy B. Williamson %A Jeanette Blomberg %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 55 %X The Interactive Poster consists of the following Design Process and Croup Work themes: * A graphic representation of the Work Practices/ Participatory Design Process defining methodology and tool on an, iterative timeline. * A graphic representation that defines Understanding and Designing for Work Practices * A 10 minute videotape elaborating on a pilot study which incorporates the concepts graphically illustrated on the poster. This project is a result of a recognized desire on the part of human factors designers, graphic designers and industrial designers at Xerox to more closely link the understanding of peoples work practices to product design. The project team represents research anthropologists and product designers. %T User Acceptance of Computer Applications with Speech, Handwriting and Keyboard Input Devices %S Posters: Designing the Ins & Outs %A Mary J. LaLomia %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 58 %X There is a growing movement toward designing more natural user interfaces that take advantage of an individual's experiential knowledge of speech and handwriting interaction. One disadvantage of these natural interfaces is that the system may not always interpret the user input accurately. No study has attempted to determine what impact these accuracy rates have on the user's acceptance or preference of a particular application. Given that handwriting and speech have a lower input accuracy rate than keyboard input, are there certain applications that individuals would prefer not to use with either a speech or handwriting input device? %T Of Mice and Children %S Posters: Designing the Ins & Outs %A Maria Milenkovic %A Roland Alo %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 59 %X The purpose of the study was to explore elementary school children 's preferences for computer mice of different shapes and sizes. A user-centered approach was employed to elicit children's input about alternative designs. The intent was to identify shapes that constitute a better ergonomic fit for children's smaller hands and to establish whether different shapes are suitable for different age groups. %T The Multi-Modal Integrative Mouse -- A Mouse with Tactile Display %S Posters: Designing the Ins & Outs %A Motoyuki Akamatsu %A Sigeru Sato %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 60 %X In natural situations, we can obtain sensory information in different modalities such as visual, auditory and tactile from an object. The human-computer interface with a mouse can give us both visual and kinesthetic information. However, the tactile information that occurs when we touch an object in a natural situation is not available from a mouse. In psychophysical studies, it has been shown that tactile information added to visual information helps to increase the velocity of finger movements and reduces the dependence on vision [1]. It is, therefore, expected that an interface device capable of presenting tactile information would improve the efficiency of operation and reduce the visual load. Thus, we have developed a human-computer interface device based on a mouse that gives tackle and force sensations to the operator in addition to visual information. This interface device can be defined as a multi-modal integrative mouse. %T Contextual Motor Feedback in Cursor Control %S Posters: Designing the Ins & Outs %A Reinder Haakma %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 61 %X For user-system interaction, most existing equipment uses mechanical input devices and visual and auditory output devices. Contextual motor feedback employs other modalities to provide feedback about the state of the system: the human motor system. Users can detect changes in the mechanical behaviour of a system by their tactile and kinesthetic senses. Contextual motor feedback lets user and system communicate over the same physical parameters: position, speed and force. %T "Finger-Pointer": A Glove Free Interface %S Posters: Designing the Ins & Outs %A Masaaki Fukumoto %A Kenji Mase %A Yasuhito Suenaga %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 62 %X Many gesture interfaces such as "Put-That-There" require operators to wear special devices such as "Data-Glove" to make the system recognize hand gestures [1]. However, wearing such devices prevents the realization of a natural interface. We have developed the "Finger-Pointer" experimental system, which can recognize pointing actions and simple hand forms in realtime by image processing. The operator is not required to physically contact any control devices. We present the details of the image processing techniques employed, and a principle for stable measurement of pointing direction. We also solved the time lag problem with multi-channel integration. %T A Graphic Object Manipulation System Using Hand Gestures %S Posters: Designing the Ins & Outs %A Takeshi Onishi %A Haruo Takemura %A Fumio Kishino %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 63 %X People use gestures to communicate with other people without difficulty. As a method of computer/ human interaction, gestures are more intuitive and more direct than existing input devices, such as keyboards, mice, etc., and furthermore, are more functional. Using hand gestures, which are important human gestures, is a key technique to build a friendly user interface. Some gestures are considered to be symbols, such as "OK" gesture, American sign language. Others have numerical meaning, i.e. how long, how large, how fast, etc. To deal with both kinds of hand gestures, we propose a hand shape representation method. The method represents a hand shape with 15 dimensional data of 5 finger tip positions in 3D. To implement both static and dynamic hand gestures in a graphic object manipulation system, at each measurement time the current hand shape is classified into 10 classes of hand shapes using subspace method and the hand movement is evaluated using recurrent neural network. The system allows a user to manipulate graphic objects intuitively and directly. %T HyperMark: Issuing Commands by Drawing Marks in HyperCard %S Posters: Designing the Ins & Outs %A Gordon Kurtenbach %A Thomas Baudel %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 64 %X Pen-based interfaces that use markings to issue commands are becoming more popular every day. The advantages of markings as commands can also be used in traditional mouse-based interfaces. We have developed a system called "HyperMark" which allows markings to be used in Apple's HyperCard. For example, if HyperMarks are added to a screen button, not only does a button react to a mouse press, but marks can also be drawn on the button which trigger other actions. This results in fewer buttons and faster interactions in some cases. In effect, HyperMarks are similar to pop-menus where additional functions are "hidden" under a button until popped up. However, with HyperMarks, a user does not have to wait for menu pop-up, visually search the menu and point to an item. Instead, a mark triggers the item directly and quickly. Our intention is that ordinary HyperCard users/programmers can incorporate markings into their own HyperCard stacks. %T Remote Manipulation Interfaces: The Case of a Telepathology Workstation %S Posters: Designing the Ins & Outs %A Catherine Plaisant %A David A. Carr %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 65 %X Telemedicine is the practice of medicine over communication links. The physician being consulted and the patient are in two different locations. A first telepathology system has been developed by Corabi Telemetrics. It allows a pathologist to render a diagnosis by examining tissue samples or body fluids under a remotely located microscope. %T DispLayers: Multi-Layer Display Technique to Enhance Selective Looking of Overlaid Images %S Posters: Designing the Ins & Outs %A Minoru Kobayashi %A Hiroshi Ishii %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 66 %X In order to support remote collaboration, we designed TeamWorkStation [1]. The system provides distributed users with a shared workspace image and face images. Initially, we displayed these images using a tiling window strategy as shown in Fig. 1(a). However, the screen space was too small to display both the workspace window and face windows at sizes large enough for effective use. To solve this problem, we devised the ClearFace technique that overlays the translucent face image onto the workspace image (Fig. 1(b)) [2]. Although the quality of overlaid images is somewhat degraded, users can easily switch their attention between the workspace image and the face images. This human ability to selectively see one of two mixed images is accounted by the theory of "selective looking" [3]. However, we realized that there still remained some difficulties in separating the mixed images in ClearFace. %T Design Techniques for Scientific Visualization %S Posters: Designing the Ins & Outs %A Colleen Bushell %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 67 %X This poster illustrates examples from a work in progress and is presented with the intention of receiving feedback from conference attendees. The work is a collaborative effort in which we are investigating various visual design techniques for scientific visualization that we believe will maximize the flow of information from the video or computer monitor to the viewer. %T An Image Synthesizing Method Based on Human Motion Recognition from Stereo Images %S Posters: Designing the Ins & Outs %A Hirofumi Ishii %A Kenji Mochizuki %A Fumio Kishino %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 68 %X An image synthesizing method for the conference system with realistic sensations is described. In this conference system, a human image in virtual space has to be synthesized by tracing the motion of human in real space. But it is difficult to detect positions of all human joints from real image. We proposed a new image synthesizing method using an associative memory. This is memorized human representative motion patterns to compensate insufficiency of detected information from real image. %T Voice-Reactive Facial Expression Graphics Feedback for Improved Human-to-Machine Speech Input %S Posters: Designing the Ins & Outs %A Tomio Watanabe %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 69 %X When people talk to each other, they nod and change their facial expression while listening to each other in response to what the other says. Neonates are also observed to respond to their mother's voice in this way. Facial reactions to speech therefore appear to be an essential part of communication, and this reaction mechanism is adaptable to facilitate human-computer information exchange. We have reported a voice-reactive system that, with timing that simulates a human being's nodding, turns a level meter lamp on and off in response to speech input, demonstrating that visual feedback can be effective in assisting smooth speech input. The present paper describes a series of experiments in which the level meter is replaced by graphics representing human facial expressions. This provides more specific feedback to the speaker, and makes the human-to-machine speech input environment more natural for the speaker. %T Integrating Animation with Interfaces %S Posters: Designing the Ins & Outs %A Stephane Chatty %A Michel Beaudouin-Lafon %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 70 %X Most studies about the tools for building user interfaces consider an interface as a set of graphical objects that react to the user's actions. As a consequence, such tools produce mostly static interfaces. Introducing animation by bringing graphical objects to life would allow the building of more dynamic interfaces. One can think of several applications to animation. It can be used as a medium, for instance in a help system. It can also be used as a presentation artifact, smoothing the transitions between successive display states. Another use is data visualization and program animation, to monitor the evolution of data and the operations performed on them. Finally, one can think of building dynamic interfaces containing live graphical objects. Such interfaces would offer an integration of animation and interaction similar to that exhibited by video games. A good example is an iconic interface where icons are animated, and where one can throw them instead of only dragging them. However, such applications are seldom seen in today's interfaces, and we believe that this will change with a better support for animation. Whizz is a toolkit for building animated interfaces. It allows the description of the whole dynamic behavior of an interface. This includes time-based animation, where objects change by themselves, user-driven animation, where they react to users' actions, and application-driven animation, where they reflect the changes in the application. %T Maintaining Legibility, Structure, and Style of Information Layout in Dynamic Display Environments %S Short Talks: Good Graphics! %A Grace Colby %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 73-74 %X LIGA (Layout Intelligence for Graphics Automation) is a prototype system that contains graphic design knowledge about text and image layout. The goal of the program is to produce layouts that reflect the logical structure of the content, are legible for the given viewing context, and are consistent in style. The system can generate effective layouts of information as well as adapt layouts on the fly to accommodate changes in the presentation environment. %T Minimalism in Graphics %S Short Talks: Good Graphics! %A Douglas J. Gillan %A Edward Richman %A Michael Neary %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 75-76 %X Two experiments examined Tufte's rule that graphs should use minimal "ink" (or filled pixels) to display data [2]. Experiment 1 showed that the time to answer questions using a graph constructed according to Tufte's rule (no axes and minimal indicators) was 13% faster than for a more traditional graph with axes and full indicators. Experiment 2 demonstrated that (a) the advantage of the minimal graph was due to eliminating the Y-axis, (b) the ink in the indicators had no effect and, (c) the presence of an X-axis improved performance. %T Audio Cues for Graphic Design %S Short Talks: Good Graphics! %A Solange Karsenty %A James A. Landay %A Chris Weikart %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 77-78 %K Sonic feedback, Audio, Geometric constraints, Graphical editors, Inferencing, Interaction techniques, Direct manipulation, User interfaces %X Rockit is a system for the inference of graphical constraints, embedded within a graphical editor as part of larger project on applications development. The graphical editor allows the application designer to draw application-domain-specific objects and define constraints among them. On the basis of direct manipulation techniques, Rockit can infer the most likely graphical constraints as the designer manipulates the objects. Both graphical and audio feedback are used to guide the designer towards their choices. In this short document, we present our experience in designing and using audio, as a complement to graphical feedback, for this purpose. %T Three-Dimensional Algorithm Animation %S Short Talks: Good Graphics! %A John T. Stasko %A Joseph F. Wehrli %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 79-80 %X Algorithm animation is the process of abstracting a program's data, operations, and semantics, and creating dynamic graphical views of those abstractions [Sta90]. Algorithm animation systems have been used for both instructional purposes such as augmenting classroom lectures and for "visually documenting" complex programs. To now, algorithm animation systems have supported only 2-D black-and-white or color views. Our work extends algorithm animation to three-dimensional computer graphics. %T Programming with Characters %S Short Talks: Good Graphics! %A Michael Travers %A Marc Davis %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 81 %X Programs are hard to build, and even harder to understand after they are built. We lack intuitive interfaces for visualizing and manipulating many parts of programs and the ways in which these parts interact. Constraint systems have addressed these problems. We generalize some of the notions inherent in constraint systems to agent-based systems, and explore the use of animated characters as interface representations of agents. In particular, conflict detection and resolution is dramatized by the use of characters and their emotions. The history of their interactions is presented as a narrative using video and storyboard techniques. Building programs out of agents and enabling users to manipulate program parts by interacting with simple animated characters can aid relatively unskilled users in understanding and modifying complex systems. %T Rough and Ready Prototypes: Lessons from Graphic Design %S Short Talks: Good Graphics! %A Yin Yin Wong %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 83-84 %X This paper argues that interface design can be made more effective by borrowing techniques from graphic design. User interface designers often explore interface ideas through coded prototypes, which do not facilitate quick turnaround and require a complete interface definition. This method of prototyping is too detailed and laborious to appropriately facilitate early design decisions, such as brainstorming about the task the interface will support. In contrast, graphic designers use a wide range of prototyping strategies to communicate ideas to others for discussion and feedback. For example, prototypes constructed early in the graphic design process rely on different techniques and rendering styles from those produced in the final stages. In this paper, I will first describe how graphic designers use prototyping techniques that are appropriate to making early design decisions. I will then describe how, as a visual interface designer on an interdisciplinary team, I have applied these lessons to produce prototypes that address the appropriate issues at a given phase in the design. I will describe my use of tools such as Apple's Hypercard and MacroMind's Director to produce these interactive simulations. By describing what I do, I will demonstrate that any interface designer, and not just graphic designers, can use this method to examine interface issues. %T Digitized Speech's Serial Position Effect %S Short Talks: Audio Video and Beyond... %A G. Michael Barnes %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 87-88 %X Speech is becoming a more important user interface with the advent of multimedia capable video game systems, personal computers and workstations. Speech can be synthetically generated or natural speech can be digitized for storage and replay. Several studies have shown that synthetic speech is not understood as well as natural speech [2]. Synthetic speech lacks prosodic (timing) and acoustical cues to phonetic segments in comparison to natural speech. Luce et. al. [2] attributed the difficulty with synthetic speech to increased processing time requirements to encode the degraded sound. Waterworth and Thomas [3] replicated Luce et. al. serial position effect experiment and reported additional support for the encoding hypothesis by having subjects repeat words. When they adjusted for correct word encoding, the synthetic speech was similar to natural speech. %T Semi-Structured Display of Telephone Conversations %S Short Talks: Audio Video and Beyond... %A Debby Hindus %A Chris Schmandt %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 89-90 %X People spend much of their work day talking, yet the time spent talking has been out of reach of computer technology. Indeed, computer applications of stored voice are in their infancy, despite technological advances that have enabled ordinary workstations to provide audio digitization and playback. Current stored voice applications are limited to two distinct styles of audio data. The first consists of short message segments that are not meant to be listened to repeatedly, as in voice mail systems. The second is highly structured audio segments, such as in hypermedia systems, where the author creates the links and the application provides navigation. This limited usage is largely due to retrieval problems; unlike text, speech cannot yet be freely searched for keywords. Stored voiced is bulky and difficult to access, and listening is much slower than reading. To extend audio technology to spontaneous conversation will require automatic derivation of structure, without understanding the spoken words. This semi-structured audio will assist in later retrieval as well. This short talk addresses the theoretical and practical issues of semi-structured audio in the context of a specific domain, that of telephone conversations. It addresses structure at the time of capture; the visual representation of free-form conversations; dynamic displays for real-time capture; and browsing interactions. The work features a telephone listener tool that allows users to identify and save the relevant potions of telephone calls during the conversation, and a browser for reviewing and modifying previously recorded conversations. With these tools, important spoken information in phone calls can be easily captured and retrieved, just like textual information in electronic mail messages. %T 3-D Video Modeling %S Short Talks: Audio Video and Beyond... %A Henry Holtzman %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 91-92 %K Digital video, 3-D modeling, Structured representations %X Motion picture studios and equipment are out of reach for most people putting together presentations that include moving imagery. Fortunately, the presentation designer can draw upon a vast and constantly growing pool of film and video footage. 3-D Video Modeling augments the footage with a 3-D structural model of the set where the footage was filmed. The model can be used as a description of the footage to aid in cataloging, referencing and retrieving the footage. The footage and model together can be used to create new footage, freeing the designer from decisions made by the film maker. Objects can be altered (such as by colonization) or entirely replaced, the camera's position can be changed, the lighting can be modified, and the depth of field can be narrowed, creating a focus pull in post-production. %T Salient Stills %S Short Talks: Audio Video and Beyond... %A Laura Teodosio %A Walter Bender %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 93-94 %K Digital video, Structured representation, Picture perception %X The transformation of a sequence of moving images to a still image presents several problems: a loss of perceived image quality when looking at a single video frame; and a loss of context, since no individual frame captures everything conveyed in a sequence of images. We address these problems by developing a structured representation of moving image data. Using this representation we manipulate the video signal to build salient still frames, including some images with enhanced resolution. We discuss methods of automatically building a structured representation, methods for building salient stills and the potential applications of these images. %T Bioelectric Input Devices, An Example: BIOLINK %S Short Talks: Audio Video and Beyond... %A Francois Aubin %A Jean-Marc Robert %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 95-96 %K Input devices, Bioelectric devices, Learning, Bandwidth, Disabled %X This paper showed that it is possible to develop a myoelectric pointing device which uses two muscular sites for the cursor motion. The results of the human performance evaluation show that, after 10 sessions, the mean positioning time with BIOLINK is 3 seconds, compared to 1 second with the mouse. Although the learning is long with BIOLINK, users can hope, on the basis of Fig. 2, to obtain a mean pointing time, after 80 sessions, that is comparable to the one of the mouse. Results also show that the Fitts' law and the power law of practice apply for myoelectric pointing devices. %T Physically-Grounded Interface Architecture for Human-Robot Cooperation %S Short Talks: Audio Video and Beyond... %A Yasushi Nakauchi %A Kenji Kawasugi %A Yuichiro Anzai %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 97-98 %X Under the banner of CSCW, human to human cooperation has been studied by using computer as media. But human cooperation such as in an office environment, communication between humans is interaction not only by electronic information, but also by physical information such as physical equipments, paper documents, etc. which can not be replaced only by electronic information. In order to support communication based on physical entities, mobile robots can be utilized. But so far, we do not have any implication for constructing such a human-robot interface. In this paper first we discuss what aspect we should consider for the design of human-robot interface. Then, we propose interface architecture for human-robot cooperation based on multi-agent model. %T Overcoming Touchscreen User Fatigue by Workplace Design %S Short Talks: Make it Work! %A Bengt Ahlstrom %A Soren Lenman %A Thomas Marmolin %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 101-102 %K Input devices, Workplace design, Touch screen, User interface, Ergonomics %X The effect of touchscreen inclination and elbow support on arm fatigue was studied in a factorial design. Inclinations were 0{deg}, 22.5{deg}, 30{deg} 45{deg}, 60{deg} and 90{deg} from horizontal. The subjects could or could not rest the elbow on the desk. Results indicated that an inclination of 22.5{deg} was least fatiguing. The inclination of 30{deg} got the highest preference ratings, however, 90{deg} was the poorest inclinations with respect to both fatigue and precision. For all inclinations elbow support reduced arm fatigue. %T Natural Dialog in a Time-Sensitive Setting: A Study of Telephone Operators %S Short Talks: Make it Work! %A Debbie Lawrence %A Shelly Dews %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 103-104 %X For economic reasons, the task performed by telephone operators is very time-sensitive, and the task has been studied extensively. Most of the work however has concerned the human-computer interaction between the operator and the workstation and not the human-human interaction between the operator and the customer. GOMS analyses of operators handling toll calls [1], found that conversation was on the "critical path" of the call most of the time. That is, during most of a call, verbally exchanged information was necessary for the next step. We are conducting exploratory analyses of operator-customer dialogs to learn how dialog variables might affect the speed or outcome of a call. In preliminary interviews with operators about their jobs, operators seldom mentioned the workstation, but rather talked about their job as dealing with customers in a time-sensitive way that balanced the demands of the job with the needs of the customer. The first study has focused on Directory Assistance calls, in which a customer asks for a telephone number (and/or possibly an address). The analysis focuses on what makes a long vs a short call and what makes a faster vs slower operator. %T Accuracy of MHP/GOMS Predictions for the Task of Issuing Recurrent Commands %S Short Talks: Make it Work! %A Alison Lee %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 105-106 %K Models of the user, Model human processor, GOMS, Cognitive modelling, User support, Prediction error %X This short talk examines the accuracy of MHP/GOMS predictions for a task involving new and revised estimates of several MHP operators. The study consists of a cognitive modelling component to generate predicted task performance times and an experiment to collect actual task performance times. I examine prediction errors, the extent to which the predictions meet the accuracy goal (i.e., predict performance times to an accuracy of 80% or more), and the suitability of the MHP estimates used. I also compare the predictions errors from this study with those from two other studies. %T Can Mental Models be Considered Harmful? %S Short Talks: Make it Work! %A Victor Kaptelinin %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 107-108 %X This paper deals with mental models of interactive systems and their role in human-computer interaction. In the first section, mental models are differentiated from two other kinds of cognitive phenomena: production rules and "functional cognitive maps". Next, an experiment is described, in which an interactive system was presented to students with the help of a state transition diagram or a set of "production rules". The use of production rules was found to be an advantage in this experiment. The paper concludes with a discussion of mental models in the context of skill automatization and user interface transparency problems. %T Virtual Open Office: Supporting Effective "Open" Contact %S Short Talks: Make it Work! %A Jin Li %A Marilyn M. Mantei %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 109-110 %X We postulate that if media spaces are configured correctly, we can gain back the advantages of the shared office without the incipient disadvantages, e.g., noise and interruptions [7]. Furthermore, we propose that creating such a virtually shared office does not provide a primary benefit of travel cost reduction, but one of closeness and cohesion of co-workers engaged in joint work. Thus, media spaces are not just for enhancing communication at a distance but also for supporting communication within the same building and even on the same floor. To support effective "open" contact, other system operations need to be in place in addition to the constant and continuous contact concept. We, thus, introduce the concept of a virtual open office -- an open office in which physically separated co-workers are in constant contact through open communication channels. While a media space system is an infrastructure for facilitating collaborative work, a virtual open office is a software environment that is configured within the media space system to satisfy its unique set of user requirements. We have combined existing research on open office behavior with experimental observations in our laboratory to generate a list of user requirements for the virtual open office. Although this list is not exhaustive, we have attempted to specify that set of requirements which preserves the advantages of an open office and eliminates its disadvantages. We have grouped the 12 user requirements into 5 categories: accessibility, communication cost, information sharing, environmental improvement and system status [5]. %T Rules of Thumb for Designing Effective External Aids %S Short Talks: Make it Work! %A Henry B. Strub %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 111-112 %X Even with good design, users' needs differ and users change over time. Users' own practices in designing external aids were studied in four domains: a focused analysis of how general aviation pilots remember to perform a task that is commonly forgotten, special activities performed by commercial airplane pilots, warnings and notes posted around copy machines, and ways people get around problems in their homes with devices such as VCRs. I will present design principles based on common occurrences across these studies. It is valuable to study such aids as a guide for redesign. %T The Electronic Receptionist: A Knowledge-Based Approach to Personal Communications %S Short Talks: Make it Work! %A Warren S. Gifford %A David L. Turock %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 113-114 %X The phenomenal increase in the use of pagers, car phones, cordless telephones, and other personal communications devices testifies to the fact that communications is an essential element of life in the 1990's. Even with these devices many people are still effectively out of reach, however, because at any given time callers do not know which of the many numbers associated with an individual to try. Communications service providers have proposed a solution to this problem: a personal phone with a single telephone number associated with each individual [1, 2, 3]. However, in informal research on user attitudes about personal communications, we discovered that the idea of being accessible 24 hours a day, 7 days a week to everyone that knew one's phone number was an anathema to even the most enthusiastic embracers of new technology. The problem: answering the phone can be a waste of time and even annoying when you are interrupted from something more important. Convinced of the intrinsic value of the personal communications solution we initiated studies of the protocols used by humans in making and receiving telephone calls. It quickly became apparent to us that a good receptionist was one key to increasing the value of personal communications. Since good receptionists are hard to find, relatively expensive to employ, and not on duty 24 hours a day, we sought to build a knowledge-based system that would simulate the receptionist function. %T WeMet: Progress Report on a Pen-Based Meeting Support Tool %S Short Talks: Make it Work! %A Catherine G. Wolf %A James R. Rhyne %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 115-116 %X WeMet (Window Environment Meeting Enhancement Tool), is a prototype pen-based meeting support tool which allows meeting participants in the same or different room to share a workspace for sketching and writing or for the presentation of images. In addition to facilitating real-time communication among participants, WeMet enables the review and selective retrieval of meeting information, during or after the meeting. This presentation describes the rationale for key functionality and interface decisions in the design of WeMet, and reports on the experiences of users with the prototype to date. %T IDEAL: A Tool to Enable User-Centered Design %S Short Talks: In Search of a Method... %A Stacey Ashlund %A Deborah Hix %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 119-120 %X While UIMSs and other tools are advancing as cost-effective ways of producing interfaces, attention to usability is rarely incorporated. Producing interfaces more rapidly without addressing their quality is of limited worth. We present a tool, IDEAL (Interface Design Environment and Analysis Lattice), that encourages and enables user-centered design as an integral part of the interface development process. IDEAL integrates usability engineering techniques and behavioral task representations with a graphical hierarchy of associated benchmark tasks to support formative evaluation of an evolving user interface. Empirical evaluation showed IDEAL to be useful for managing the formative evaluation techniques currently performed manually. %T A Seeded Design Environment for Service Creation %S Short Talks: In Search of a Method... %A Anders Morch %A Bart Burns %A Jonathan Ostwald %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 121-122 %X We are building and testing a set of computer-based design tools for creating telephone operator services. Currently at NYNEX, operator services are created by a small team of skilled developers using a programming language called SCL (Service Creation Language). The tools we are developing are part of a domain-oriented design environment for operator services. This environment will empower people who are knowledgeable in the domain to create services directly rather than requiring the task to be delegated to SCL developers. Our approach toward achieving this is twofold: (1) understanding the language of the operator services domain, and (2) representing this language in a seeded design environment. %T The MUSiC Methodology for Usability Measurement %S Short Talks: In Search of a Method... %A Nigel Bevan %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 123-124 %X NPL is developing a rigorous methodology for usability measurement and specification as part of the collaborative European ESPRIT project MUSiC (Metrics for Usability Standards in Computing). The methodology, being developed in conjunction with the HUSAT Research Institute, will enable a procurer to specify usability requirements for a product, so that the product can subsequently be assessed to find whether it meets these requirements. The project builds on and extends existing work in the area (eg [10]). The MUSiC project approach to usability is similar to that of ISO CD 9241-11 [4], which defines usability as the quality of interaction in a particular context, which is measured by the effectiveness, efficiency and satisfaction with which specified users achieve specified goals in particular environments (Figure 1). The project is providing tools (both paper and computer-based) to enable the requirements for each component of the context to be identified and specified, and appropriate usability measures to be selected. Measures are required of effectiveness (the extent to which goals are achieved), efficiency (the resources expended), and satisfaction. The context of use can be decomposed into characteristics of users, equipment, tasks, organisational environment, technical environment, and physical environment (Figure 2). %T What is Gained and Lost when Using Usability Methods Other than Empirical Testing %S Short Talks: In Search of a Method... %A Heather Desurvire %A Jim Kondziela %A Michael E. Atwood %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 125-126 %X Traditional laboratory usability testing is frequently not performed due to a company's lack of funds, planning, or human factors expertise. Consequently, there is increasing interest in finding alternative usability testing methods that are easier and cheaper to implement than traditional laboratory usability testing. Recent studies are beginning to study and compare such techniques. These methods include Heuristic Evaluation (Nielsen and Molich, 1990), and Cognitive Walkthrough (Polson, Lewis, Rieman, & Wharton, 1990). For Heuristic Evaluation, Nielsen (1991) found that human-factors Experts were the best at finding an interface's usability problems, especially Experts who were also expert in the interface domain. Desurvire, Lawrence, & Atwood (1991) found Experts' evaluations were the most reliable, and their best guess predictions were predictive of laboratory performance. Karat, Campbell, & Fiegel (1992) similarly found that heuristic results were reliable and significantly predictive of laboratory data, yet empirical laboratory testing identified four and five times as many problems. Jeffries, Miller, Wharton, and Uyeda (1991) found that via Heuristic Evaluation, more severe problems were found than with laboratory testing or the Cognitive Walkthrough. This comparison study did, however, only utilize Experts in the heuristic condition, and System Designers in the Cognitive Walkthrough. We were interested to set up a study where the methods and type of evaluator expertise would be compared to each other, and were comparable to the empirical laboratory testing data. We were interested in learning not only how predictive each method by group was of laboratory performance, but also what each type of evaluator and method brought to the evaluation. In other words, what might we lose if we did not perform laboratory tests, and what might we gain? %T Observer Accuracy in Usability Testing: The Effects of Obviousness and Prior Knowledge of Usability Problems %S Short Talks: In Search of a Method... %A Adriane M. Donkers %A Jo W. Tombaugh %A Richard F. Dillon %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 127-128 %X This study examined the combined effect of obviousness and prior knowledge of usability problems on accuracy at identifying problems. Accuracy was measured by comparing observer data to that of two experts who also identified the usability problems. In addition, performance at rating the importance of fixing the problems was also examined. For both dependent variables, an interaction between obviousness and prior knowledge was predicted. It was expected that prior knowledge would lead to higher accuracy, and a bias in ratings of importance, particularly for the low obvious problems. %T Reliability of Severity Estimates for Usability Problems Found by Heuristic Evaluation %S Short Talks: In Search of a Method... %A Jakob Nielsen %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems -- Posters and Short Talks %D 1992 %P 129-130 %K Severity, Prioritizing, Evaluation methods, Usability problems, Judgments %X Ratings from single evaluators are very unreliable when usability specialists judge the severity of usability problems found by heuristic evaluation, but the mean severity rating from four evaluators gets within half a rating point of the true severity 95% of the time. Also, the evaluators do agree that usability problems found by heuristic evaluation are all real problems even though each rater had originally only identified a small proportion of the problems. %M C.CHI.92.3 %T Edit Wear and Read Wear %S Text and Hypertext %A William C. Hill %A James D. Hollan %A Dave Wroblewski %A Tim McCandless %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 3-9 %K Graphical user interfaces, Informational physics, Interface mechanisms, Professional work, Reflective practitioner %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p3-hill/p3-hill.pdf %X We describe two applications that illustrate the idea of computational wear in the domain of document processing. By graphically depicting the history of author and reader interactions with documents, these applications offer otherwise unavailable information to guide work. We discuss how their design accords with a theory of professional work and an informational physics perspective on interface design. %M C.CHI.92.11 %T The Computer Sciences Electronic Magazine: Translating from Paper to Multimedia %S Text and Hypertext %A W. Randall Koons %A Anne M. O'Dell %A Nancy J. Frishberg %A Mark R. Laff %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 11-18 %K Electronic magazine, Interactive design, Multimedia design, Navigation, Indexing, Usability, Hypermedia, Metaphor %* (c) Copyright 1992 Association for Computing Machinery %O Color plates are on pages 707-708 %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p11-koons/p11-koons.pdf %X In this paper, we discuss issues in design and usability of the IBM Computer Sciences Electronic Magazine (CSEM). The CSEM is an interactive multimedia translation of a paper magazine. It contains articles describing Computer Sciences projects at the four IBM Research Labs. Combining aspects from print, television, and computers, it is a useful vehicle for studying what we see as a completely new communication medium. We report both our design rationale in creating the magazine and the results of several user studies which helped us understand our successes and failures. These studies are a part of an iterative process through which we have redesigned and improved the CSEM. %M C.CHI.92.19 %T Hypertext or Book: Which is Better for Answering Questions? %S Text and Hypertext %A Barbee T. Mynatt %A Laura Marie Leventhal %A Keith Instone %A John Farhat %A Diane S. Rohlman %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 19-25 %K Experimental research, Question answering, Usability of hypertext, Hypertext %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p19-mynatt/p19-mynatt.pdf %X An important issue in the evolution of hypertext is the design of such systems to optimally support user tasks such as asking questions. Few studies have systematically compared the use of hypertext to books in seeking information, and those that have been done have not found a consistent superiority for hypertext. In addition, designers developing hypertext books have few guidelines. In the present study, users performed information-seeking tasks and answered a variety of types of questions about Sherlock Holmes stories using either a conventional paper encyclopedia or a hypertext encyclopedia. The questions varied on the amount of information needed to derive an answer (fact or inference), the location of the question's key phrase in the hypertext (entry title or entry content), and the format of the information (text or map). Accuracy and time were recorded. The hypertext group excelled in answering fact questions where the information was embedded in a text entry. The book group excelled only in answering fact questions based on maps. In spite of having far more experience using books, the book group was not significantly faster overall and did not perform as well on an incidental learning task. Our results suggest that a hypertext book with a nonlinear structure and including a variety of navigational tools can equal or surpass conventional books as an information-seeking medium, even with minimal training. %M C.CHI.92.27 %T Realizing a Video Environment: EuroPARC's RAVE System %S Studies of Media Supported Collaboration %A William Gaver %A Thomas Moran %A Allan MacLean %A Lennart Lovstrand %A Paul Dourish %A Kathleen Carter %A William Buxton %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 27-35 %K Group work, Collaboration, Media spaces, Multi-Media, Video %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p27-gaver/p27-gaver.pdf %X At EuroPARC, we have been exploring ways to allow physically separated colleagues to work together effectively and naturally. In this paper, we briefly discuss several examples of our work in the context of three themes that have emerged: the need to support the full range of shared work; the desire to ensure privacy without giving up unobtrusive awareness; and the possibility of creating systems which blur the boundaries between people, technologies and the everyday world. %M C.CHI.92.37 %T Evaluating Video as a Technology for Informal Communication %S Studies of Media Supported Collaboration %A Robert S. Fish %A Robert E. Kraut %A Robert W. Root %A Ronald E. Rice %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 37-48 %K Informal meetings, Evaluation, Video, Desktop videoconferencing, Group work, Collaboration %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p37-fish/p37-fish.pdf %X Collaborations in organizations thrive on communication that is informal because informal communication is frequent, interactive, and expressive. Informal communication is crucial for the coordination of work, learning an organization's culture, the perpetuation of the social relations that underlie collaboration, and, in general, any situation that requires communication to resolve ambiguity. Informal communication is traditionally mediated by physical proximity, but physical proximity cannot mediate in geographically distributed organizations. The research described here evaluates the adequacy of a version of a desktop video/audio conferencing system for supporting informal communication in a research and development laboratory. The evaluation took place during a trial in which the system was used by summer employees and their supervisor-mentors. While the system was used frequently, the most common uses and users' assessments suggest that it was used more like a telephone or electronic mail than like physically mediated face-to-face communication. However, some features of its use transcended traditional media and allowed users to gain awareness of their work environment. The paper concludes with a discussion of requirements for successful technology to support informal communication. %M C.CHI.92.49 %T Speech Patterns in Video-Mediated Conversations %S Studies of Media Supported Collaboration %A Abigail J. Sellen %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 49-59 %K CSCW, Videoconferencing, Conversation patterns %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p49-sellen/p49-sellen.pdf %X This paper reports on the first of a series of analyses aimed at comparing same room and video-mediated conversations for multiparty meetings. This study compared patterns of spontaneous speech for same room versus two video-mediated conversations. One video system used a single camera, monitor and speaker, and a picture-in-a-picture device to display multiple people on one screen. The other system used multiple cameras, monitors, and speakers in order to support directional gaze cues and selective listening. Differences were found between same room and video-mediated conversations in terms of floor control and amount of simultaneous speech. While no differences were found between the video systems in terms of objective speech measures, other important differences are suggested and discussed. %M C.CHI.92.61 %T Human-Computer Interaction Research at Georgia Institute of Technology %S Laboratory Overviews: Graphics %A James D. Foley %A Christine M. Mitchell %A Neff Walker %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 61-62 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p61-foley/p61-foley.pdf %X N/A %M C.CHI.92.63 %T The Virginia User Interface Laboratory %S Laboratory Overviews: Graphics %A Randy Pausch %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 63-64 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p63-pausch/p63-pausch.pdf %X N/A %M C.CHI.92.65 %T System Ergonomics and Human-Computer Interaction at SIEMENS Corporate Research and Development %S Laboratory Overviews: Graphics %A H. Raffler %A M. Schneider-Hufschmidt %A T. Kuhme %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 65-66 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p65-raffler/p65-raffler.pdf %X N/A %M C.CHI.92.67 %T Anthropomorphism: From Eliza to Terminator 2 %S Panel %A Abbe Don %A Susan Brennan %A Brenda Laurel %A Ben Shneiderman %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 67-70 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p67-don/p67-don.pdf %X N/A %M C.CHI.92.71 %T Action Assignable Graphics: A Flexible Human-Computer Interface Design Process %S Demonstration: User Interface Management Systems I %A Matthew D. Russell %A Howard Xu %A Lingtao Wang %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 71-72 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p71-russell/p71-russell.pdf %X N/A %M C.CHI.92.73 %T The AT&T Display Construction Set User Interface Management System (UIMS) %S Demonstration: User Interface Management Systems I %A Joseph P. Rotella %A Amy L. Bowman %A Catherine A. Wittman %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 73-74 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p73-rotella/p73-rotella.pdf %X N/A %M C.CHI.92.75 %T An Interface for Interactive Spatial Reasoning and Visualization %S Visualizing Objects, Graphs, and Video %A James R. Osborn %A Alice M. Agogino %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 75-82 %K Spatial reasoning, Three dimensional visualization, Direct manipulation, Engineering graphics %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p75-osborn/p75-osborn.pdf %X An interface for software that creates a natural environment for engineering graphics students to improve their spatial reasoning and 3D visualization skills is described. The skills of interest involve spatial transformations and rotations, specifically those skills that engineers use to reason about 3D objects based on 2D representations. The software uses an intuitive and interactive interface allowing direct manipulation of objects. Animation capability is provided to demonstrate the relationship between arbitrary positions of an object and standard orthographic views. A second skill of interest requires visualization of a cutting-plane intersection of an object. An interface is developed which allows intuitive positioning of the cutting-plane utilizing the metaphor of a "pool of water" in which the object is partially submerged. The surface of the water represents the cutting plane. Adjustment of the pool depth combined with direct manipulation of the object provides for arbitrary positioning of the cutting-plane. Subjective evaluation of the software thus far indicates that students enjoy using it and find it helpful. A formal testing plan to objectively evaluate the software and interface design is underway. %M C.CHI.92.83 %T Graphical Fisheye Views of Graphs %S Visualizing Objects, Graphs, and Video %A Manojit Sarkar %A Marc H. Brown %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 83-91 %K Fisheye views, Information visualization %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p83-sarkar/p83-sarkar.pdf %X A fisheye lens is a very wide angle lens that shows places nearby in detail while also showing remote regions in successively less detail. This paper describes a system for viewing and browsing planar graphs using a software analog of a fisheye lens. We first show how to implement such a view using solely geometric transformations. We then describe a more general transformation that allows hierarchical, structured information about the graph to modify the views. Our general transformation is a fundamental extension to the previous research in fisheye views. %M C.CHI.92.93 %T A Magnifier Tool for Video Data %S Visualizing Objects, Graphs, and Video %A Michael Mills %A Jonathan Cohen %A Yin Yin Wong %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 93-98 %K Interface metaphors, Time-Varying data, Hierarchical representation, Multimedia authoring, Information-Retrieval, Video editing, Granularity of information %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p93-mills/p93-mills.pdf %X We describe an interface prototype, the Hierarchical Video Magnifier, which allows users to work with a video source at fine-levels of detail while maintaining an awareness of temporal context. The technique allows the user to recursively magnify the temporal resolution of a video source while preserving the levels of magnification in a spatial hierarchy. We discuss how the ability to inspect and manipulate hierarchical views of temporal magnification affords a powerful tool for navigating, analyzing and editing video streams. %M C.CHI.92.99 %T A Research Program to Assess User Perceptions of Group Work Support %S Perspectives on the Design of Collaborative Systems %A John Satzinger %A Lorne Olfman %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 99-106 %K Computer supported cooperative work, CSCW, Groupware, Technology acceptance model %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p99-satzinger/p99-satzinger.pdf %X Computer support for group work is a technological innovation receiving considerable attention from developmental researchers. This paper reports the preliminary results from two surveys which assessed user perceived needs for various types of group work support. The instruments, distributed to managers and professionals in a variety of organizations, described group support scenarios and associated functions/tools and asked for an assessment of their usefulness to one of the respondent's organizational work groups. Support for between meetings group work was perceived to be more useful than support for either face to face or electronic meetings. Common single user tools were generally perceived to be more useful than multi-user group tools. Individual differences and implications are addressed. %M C.CHI.92.107 %T Gardeners and Gurus: Patterns of Cooperation among CAD Users %S Perspectives on the Design of Collaborative Systems %A Michelle Gantt %A Bonnie A. Nardi %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 107-117 %K Cooperative work, CAD, End user programming %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p107-gantt/p107-gantt.pdf %X We studied CAD system users to find out how they use the sophisticated customization and extension facilities offered by many CAD products. We found that users of varying levels of expertise collaborate to customize their CAD environments and to create programmatic extensions to their applications. Within a group of users, there is at least one local expert who provides support for other users. We call this person a local developer. The local developer is a fellow domain expert, not a professional programmer, outside technical consultant or MIS staff member. We found that in some CAD environments the support role has been formalized so that local developers are given official recognition, and time and resources to pursue local developer activities. In general, this formalization of the local developer role appears successful. We discuss the implications of our findings for work practices and for software design. %M C.CHI.92.119 %T Beyond Being There %S Perspectives on the Design of Collaborative Systems %A Jim Hollan %A Scott Stornetta %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 119-125 %K Telecommunications, CSCW %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p119-hollan/p119-hollan.pdf %X A belief in the efficacy of imitating face-to-face communication is an unquestioned presupposition of most current work on supporting communications in electronic media. In this paper we highlight problems with this presupposition and present an alternative proposal for grounding and motivating research and development that frames the issue in terms of needs, media, and mechanisms. To help elaborate the proposal we sketch a series of example projects and respond to potential criticisms. %M C.CHI.92.127 %T Evaluating Two Aspects of Direct Manipulation in Advanced Cockpits %S Direct Manipulation Theory, 3D Manipulation, and Design for Handicapped Users %A James A. Ballas %A Constance L. Heitmeyer %A Manuel A. Perez %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 127-134 %K Direct manipulation, Interface styles, Interface design, Adaptive automation, Intermittent automation, Aircraft interfaces, Intelligent cockpit %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p127-ballas/p127-ballas.pdf %X Increasing use of automation in computer systems, such as advanced cockpits, presents special challenges in the design of user interfaces. The challenge is particularly difficult when automation is intermittent because the interface must support smooth transitions from automated to manual mode. A theory of direct manipulation predicts that this interface style will smooth the transition. Interfaces were designed to test the prediction and to evaluate two aspects of direct manipulation, semantic distance and engagement. Empirical results supported the theoretical prediction and also showed that direct engagement can have some adverse effects on another concurrent manual task. Generalizations of our results to other complex systems are presented. %M C.CHI.92.135 %T Iterative Design of an Interface for Easy 3-D Direct Manipulation %S Direct Manipulation Theory, 3D Manipulation, and Design for Handicapped Users %A Stephanie Houde %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 135-142 %K 3-D manipulation, Direct manipulation, Iterative design, Space planning, Hand gestures, Narrative handles, Bounding box, Handle box %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p135-houde/p135-houde.pdf %X Although computer tools for 3-D design applications are now widely available for use on personal computers, they are unnecessarily difficult to use. Conventions for establishing and manipulating views of 3-D objects require engineering-oriented dialogues that are foreign to most users. This paper describes the iterative design and testing of a new mechanism for moving 3-D objects with a mouse-controlled cursor in a space planning application prototype. Emphasis was placed on developing a design which would make 3-D interaction more intuitive by preserving users' experiences with moving objects in the real, physical world. Results of an informal user test of the current interface prototype are presented and implications for the development of a more general direct manipulation mechanism are discussed. %M C.CHI.92.143 %T Computing for Users with Special Needs and Models of Computer-Human Interaction %S Direct Manipulation Theory, 3D Manipulation, and Design for Handicapped Users %A William W. McMillan %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 143-148 %K Human-computer interaction, Models, Handicapped, Special education, Rehabilitation, Accessibility %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p143-mcmillan/p143-mcmillan.pdf %X Models of human-computer interaction (HCI) can provide a degree of theoretical unity for diverse work in computing for users with special needs. Example adaptations for special users are described in the context of both implementation-oriented and linguistic models of HCI. It is suggested that the language of HCI be used to define standards for special adaptations. This would enhance reusability, modifiability, and compatibility of adaptations, inspire new innovations, and make it easier for developers of standard interfaces to incorporate adaptations. The creation of user models for subgroups of users with special needs would support semantic and conceptual adaptations. %M C.CHI.92.149 %T Designing Usable Systems Under Real-World Constraints: A Practitioners Forum %S Panel %A Robert M. Mulligan %A Mary Dieli %A Jakob Nielsen %A Steven Poltrock %A Daniel Rosenberg %A Susan Ehrlich Rudman %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 149-152 %K Design process, Organizational issues, Usability, User interface %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p149-mulligan/p149-mulligan.pdf %X N/A %M C.CHI.92.153 %T Prototyping an Instructible Interface: Moctec %S Demonstration: Instructible Interfaces %A David L. Maulsby %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 153-154 %K Demonstrational interface, Prototyping %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p153-maulsby/p153-maulsby.pdf %X Moctec is a set of interactive mockups of an interface for programming search and replace tasks by example. The user guides inference by pointing at relevant features of data. %M C.CHI.92.155 %T Interface Support for Comet: A Knowledge-Based Software Reuse Environment %S Demonstration: Instructible Interfaces %A Sherman Tyler %A Jon Schlossberg %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 155-156 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p155-tyler/p155-tyler.pdf %X N/A %M C.CHI.92.157 %T The Art of Search: A Study of Art Directors %S Models of the User I %A Sharon R. Garber %A Mitch B. Grunes %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 157-163 %K User models, Cognitive models, User interface design, Task analysis, Navigation, Searching, Visual problem solving %* (c) Copyright 1992 Association for Computing Machinery %O Color plate is on page 703 %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p157-garber/p157-garber.pdf %X We formulated a model of visual search by conducting a work flow study and task analysis of art directors as they searched for images to use in an advertisement. The analysis revealed the presence of artistic and image concepts, flexible structures which guide the search and are molded by them. Analysis results were used to build a model-based interface for visual search. Results from presenting the interface to users indicate that the interface has the potential to make significant contributions to the visual search task, both in time savings and as an aid to the creative process. %M C.CHI.92.165 %T Browser-Soar: A Computational Model of a Highly Interactive Task %S Models of the User I %A Virginia A. Peck %A Bonnie E. John %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 165-172 %K Browsing, Cognitive models, GOMS, Soar %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p165-peck/p165-peck.pdf %X Browser-Soar models the perceptual, cognitive, and motor operators of a user searching for information in an on-line help browser. The model accounts for 90% of the browsing behavior observed in ten episodes. This result suggests that much of browsing behavior is a routine cognitive task, describable by GOMS, and extends the boundary of tasks to which GOMS applies to include highly interactive tasks. Further, it also suggests that GOMS analyses can be used to evaluate browser interfaces, as they have been used to evaluate text-editors and other computer applications, and to help focus design effort. %M C.CHI.92.173 %T Towards Task Models for Embedded Information Retrieval %S Models of the User I %A H. Ulrich Hoppe %A Franz Schiele %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 173-180 %K Task models, Information retrieval, Plan recognition, Planned vs. situated action %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p173-hoppe/p173-hoppe.pdf %X This paper investigates to what extent task-oriented user support based on plan recognition is feasible in a highly situation-driven domain like information retrieval (IR) and discusses requirements for appropriate task models. It argues that information seeking tasks which are embedded in some higher-level external task context (e.g. travel planning) often exhibit procedural dependences; that these dependences are mainly due to the external task; and that they can be exploited for inferring the users' goals and plans. While there is a clear need for task models in IR to account for situational determinants of user behaviour, what is required are hybrid models that take account of both its "planned" and "situated" aspects. Empirical evidence for the points made is reported from a probabilistic analysis of retrieval sessions with a fact database and from experience with plan-based and state-based methods for user support in an experimental travel planning system. %M C.CHI.92.181 %T Knowledge-Based Evaluation as Design Support for Graphical User Interfaces %S Tools and Techniques %A Jonas Lowgren %A Tommy Nordqvist %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 181-188 %K User interface evaluation, Design support, Guidelines, Style guides %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p181-lowgren/p181-lowgren.pdf %X The motivation for our work is that even though user interface guidelines and style guides contain much useful knowledge, they are hard for user interface designers to use. We want to investigate ways of bringing the human factors knowledge closer to the design process, thus making it more accessible to designers. To this end, we present a knowledge-based tool, containing design knowledge drawn from general guideline documents and toolkit-specific style guides, capable of evaluating a user interface design produced in a UIMS. Our assessment shows that part of what the designers consider relevant design knowledge is related to the user's tasks and thus cannot be applied to the static design representation of the UIMS. The final section of the paper discusses ways of using this task-related knowledge. %M C.CHI.92.189 %T Controlling User Interface Objects Through Pre- and Postconditions %S Tools and Techniques %A Daniel F. Gieskens %A James D. Foley %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 189-194 %K User interface tools, Prototyping, Predicates %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p189-gieskens/p189-gieskens.pdf %X We have augmented user interface objects (i.e. windows, menus, buttons, sliders, etc.) with preconditions that determine their visibility and their enabled/disabled status and postconditions that are asserted when certain actions are performed on the object. Postconditions are associated with each functionally different action on the object. Attaching pre- and postconditions to interface objects provides several useful features, such as selective enabling of controls, rapid prototyping, and automatic generation of explanations and help text. %M C.CHI.92.195 %T Survey on User Interface Programming %S Tools and Techniques %A Brad A. Myers %A Mary Beth Rosson %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 195-202 %K Information interfaces and presentation, User interfaces, Evaluation, Methodology, User interface management systems, Windowing systems, Software engineering, Tools and techniques, User interfaces, Design, Human factors, User interface software, Surveys, User interface tools %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p195-myers/p195-myers.pdf %X This paper reports on the results of a survey of user interface programming. The survey was widely distributed, and we received 74 responses. The results show that in today's applications, an average of 48% of the code is devoted to the user interface portion. The average time spent on the user interface portion is 45% during the design phase, 50% during the implementation phase, and 37% during the maintenance phase. 34% of the systems were implemented using a toolkit, 27% used a UIMS, 14% used an interface builder, and 26% used no tools. The projects using only toolkits spent the largest percentage of the time and code on the user interface (around 60%) compared to around 45% for those with no tools. This appears to be because the toolkit systems had more sophisticated user interfaces. The projects using UIMSs or interface builders spent the least percent of time and code on the user interface (around 41%) suggesting that these tools are effective. In general, people were happy with the tools they used, especially the graphical interface builders. The most common problems people reported when developing a user interface included getting users' requirements, writing help text, achieving consistency, learning how to use the tools, getting acceptable performance, and communicating among various parts of the program. %M C.CHI.92.203 %T Orderable Dimensions of Visual Texture Useful for Data Display: Orientation, Size, and Contrast %S Perception/Performance Theory for HCI %A Colin Ware %A William Knight %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 203-209 %K Scientific visualization, Visual texture, Cartography %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p203-ware/p203-ware.pdf %X Vision research relating to the human perception of texture is briefly reviewed with a view to arriving at the principal dimensions of visual texture useful for data display. The conclusion is that orientation, size (1/spatial frequency), and contrast (amplitude) are the primary orderable dimensions of texture. Data displayed using these texture parameters will be subject to similar distortions to those found when color is used. Textures synthesized using Gabor function primitives can be modulated along the three primary dimensions. Some preliminary results from a study using Gabor functions to modulate luminance are presented which suggest that: perceived texture size difference are approximately logarithmic, a 5% change in texton size is detectable 50% of the time, and large perceived size differences are do not predict small (just noticeable) size differences. %M C.CHI.92.211 %T The Perceptual Structure of Multidimensional Input Device Selection %S Perception/Performance Theory for HCI %A Robert J. K. Jacob %A Linda E. Sibert %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 211-218 %K Input devices, Interaction techniques, Gesture input, Polhemus tracker, Perceptual space, Integrality, Separability %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p211-jacob/p211-jacob.pdf %X Concepts such as the logical device, taxonomies, and other descriptive frameworks have improved understanding of input devices but ignored or else treated informally their pragmatic qualities, which are fundamental to selection of input devices for tasks. We seek the greater leverage of a predictive theoretical framework by basing our investigation of three-dimensional vs. two-dimensional input devices on Garner's theory of processing of perceptual structure in multidimensional space. We hypothesize that perceptual structure provides a key to understanding performance of multidimensional input devices on multidimensional tasks. Two three-dimensional tasks may seem equivalent, but if they involve different types of perceptual spaces, they should be assigned correspondingly different input devices. Our experiment supports this hypothesis and thus both indicates when to use three-dimensional input devices and gives credence to our theoretical basis for this indication. %M C.CHI.92.219 %T Extending Fitts' Law to Two-Dimensional Tasks %S Perception/Performance Theory for HCI %A I. Scott MacKenzie %A William Buxton %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 219-226 %K Human performance modeling, Fitts' Law, Input devices, Input tasks %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p219-mackenzie/p219-mackenzie.pdf %X Fitts' law, a one-dimensional model of human movement, is commonly applied to two-dimensional target acquisition tasks on interactive computing systems. For rectangular targets, such as words, it is demonstrated that the model can break down and yield unrealistically low (even negative!) ratings for a task's index of difficulty (ID). The Shannon formulation is shown to partially correct this problem, since ID is always >= 0 bits. As well, two alternative interpretations of "target width" are introduced that accommodate the two-dimensional nature of tasks. Results of an experiment are presented that show a significant improvement in the model's performance using the suggested changes. %M C.CHI.92.227 %T When TVs are Computers are TVs %S Panel %A S. Joy Mountford %A Peter Mitchell %A Pat O'Hara %A Joe Sparks %A Max Whitby %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 227-230 %K Interface design, Multimedia design %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p227-mountford/p227-mountford.pdf %X This panel brings together experts from TV production with those in the computer multimedia business. They will discuss what is likely to happen when the two media coexist. An exciting opportunity exists in merging the strengths of both media together synergistically to create pervasive and powerful Interactive Television. %M C.CHI.92.231 %T Transportable Applications Environment (TAE) Plus User Interface Designer WorkBench %S Demonstration: User Interface Management Systems II %A Martha R. Szczur %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 231-232 %K Design tools, User interface, Development tools, Productivity, User interface management system %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p231-szczur/p231-szczur.pdf %X TAE Plus was built at NASA's Goddard Space Flight Center to support the building of GUI user interfaces for highly interactive applications, such as realtime processing systems and scientific analysis systems. TAE Plus is designed as a productivity tool for the user interface designer. Human factor experts and user interface designers frequently do not want to have to learn the programming details of the windowing environment before they use a GUI development tool to prototype and/or develop an application's user interface. TAE Plus has been developed with this user in mind. TAE Plus is a user interface management system that supports (1) interactively constructing the visual layout of an application screen, (2) rehearsing the UI, (3) generating the application source code to manage the UI, and (4) providing run-time services to manage the UI during application execution. %M C.CHI.92.233 %T CHIRP: The Computer-Human Interface Rapid Prototyping Toolkit %S Demonstration: User Interface Management Systems II %A Bob Remington %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 233-234 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p233-remington/p233-remington.pdf %X N/A %M C.CHI.92.235 %T The Art of the Obvious %S Modeling the Expert User %A E. Nygren %A M. Lind %A M. Johnson %A B. Sandblad %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 235-239 %K User interface design, Task analysis, User models, Reading, Tacit knowledge %* (c) Copyright 1992 Association for Computing Machinery %O Color plates are on pages 709-710 %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p235-nygren/p235-nygren.pdf %X In addition to normal reading, knowledge can be gained from a paper document by pattern recognition and encoding of characteristics of the information media. There are reasons to believe that this can be done automatically with very little attentional demand. The knowledge gained is accessible to consciousness and can be used for task components like orientation, navigation, detection of changes and as a complement to normal reading. When information is computerized, and is read from a screen instead of from a paper, the conditions for automaticity are often radically changed. In most cases the reader has to gain the corresponding knowledge by effortful cognitive processes. This means adding to the cognitive load leaving less attentional capacity for the main task at hand. This problem can be avoided by a careful analysis of a reading task into its automatic and non-automatic components, followed by a dedicated user interface design where information relevant for orientation, navigation etc is presented in a way that the reader can perceive rather than read. %M C.CHI.92.241 %T A Computational Model of Skilled Use of a Graphical User Interface %S Modeling the Expert User %A Muneo Kitajima %A Peter G. Polson %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 241-249 %K User models, Graphical user interfaces, Display-based problem solving, Action slips %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p241-kitajima/p241-kitajima.pdf %X This paper describes a computational model of skilled use of a graphical user interface based on Kintsch's construction-integration theory [4, 8]. The model uses knowledge of a detailed representation of information on the display, a user's goals and expectations, knowledge about the interface, and knowledge about the application domain to compute actions necessary to accomplish the user's current goal. The model provides a well-motivated account of one kind of errors, action slips [14], made by skilled users. We show how information about the intermediate state of a task on the display plays a critical role in skilled performance, i.e., display-based problem solving [10]. %M C.CHI.92.251 %T A GOMS Analysis of a Graphic, Machine-Paced, Highly Interactive Task %S Modeling the Expert User %A Bonnie E. John %A Alonso H. Vera %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 251-258 %K User models, Cognitive models, GOMS, Soar, Video games %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p251-john/p251-john.pdf %X A GOMS analysis was used to predict the behavior of an expert in a graphic, machine-paced, highly interactive task. The analysis was implemented in a computational model using the Soar cognitive architecture. Using only the information available in an instruction booklet and some simple heuristics for selecting between operators, the functional-level behavior of the expert proved to be virtually dictated by the objects visible on the display. At the keystroke-level, the analysis predicted about 60% of the behavior, in keeping with similar results in previous GOMS research. We conclude that GOMS is capable of predicting expert behavior in a broader range of tasks than previously demonstrated. %M C.CHI.92.259 %T Coupling Application Design and User Interface Design %S Beyond Widgets: Tools for Semantically Driven UI Design %A Dennis J. M. J. de Baar %A James D. Foley %A Kevin E. Mullet %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 259-266 %K User interface software, Automatic user interface design, Data models %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p259-de_baar/p259-de_baar.pdf %X Building an interactive application involves the design of both a data model and a graphical user interface (GUI) to present that model to the user. These two design activities are typically approached as separate tasks and are frequently undertaken by different individuals or groups. Our approach eliminates redundant specification work by generating an interface directly from the data model itself. An inference engine using style rules for selecting and placing GUI controls (i.e., widgets) is integrated with an interface design tool to generate a user interface definition. This approach allows a single data model to be mapped onto multiple GUI's by substituting the appropriate rule set and thus represents a step toward a GUI-independent run-time layout facility. %M C.CHI.92.267 %T Workspaces: An Architecture for Editing Collections of Objects %S Beyond Widgets: Tools for Semantically Driven UI Design %A Dan R. Olsen, Jr. %A Thomas G. McNeill %A David C. Mitchell %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 267-272 %K Collection editing, User interface management systems, Editors, Interactive software %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p267-olsen/p267-olsen.pdf %X Many tools create new user interfaces by compositing them out of smaller pieces. This usually leads to variations on the dialog box to edit a single composite object. Workspaces are a model for compositing together various editors to manipulate sets of objects and their attributes. The workspace components communicate in terms of a selected set and the attributes possessed by objects in that set. This model has been implemented as part of the Sushi UIMS. %M C.CHI.92.273 %T Selectors: Going Beyond User-Interface Widgets %S Beyond Widgets: Tools for Semantically Driven UI Design %A Jeff Johnson %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 273-279 %K User-interface toolkit, UIMS, Widgets %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p273-johnson/p273-johnson.pdf %X Most UI toolkits and UIMSs make use of widgets, e.g., buttons, text fields, sliders, menus. Designers construct user interfaces by choosing and laying out widgets, then connecting them to application semantics. This approach has four problems. First, most widgets are too low-level: constructing interfaces from them takes too much work. Second, working with widgets focuses attention on appearance and layout issues, rather than on more important semantic design issues. Third, designers, can easily make poor widget choices, yielding poor interfaces. Fourth, widgets do not mesh well with application semantics; they know nothing about the variables they control. We are developing an application construction environment in which designers and implementers work with semantic-based controls called Selectors rather than with widgets. Selectors are classified according to their interface semantics (e.g., mutually-exclusive choice), rather than their appearance. Each type of Selector can be presented in a variety of ways; this may be chosen semi-automatically. Selectors mesh well with application semantics: their values are application data-types and their views determine how to present valid values automatically. %M C.CHI.92.281 %T HUSAT - 21 Years of HCI: The Human Sciences & Advanced Technology Research Institute %S Laboratory Overviews: Usability Engineering %A Brian Shackel %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 281-282 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p281-shackel/p281-shackel.pdf %X N/A %M C.CHI.92.283 %T The Human-Computer Technology Group at Bellcore %S Laboratory Overviews: Usability Engineering %A Rita M. Bush %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 283-284 %K Technology transfer, User-centered design, Graphical user interfaces, User modeling %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p283-bush/p283-bush.pdf %X N/A %M C.CHI.92.285 %T The Human Factors Group at Compaq Computer Corporation %S Laboratory Overviews: Usability Engineering %Q Compaq Human Factors Group %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 285-286 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p285-human_factors_group/p285-human_factors_group.pdf %X N/A %M C.CHI.92.287 %T Interfaces for Consumer Products: "How to Camouflage the Computer?" %S Panel %A Maddy D. Brouwer-Janse %A Raymond W. Bennett %A Takaya Endo %A Floris L. van Nes %A Hugo J. Strubbe %A Donald R. Gentner %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 287-290 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p287-brouwer-janse/p287-brouwer-janse.pdf %X N/A %M C.CHI.92.291 %T A Window System with Leafing Through Mode: BookWindow %S Demonstration: Information Visualization I %A Kyoichi Arai %A Teruo Yokoyama %A Yutaka Matsushita %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 291-292 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p291-arai/p291-arai.pdf %X This paper describes "BookWindow" that we implemented, a window system based on the "book" metaphor, that displays information not by scrolling but by using the animation of paging through. The BookWindow system equips some bookmarks, tabs, etc, by which we can access to an expected page through our requirements. BookWindow can support our work environment which navigates us through information space flexibly, because human beings are quite familiar with "books". %M C.CHI.92.293 %T Value Bars: An Information Visualization and Navigation Tool for Multi-Attribute Listings %S Demonstration: Information Visualization I %A Richard Chimera %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 293-294 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p293-chimera/p293-chimera.pdf %X N/A %M C.CHI.92.295 %T A Performance Model of System Delay and User Strategy Selection %S Models of the User II %A Steven L. Teal %A Alexander I. Rudnicky %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 295-305 %K System response time, Strategy selection, Interface design, Human factors %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p295-teal/p295-teal.pdf %X This study lays the ground work for a predictive, zero-parameter engineering model that characterizes the relationship between system delay and user performance. This study specifically investigates how system delays affects a user's selection of task strategy. Strategy selection is hypothesized to be based on a cost function combining two factors: (1) the effort required to synchronize input with system availability and (2) the accuracy level afforded. Results indicate that users, seeking to minimize effort and maximize accuracy, choose among three strategies -- automatic performance, pacing, and monitoring. These findings provide a systematic account of the influence of system delay on user performance, based on adaptive strategy choice drive by cost. %M C.CHI.92.307 %T The Precis of Project Ernestine, or, An Overview of a Validation of GOMS %S Models of the User II %A Wayne D. Gray %A Bonnie E. John %A Michael E. Atwood %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 307-312 %K GOMS, Analysis methods, Empirical studies, User models, Cognitive models, Methods for analysis/assessment, Prototyping, Protocol analysis, Theory in HCI %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p307-gray/p307-gray.pdf %X N/A %M C.CHI.92.313 %T Method Engineering: From Data to Model to Practice %S Models of the User II %A Erik Nilsen %A HeeSen Jong %A Judith S. Olson %A Peter G. Polson %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 313-320 %K User-interface design issues, Design techniques, Models of the user %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p313-nilsen/p313-nilsen.pdf %X This paper explores the behavior of experts choosing among various methods to accomplish tasks. Given the results showing that methods are not chosen solely on the basis of keystroke efficiency, we recommend a technique to help designers assess whether they should offer multiple methods for some tasks, and if they should, how to make them so that they are chosen appropriately. %M C.CHI.92.321 %T The Decoupled Simulation Model for Virtual Reality Systems %S Tools & Architectures for Virtual Reality and Multi-User, Shared Data %A Chris Shaw %A Jiandong Liang %A Mark Green %A Yunqi Sun %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 321-328 %K User interface software, Virtual reality, Interactive 3D graphics %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p321-shaw/p321-shaw.pdf %X The Virtual Reality user interface style allows the user to manipulate virtual objects in a 3D environment using 3D input devices. This style is best suited to application areas where traditional two dimensional styles fall short, but the current programming effort required to produce a VR application is somewhat large. We have built a toolkit called MR, which facilities the development of VR applications. The toolkit provides support for distributed computing, head-mounted displays, room geometry, performance monitoring, hand input devices, and sound feedback. In this paper, the architecture of the toolkit is outlined, the programmer's view is described, and two simple applications are described. %M C.CHI.92.329 %T Interactive Simulation in a Multi-Person Virtual World %S Tools & Architectures for Virtual Reality and Multi-User, Shared Data %A Christopher Codella %A Reza Jalili %A Lawrence Koved %A J. Bryan Lewis %A Daniel T. Ling %A James S. Lipscomb %A David A. Rabenhorst %A Chu P. Wang %A Alan Norton %A Paula Sweeney %A Greg Turk %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 329-334 %K User interface management system, Dialog manager, Virtual worlds, Virtual reality, Interactive simulation %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p329-codella/p329-codella.pdf %X A multi-user Virtual World has been implemented combining a flexible-object simulator with a multisensory user interface, including hand motion and gestures, speech input and output, sound output, and 3-D stereoscopic graphics with head-motion parallax. The implementation is based on a distributed client/server architecture with a centralized Dialogue Manager. The simulator is inserted into the Virtual World as a server. A discipline for writing interaction dialogues provides a clear conceptual hierarchy and the encapsulation of state. This hierarchy facilitates the creation of alternative interaction scenarios and shared multiuser environments. %M C.CHI.92.335 %T The Abstraction-Link-View Paradigm: Using Constraints to Connect User Interfaces to Applications %S Tools & Architectures for Virtual Reality and Multi-User, Shared Data %A Ralph D. Hill %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 335-342 %K Information interfaces and presentation, User interfaces, User interface management systems, Information interfaces and presentation, Group and organization interfaces, Synchronous interaction, Dialog independence, Constraints %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p335-hill/p335-hill.pdf %X The goal of the RENDEZVOUS project is to build interactive systems that are used by multiple users from multiple workstations, simultaneously. This goal caused us to choose an architecture that requires a clean run-time separation of user interfaces from applications. Such a separation has long been a stated goal of UIMS researchers, but it is difficult to achieve. A key technical reason for the difficulty is that modern direct manipulation interfaces require extensive communication between the user interface and the application to provide semantic feedback. We discuss several communications mechanisms that have been used in the past, and present our approach -- the Abstraction-Link-View paradigm. Links are objects whose sole responsibility is to facilitate communication between the abstraction objects (application) and the view objects (user interfaces). The Abstraction-Link-View paradigm relies on concurrency and a fast but powerful constraint system. %M C.CHI.92.343 %T Grace Meets the "Real World": Tutoring COBOL as a Second Language %S Use and Evaluation of Learning Environments %A Bob Radlinski %A Jean McKendree %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 343-350 %K Intelligent tutoring systems, Expert/novice differences, Skill acquisition, Task analysis, User-centered design, Situated learning %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p343-radlinski/p343-radlinski.pdf %X Grace is an intelligent tutoring system for COBOL which has been used to teach both novice and experienced programmers. While the tutor was quite effective in several classes and was designed with cognitive and interface principles in mind, we discuss a number of interesting issues that we have discovered when novice and experienced programmers used the tutor. Most of these problems are related to incompatibilities between the tutor interactions and the students' expectations in two areas: (1) the interactions with the tutor versus the interactions in their usual work environment and (2) the way in which experienced programmers solve problems. We describe these issues along with our solutions in the revised version of the tutor. %M C.CHI.92.351 %T Evocative Agents and Multi-Media Interface Design %S Use and Evaluation of Learning Environments %A Beth Adelson %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 351-356 %K Computerized agents, Multi-media software, Educational software, Foreign language learning %* (c) Copyright 1992 Association for Computing Machinery %O Color plates are on pages 699-701 %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p351-adelson/p351-adelson.pdf %X This paper describes research which focuses on the issue of possible roles for computerized agents within multi-media educational software. %M C.CHI.92.357 %T Graphic StoryWriter: An Interactive Environment for Emergent Storytelling %S Use and Evaluation of Learning Environments %A Karl E. Steiner %A Thomas G. Moher %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 357-364 %K User interaction, Story grammars, Educational software %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p357-steiner/p357-steiner.pdf %X The Graphic StoryWriter (GSW) is an interactive system that enables its users to create structurally complete stories through the manipulation of graphic objects in a simulated storybook. A rule-based story engine manages character and prop interaction, guides story development, and generates text. Through the simple interface and story writing engine, the Graphic StoryWriter provides an environment for early readers to learn about story structures, to experience the relationship between pictures and text, and to experiment with causal effects. This paper describes the motivation for and design of the Graphic StoryWriter, and reports on an empirical comparison of childrens' stories generated orally and using the GSW. %M C.CHI.92.365 %T Toward a More Humane Keyboard %S Panel %A William Hargreaves %A David Rempel %A Nachman (Manny) Halpern %A Robert Markison %A Karl Kroemer %A Jack Litewka %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 365-368 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p365-hargreaves/p365-hargreaves.pdf %X N/A %M C.CHI.92.369 %T TreeViz: Treemap Visualization of Hierarchically Structured Information %S Demonstration: Information Visualization II %A Brian Johnson %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 369-370 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p369-johnson/p369-johnson.pdf %X N/A %M C.CHI.92.373 %T Finding Usability Problems Through Heuristic Evaluation %S Usability Walkthroughs %A Jakob Nielsen %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 373-380 %K Heuristic evaluation, Interface evaluation, Usability problems, Usability expertise, Discount usability engineering, Telephone-operated interfaces %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p373-nielsen/p373-nielsen.pdf %X Usability specialists were better than non-specialists at performing heuristic evaluation, and "double experts" with specific expertise in the kind of interface being evaluated performed even better. Major usability problems have a higher probability than minor problems of being found in a heuristic evaluation, but more minor problems are found in absolute numbers. Usability heuristics relating to exits and user errors were more difficult to apply than the rest, and additional measures should be taken to find problems relating to these heuristics. Usability problems that relate to missing interface elements that ought to be introduced were more difficult to find by heuristic evaluation in interfaces implemented as paper prototypes but were as easy as other problems to find in running systems. %M C.CHI.92.381 %T Applying Cognitive Walkthroughs to More Complex User Interfaces: Experiences, Issues, and Recommendations %S Usability Walkthroughs %A Cathleen Wharton %A Janice Bradford %A Robin Jeffries %A Marita Franzke %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 381-388 %K Cognitive walkthrough, Group walkthroughs, Task-based evaluations, Usability inspection method, User interface evaluation %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p381-wharton/p381-wharton.pdf %X The Cognitive Walkthrough methodology was developed in an effort to bring cognitive theory closer to practice; to enhance the design and evaluation of user interfaces in industrial settings. For the first time, small teams of professional developers have used this method to critique three complex software systems. In this paper we report evidence about how the methodology worked for these evaluations. We focus on five core issues: (1) task selection, coverage, and evaluation, (2) the process of doing a Cognitive Walkthrough, (3) requisite knowledge for the evaluators, (4) group walkthroughs, and (5) the interpretation of results. Our findings show that many variables can affect the success of the technique; we believe that if the Cognitive Walkthrough is ultimately to be successful in industrial settings, the method must be refined and augmented in a variety of ways. %M C.CHI.92.389 %T The Cognitive Jogthrough: A Fast-Paced User Interface Evaluation Procedure %S Usability Walkthroughs %A David E. Rowley %A David G. Rhoades %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 389-395 %K User interface evaluation techniques, Structured walkthroughs, Design methodologies %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p389-rowley/p389-rowley.pdf %X Walkthrough techniques have been shown to be an effective supplement to empirical testing methods for evaluating the usability of software systems [3, 4]. Unfortunately, structured walkthrough procedures tend to be time-consuming and unpopular with evaluators when used on substantial tasks. To maximize the useful information obtained from walkthroughs while minimizing the overhead of the procedure itself, a fast-paced methodology was developed and used within the constraints of a real-world product development environment. By using video recording equipment and an informal, interactive evaluation session, the "cognitive jogthrough" procedure revealed significant user interface problems that could then be studied using other techniques. %M C.CHI.92.397 %T Comparison of Empirical Testing and Walkthrough Methods in User Interface Evaluation %S Usability Walkthroughs %A Clare-Marie Karat %A Robert Campbell %A Tarra Fiegel %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 397-404 %K Empirical testing, Walkthroughs, Problem severity, Cost-effectiveness, Scenarios %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p397-karat/p397-karat.pdf %X We investigated the relative effectiveness of empirical usability testing and individual and team walkthrough methods in identifying usability problems in two graphical user interface office systems. The findings were replicated across the two systems and show that the empirical testing condition identified the largest number of problems, and identified a significant number of relatively severe problems that were missed by the walkthrough conditions. Team walkthroughs achieved better results than individual walkthroughs in some areas. About a third of the significant usability problems identified were common across all methods. Cost-effectiveness data show that empirical testing required the same or less time to identify each problem when compared to walkthroughs. %M C.CHI.92.405 %T One Dimensional Motion Tailoring for the Disabled: A User Study %S Buttons and Gestures and Voice, Oh My! %A Randy Pausch %A Laura Vogtle %A Matthew Conway %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 405-411 %K Gesture input, Disabled, Handicapped, User study %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p405-pausch/p405-pausch.pdf %X The Tailor project allows physically disabled users to provide real-time analog input to computer applications. We use a Polhemus tracking device and create a custom tailored mapping from each user's best range and type of motion into the analog control signal. The application is a simple video game based on Pong, where the analog input controls the position of the player's paddle. A group of able-bodied subjects was able to correctly hit the ball with the paddle 77% of the time, and a comparison group of children with Cerebral Palsy performed at the 50% level. More than half the disabled users were able to perform at a higher level than the worst able-bodied user. %M C.CHI.92.413 %T Working with Audio: Integrating Personal Tape Recorders and Desktop Computers %S Buttons and Gestures and Voice, Oh My! %A Leo Degen %A Richard Mander %A Gitta Salomon %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 413-418 %K Audio interfaces, Audio browsing, Multi-media, User interface, User observation, Design process %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p413-degen/p413-degen.pdf %X Audio data is rarely used on desktop computers today, although audio is otherwise widely used for communication tasks. This paper describes early work aimed at creating computer tools that support the ways users may want to work with audio data. User needs for the system were determined by interviewing people already working with audio data, using existing devices such as portable tape recorders. A preliminary prototype system -- consisting of a personal tape recorder for recording and simultaneously marking audio and a Macintosh application for browsing these recordings -- was built. Informal field user tests of this prototype system have indicated areas for improvement and directions for future work. %M C.CHI.92.419 %T Skip and Scan: Cleaning Up Telephone Interfaces %S Buttons and Gestures and Voice, Oh My! %A Paul Resnick %A Robert A. Virzi %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 419-426 %K Phone-based interface, Semi-structure, Audiotex, Telephone form, Menu, Interactive voice response %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p419-resnick/p419-resnick.pdf %X The current generation of telephone interfaces is frustrating to use, in part because callers have to wait through the recitation of long prompts in order to find the options that interest them. In a visual medium, users would shift their gaze in order to skip uninteresting prompts and scan through large pieces of text. We present skip and scan, a new telephone interface style in which callers issue explicit commands to accomplish these same skipping and scanning activities. In a laboratory experiment, subjects made selections using skip and scan menus more quickly than using traditional, numbered menus, and preferred the skip and scan menus in subjective ratings. In a field test of a skip and scan interface, the general public successfully added and retrieved information without using any written instructions. %M C.CHI.92.427 %T Designing Collaborative, Knowledge-Building Environments for Tomorrow's Schools %S Panel %A Anne Nicol Thomas %A James Pellegrino %A Peter Rowley %A Marlene Scardamalia %A Elliot Soloway %A Jim Webb %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 427-430 %K Education, Knowledge-building, Collaborative learning, Design %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p427-thomas/p427-thomas.pdf %X The notion that children learn by constructing their own knowledge is highly popular these days among educational theorists. But what are the particular abilities that enable learners to be successful? And how must computer systems, and in particular their user interfaces, be designed to foster and support those abilities? The panel members represent several nationally-recognized education projects, all designed to give children control over their own learning while, at the same time, providing supports for effective learning strategies. They will discuss the unique design issues -- resolved and unresolved -- that arise as cognitive theories meet classroom realities. CSILE, a collaborative, user-constructed database, JASPER, a video-based mathematics program, and MediaText, a multi-media authoring environment, are available for use and review by CHI92 attendees prior to the panel presentation. %M C.CHI.92.431 %T Integrated Data Capture and Analysis Tools for Research and Testing on Graphical User Interfaces %S Demonstration: Analysis Tools/Multimedia Help %A Monty L. Hammontree %A Jeffrey J. Hendrickson %A Billy W. Hensley %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 431-432 %K Event capture, Data filtering, Video analysis, Verbal protocol, observation logging, Eyetracking %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p431-hammontree/p431-hammontree.pdf %X Our on-line data capture and analysis tools include an event capture program, event data filtering programs, a multimedia data analyzer, and a retrospective verbal protocol recorder for use with the multimedia data analyzer. Off-line observation logging is also supported. Additional plans for development include the integration of an online time-synchronized observation logger, and time-synchronized eyetracking data recording. The tool set provides an integrated multi-source data collection, processing, and analysis system for: 1) comparing and evaluating software applications and prototypes; 2) evaluating software documentation and instructional materials; and 3) evaluating on-line training. The tools currently run on Macintosh computers and under Microsoft Windows. Plans are to port the tools to run under Presentation Manager and Motif. %M C.CHI.92.433 %T Multimedia Help: A Prototype and an Experiment %S Demonstration: Analysis Tools/Multimedia Help %A Piyawadee "Noi" Sukaviriya %A Ellen Isaacs %A Krishna Bharat %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 433-434 %K On-line help, Multimedia help, Multimedia experiment, Animated help, User performance %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p433-sukaviriya/p433-sukaviriya.pdf %X On-line help systems have not paralleled recent advances in user interface technology. In particular, traditional textual help does not support visualization of the interaction processes needed to complete tasks, especially in graphical interfaces. In this demonstration, we present an experimental prototype which is capable of presenting help information in text, audio, static graphics, video, and context-sensitive animation. The prototype is used in a study on how multimedia technology enhances user performance. %M C.CHI.92.435 %T Sci-Fi at CHI: Cyberpunk Novelists Predict Future User Interfaces %S Special Panel %A Aaron Marcus %A Donald A. Norman %A Rudy Rucker %A Bruce Sterling %A Vernor Vinge %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 435-437 %K User/machine systems, Computers and society, History of computing %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p435-marcus/p435-marcus.pdf %X This plenary panel will explore ideas about future user interfaces, their technology support, and their social context as proposed in the work of leading authors of science fiction characterized as the Cyberpunk movement. Respondents will react to and comment upon the authors' presentations. %M C.CHI.92.439 %T Participatory Design of a Portable Torque-Feedback Device %S Participatory Design %A Michael Good %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 439-446 %K Presence, Virtual reality, Participatory design, Force feedback, Molecular modeling, Chemistry %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p439-good/p439-good.pdf %X Customer-driven design processes such as participatory design can be used to develop new presence, or virtual reality, technology. Chemists worked together with computer company engineers to develop scenarios for how presence technology could be used to support future molecular modeling work in drug design. These scenarios led to the development of a portable torque-feedback device which can be used with either workstation or virtual reality technology. This paper discusses both the experience with the participatory design process and the novel features of the portable torque-feedback device. %M C.CHI.92.447 %T User Centred Development of a General Practice Medical Workstation: The PEN&PAD Experience %S Participatory Design %A A. L. Rector %A B. Horan %A M. Fitter %A S. Kay %A P. D. Newton %A W. A. Nowlan %A D. Robinson %A A. Wilson %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 447-453 %K User centred, Workstation, Medical informatics, Methodology, Evaluation %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p447-rector/p447-rector.pdf %X The goal of the PEN&PAD project is to design and develop a useful and usable medical workstation for day-to-day use in patient care. The project has adopted a user centred approach and direct observations of doctors, participative design and Formative Evaluation have therefore been an integral part of the process of software development. Indeed, doctors have been involved from the earliest stages of the project. The project has focussed on British General Practitioners, but the methods which have been evolved are general. This paper describes the strategy by which doctors can be involved in the successful design and development of a medical workstation. %M C.CHI.92.455 %T Retrospective on a Year of Participatory Design using the PICTIVE Technique %S Participatory Design %A Michael J. Muller %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 455-462 %K Participatory design, Graphical user interface (GUI), Text-based interface, Design methodology, Assessment %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p455-muller/p455-muller.pdf %X PICTIVE is a participatory design technique for increasing the direct and effective involvement of users and other stakeholders in the design of software. This paper reviews a year of the use of PICTIVE on products and research prototypes at Bellcore. What we have learned is illustrated through five brief case studies. The paper concludes with a summary of our current PICTIVE practice, expressed as three developing, interrelated models: an object model, a process model, and a participation model. %M C.CHI.92.463 %T Evolving Task Oriented Systems %S Case Studies - Methods for Developing Systems Using Application Packages %A Paul Seaton %A Tom Stewart %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 463-469 %K Task analysis, Prototyping, User involvement, Design methods, Evolutionary design, Bottom-up methods, Graphical interfaces %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p463-seaton/p463-seaton.pdf %X This paper describes an approach to developing systems which can be summarised as 'analyse top-down, design middle-out, and build bottom-up'. A case study is described in which this approach is used to develop a system to support staff who select new products for a major UK company. The novelty of the approach lies in its use of task analysis to define an appropriate domain for the system and then the use of a working prototype to grow a system from the bottom up. The project involved using simple development tools which allowed the users to start getting business benefit from the system right from the start. Their use could therefore develop as the system evolved. %M C.CHI.92.471 %T A Visit to a Very Small Database: Lessons from Managing the Review of Papers Submitted for CHI'91 %S Case Studies - Methods for Developing Systems Using Application Packages %A John Rieman %A Susan Davies %A Jonathan Roberts %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 471-478 %K Design methodologies, Small systems, Databases %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p471-rieman/p471-rieman.pdf %X Many of the principles that guide user-interface design for commercial systems do not scale down to simple applications developed on personal computers. These "very small systems" are typically designed within a high-level application such as a database or a spreadsheet. The entire development process may take no more than a few days. In this restricted context, iterative design and usability testing are unaffordable luxuries, while detailed task analysis and early focus on users fail because the task and users will not coalesce until the system is in place. We describe our experiences with developing and using a very small system. We present suggestions for successful design in similar situations. %M C.CHI.92.479 %T Designing Theory-Based Systems: A Case Study %S Case Studies - Methods for Developing Systems Using Application Packages %A John B. Smith %A Marcy Lansman %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 479-488 %K System design, Cognitive modes and strategies, Cognitive models, Task analysis, User testing %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p479-smith/p479-smith.pdf %X In this paper, we discuss principles for designing and testing computer systems intended to support users' thinking as they perform open-ended or ill-defined tasks. We argue that such systems inherently and inevitably implement a model of users' cognitive behaviors. Making that model explicit can provide system developers with guidance in making design decisions. However, both model and system must be tested and refined. We discuss these principles in relation to a case study in which our group developed a hypertext-based writing environment and then tested that system in a series of experimental studies of writers' strategies. %M C.CHI.92.489 %T Towards a Model of Cognitive Process in Logical Design: Comparing Object-Oriented and Traditional Functional Decomposition Software Methodologies %S Understanding and Supporting the Design Process %A Jinwoo Kim %A F. Javier Lerch %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 489-498 %K Rule induction, Mental simulation, Object-oriented design, Functional decomposition %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p489-kim/p489-kim.pdf %X This study aims at developing and empirically testing hypotheses about professional designers' cognitive activities when using object-oriented methodology (OOD) versus using traditional functional decomposition methodologies (TFD). Our preliminary results indicate that OOD may achieve substantial time savings over TFD in logical design. The verbal protocols from a pilot study show that OOD may achieve these time savings: 1) by simplifying rule induction processes used in functional decomposition; 2) by guiding designers on how to build more effective problem spaces; and 3) by allowing designers to run mental simulation more efficiently and more effectively. %M C.CHI.92.499 %T Requirements and Design of DesignVision, An Object-Oriented Graphical Interface to an Intelligent Software Design Assistant %S Understanding and Supporting the Design Process %A Raymonde Guindon %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 499-506 %K Design process, Design methodology, Design tools, Models of user %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p499-guindon/p499-guindon.pdf %X Key findings from empirical studies -- early design is opportunistic; critical role of pictures in design conception; impact of various cognitive limitations -- have very effectively determined requirements and design for a set of tools to support early design. Key design features of the tools include respectively: (1) The (simultaneous) display of any software modules at arbitrary levels of abstraction and from any subsystems. The unrestricted, smooth navigation between these software modules. (2) Multiple design notations -- pictorial and symbolic -- cross-referenced, editable, and maintained consistent across all views. Integrated views of control flow, data flow, and functional decomposition. (3) Automatic layout at arbitrary levels of nesting. Visual display of execution paths in the solution. Automatic completeness and consistency check. Automatic visual indication and listing of modules with constraint violations. %M C.CHI.92.507 %T Facilitating the Exploration of Interface Design Alternatives: The HUMANOID Model of Interface Design %S Understanding and Supporting the Design Process %A Pedro Szekely %A Ping Luo %A Robert Neches %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 507-515 %K Design processes, Development tools and methods, User interface management systems, Rapid prototyping, Interface design representation, Dialogue specification %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p507-szekely/p507-szekely.pdf %X HUMANOID is a user interface design tool that lets designers express abstract conceptualizations of an interface in an executable form, allowing designers to experiment with scenarios and dialogues even before the application model is completely worked out. Three properties of the HUMANOID approach allow it to do so: a modularization of design issues into independent dimensions, support for multiple levels of specificity in mapping application models to user interface constructs, and mechanisms for constructing executable default user interface implementations from whatever level of specificity has been provided by the designer. %M C.CHI.92.517 %T Collaborating in the World of Interactive Media %S Panel %A Michael Arent %A Donna Cohen %A Mike Mills %A Chris Krueger %A Wendy Richmond %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 517-519 %K Design process, Graphic design, Human interface design, Hypermedia, Interdisciplinary collaboration %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p517-arent/p517-arent.pdf %X N/A %M C.CHI.92.521 %T The MidasPlus Molecular Modeling System %S Demonstration: Tutoring/Learning %A Thomas Ferrin %A Conrad Huang %A Gregory Couch %A Eric Pettersen %A Robert Langridge %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 521-522 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p521-ferrin/p521-ferrin.pdf %X N/A %M C.CHI.92.523 %T Simulation-Based Learning Systems: Prototypes and Experiences %S Demonstration: Tutoring/Learning %A Arthur James %A James C. Spohrer %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 523-524 %K Simulation, Learning, Authoring %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p523-james/p523-james.pdf %X N/A %M C.CHI.92.525 %T ClearBoard: A Seamless Medium for Shared Drawing and Conversation with Eye Contact %S Systems for Media-Supported Collaboration %A Hiroshi Ishii %A Minoru Kobayashi %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 525-532 %* (c) Copyright 1992 Association for Computing Machinery %O Color plates are on pages 705-706 %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p525-ishii/p525-ishii.pdf %X This paper introduces a novel shared drawing medium called ClearBoard. It realizes (1) a seamless shared drawing space and (2) eye contact to support realtime and remote collaboration by two users. We devised the key metaphor: "talking through and drawing on a transparent glass window" to design ClearBoard. A prototype of ClearBoard is implemented based on the "Drafter-Mirror" architecture. This paper first reviews previous work on shared drawing support to clarify the design goals. We then examine three metaphors that fulfill these goals. The design requirements and the two possible system architectures of ClearBoard are described. Finally, some findings gained through the experimental use of the prototype, including the feature of "gaze awareness", are discussed. %M C.CHI.92.533 %T Spatial Workspace Collaboration: A SharedView Video Support System for Remote Collaboration Capability %S Systems for Media-Supported Collaboration %A Hideaki Kuzuoka %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 533-540 %K Remote collaboration, CSCW, Spatial workspace collaboration, Focal point, Verbal analysis, Video mediated communication %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p533-kuzuoka/p533-kuzuoka.pdf %X Collaboration in three-dimensional space: "spatial workspace collaboration" is introduced and an approach supporting its use via a video mediated communication system is described. Verbal expression analysis is primarily focused on. Based on experiment results, movability of a focal point, sharing focal points, movability of a shared workspace, and the ability to confirm viewing intentions and movements were determined to be system requirements necessary to support spatial workspace collaboration. A newly developed SharedView system having the capability to support spatial workspace collaboration is also introduced, tested, and some experimental results described. %M C.CHI.92.541 %T Portholes: Supporting Awareness in a Distributed Work Group %S Systems for Media-Supported Collaboration %A Paul Dourish %A Sara Bly %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 541-547 %K Group work, Collaboration, CSCW, Media spaces, Distributed workgroups, Informal interaction, Awareness %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p541-dourish/p541-dourish.pdf %X We are investigating ways in which media space technologies can support distributed work groups through access to information that supports general awareness. Awareness involves knowing who is "around", what activities are occurring, who is talking with whom; it provides a view of one another in the daily work environments. Awareness may lead to informal interactions, spontaneous connections, and the development of shared cultures -- all important aspects of maintaining working relationships which are denied to groups distributed across multiple sites. The Portholes project, at Rank Xerox EuroPARC in Cambridge, England, and Xerox PARC in Palo Alto, California, demonstrates that awareness can be supported across distance. A data network provides a shared database of image information that is regularly updated and available at all sites. Initial experiences of the system in use at EuroPARC and PARC suggest that Portholes both supports shared awareness and helps to build a "sense of community". %M C.CHI.92.549 %T A Method for (Recruiting) Methods: Facilitating Human Factors Input to System Design %S The Role of the Organization in System Design %A K. Y. Lim %A J. B. Long %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 549-556 %K Structured design methodology, Human factors method recruitment, Human factors system design cycle %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p549-lim/p549-lim.pdf %X The paper proposes that some current problems in recruiting human factors methods to system design might be alleviated by means of a structured human factors design framework. The explicit stage-wise design scope of such a framework would support the assignment of appropriate human factors methods to specific system design needs. As an illustration, the design framework of an in-house structured human factors methodology is reviewed followed by the assignment of a set of existing human factors methods against its design stages. Subsequent steps to develop the assigned methods into a similar methodology are then described. The potential of such a methodology for facilitating human factors input is discussed. %M C.CHI.92.557 %T Teaching Experienced Developers to Design Graphical User Interfaces %S The Role of the Organization in System Design %A Jakob Nielsen %A Rita M. Bush %A Tom Dayton %A Nancy E. Mond %A Michael J. Muller %A Robert W. Root %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 557-564 %K Graphical user interfaces, GUI, Design, Transfer of skill, Education, Standards, Object-oriented interfaces, Heuristic evaluation, PICTIVE %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p557-nielsen/p557-nielsen.pdf %X Five groups of developers with experience in the design of character-based user interfaces were taught graphical user interface design through a short workshop with a focus on practical design exercises using low-tech tools derived from the PICTIVE method. Several usability problems were found in the designs by applying the heuristic evaluation method, and feedback on these problems constituted a way to make the otherwise abstract usability principles concrete for the designers at the workshop. Based on these usability problems and on observations of the design process, we conclude that object-oriented interactions are especially hard to design and that the developers were influenced by the graphical interfaces of personal computers with which they had interacted as regular users. %M C.CHI.92.565 %T Integrating Human Factors on a Large Scale: "Product Usability Champions" %S The Role of the Organization in System Design %A Deborah Mrazek %A Michael Rafeld %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 565-570 %K Large-scale human factors, Consulting, Usability lab, Usability toolkit, Championing, Centralized usability resources %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p565-mrazek/p565-mrazek.pdf %X This paper describes how a software development division in a large corporate environment found a creative way to integrate human factors techniques into their development processes. It discusses the limitations of a single Human Factors Engineer, the needs of a typical engineer on a software project, and how these limitations and needs produced the Product Usability Champion Program. Product Usability Champions are representatives from each software project in the division who act as usability watchdogs for their respective projects. The Human Factors Engineer's responsibility is to provide support to these Champions. This support includes access to a Usability Lab, technical advice, references, consulting, classroom training, hands-on training, Usability Champion program facilitation and support, and specific project team involvement. This paper describes the program's structure, implementation, and success. %M C.CHI.92.571 %T Overview of The Institute for Research on Learning %S Laboratory Overviews: Human Information Processing %A William J. Clancey %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 571-572 %K Laboratory overview, Learning, Design processes, Socio-technical systems design, Participatory design, Communities of practice, Ethnographic analysis %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p571-clancey/p571-clancey.pdf %X The Institute for Research on Learning (IRL) is a non-profit organization founded in 1986 in Palo Alto, California, committed to understanding what leads to successful learning in the schools, the workplace, and everyday life. A basic premise of IRL research, that people learn best when they are engaged with others, leads IRL's researchers to perceive schools and workplaces as communities of learners and to focus on the design of environments, technology, and activities that support learning as a collaborative activity. IRL pursues its research in collaboration with schools, universities, corporations, and government agencies -- in the actual settings in which learning takes place. %M C.CHI.92.573 %T CHI in Australia %S Laboratory Overviews: Human Information Processing %A S. Howard %A I. Kaplan %A G. Lindgaard %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 573-574 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p573-howard/p573-howard.pdf %X N/A %M C.CHI.92.575 %T The Institute for Perception Research IPO, A Joint Venture of Philips Electronics and Eindhoven University of Technology %S Laboratory Overviews: Human Information Processing %A F. L. van Nes %A H. Bouma %A M. D. Brouwer-Janse %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 575-576 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p575-van_nes/p575-van_nes.pdf %X N/A %M C.CHI.92.577 %T In Search of the Ideal Prototype %S Panel %A Richard Munoz %A Harold H. Miller-Jacobs %A Jared M. Spool %A Bill Verplank %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 577-579 %K Prototyping, Design, Software development, Product development, User interface design, Process management, Programming tools, Participatory design, Design process %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p577-muntildeoz/p577-muntildeoz.pdf %X Common wisdom states rapid prototyping will result in a better product. Many tools are available to assist the practitioner in producing prototypes. Yet, few indications exist to show rapid prototyping has substantially improved how products are built. This panel will look at the following issues: * Can rapid prototyping dramatically improve product development? * How do developers integrate rapid prototyping into their existing development process? * Are high fidelity tools helpful or do they actually impede development? * What is the ideal prototype and how can we build it? %M C.CHI.92.581 %T The Rapport Multimedia Communication System %S Demonstration: Video Conferencing/Automation %A J. R. Ensor %A S. R. Ahuja %A R. B. Connaghan %A M. Pack %A D. D. Seligmann %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 581-582 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p581-ensor/p581-ensor.pdf %X N/A %M C.CHI.92.583 %T YAPO: Yet Another Preview ODA %S Demonstration: Video Conferencing/Automation %A M. A. Apollonio %A G. Colasante %A P. G. De Luca %A A. Diana %A A. Gisotti %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 583-585 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p583-apollonio/p583-apollonio.pdf %X The production of documents aimed at supporting the flow of information in an office environment is experiencing an evolution based on the most advanced automation systems which concerns substantially four aspects: 1. the production of manipulable documents showing a high quality of representation; 2. the production of documents that can be integrated (or exported) with other workstation formats on the basis of varying approaches (for instance the ISO standards); 3. the production of processable documents for storage or subsequent post-production; 4. the production of immaterial documents, i.e. documents that do not necessarily need a visual medium (paper, screen) representation for their informative content. %M C.CHI.92.587 %T A Desk Supporting Computer-Based Interaction with Paper Documents %S Desks, Video, and Screens %A William Newman %A Pierre Wellner %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 587-592 %K User interface, Interaction technique, Display, Input device, Workstation, Desk, Desktop, Document recognition %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p587-newman/p587-newman.pdf %X Before the advent of the personal workstation, office work practice revolved around the paper document. Today the electronic medium offers a number of advantages over paper, but it has not eradicated paper from the office. A growing problem for those who work primarily with paper is lack of direct access to the wide variety of interactive functions available on personal workstations. This paper describes a desk with a computer-controlled projector and camera above it. The result is a system that enables people to interact with ordinary paper documents in ways normally possible only with electronic documents on workstation screens. After discussing the motivation for this work, this paper describes the system and two sample applications that can benefit from this style of interaction: a desk calculator and a French to English translation system. We describe the design and implementation of the system, report on some user tests, and conclude with some general reflections on interacting with computers in this way. %M C.CHI.92.593 %T Object-Oriented Video: Interaction with Real-World Objects through Live Video %S Desks, Video, and Screens %A Masayuki Tani %A Kimiya Yamaashi %A Koichiro Tanikoshi %A Masayasu Futakawa %A Shinya Tanifuji %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 593-598 %K Object-oriented user interface, Direct manipulation, Live video, Interactive plant control %* (c) Copyright 1992 Association for Computing Machinery %O Color plates are on pages 711-712 %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p593-tani/p593-tani.pdf %X Graphics and live video are widely employed in remotely-controlled systems like industrial plants. Interaction with live video is, however, more limited compared with graphics as users cannot interact with objects being observed in the former. Object-Oriented Video techniques are described allowing object-oriented interactions, including the use of real-world objects in live video as reference cues, direct manipulation of them, and graphic overlays based on them, which enable users to work in a real spatial context conveyed by the video. Users thereby understand intuitively what they are operating and see the result of their operation. %M C.CHI.92.599 %T Liveboard: A Large Interactive Display Supporting Group Meetings, Presentations and Remote Collaboration %S Desks, Video, and Screens %A Scott Elrod %A Richard Bruce %A Rich Gold %A David Goldberg %A Frank Halasz %A William Janssen %A David Lee %A Kim McCall %A Elin Pedersen %A Ken Pier %A John Tang %A Brent Welch %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 599-607 %K Interactive display, Large-area display, Cordless stylus, Collaboration, Group work, Gestural interface %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p599-elrod/p599-elrod.pdf %X This paper describes the Liveboard, a large interactive display system. With nearly one million pixels and an accurate, multi-state, cordless pen, the Liveboard provides a basis for research on user interfaces for group meetings, presentations and remote collaboration. We describe the underlying hardware and software of the Liveboard, along with several software applications that have been developed. In describing the system, we point out the design rationale that was used to make various choices. We present the results of an informal survey of Liveboard users, and describe some of the improvements that have been made in response to user feedback. We conclude with several general observations about the use of large public interactive displays. %M C.CHI.92.609 %T Interactive Constraint-Based Search and Replace %S Graphical Interfaces for Drawing, Exploring, and Organizing %A David Kurlander %A Steven Feiner %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 609-618 %K Constraint specification, Interactive techniques, Demonstrational techniques, Editor extensibility, Graphical editing %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p609-kurlander/p609-kurlander.pdf %X We describe enhancements to graphical search and replace that allow users to extend the capabilities of a graphical editor. Interactive constraint-based search and replace can search for objects that obey user-specified sets of constraints and automatically apply other constraints to modify these objects. We show how an interactive tool that employs this technique makes it possible for users to define sets of constraints graphically that modify existing illustrations or control the creation of new illustrations. The interface uses the same visual language as the editor and allows users to understand and create powerful rules without conventional programming. Rules can be saved and retrieved for use alone or in combination. Examples, generated with a working implementation, demonstrate applications to drawing beautification and transformation. %M C.CHI.92.619 %T Dynamic Queries for Information Exploration: An Implementation and Evaluation %S Graphical Interfaces for Drawing, Exploring, and Organizing %A Christopher Ahlberg %A Christopher Williamson %A Ben Shneiderman %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 619-626 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p619-ahlberg/p619-ahlberg.pdf %X We designed, implemented and evaluated a new concept for direct manipulation of databases, called dynamic queries, that allows users to formulate queries with graphical widgets, such as sliders. By providing a graphical visualization of the database and search results, users can find trends and exceptions easily. Eighteen undergraduate chemistry students performed statistically significantly faster using a dynamic queries interface compared to two interfaces both providing form fill-in as input method, one with graphical visualization output and one with all-textual output. The interfaces were used to explore the periodic table of elements and search on their properties. %M C.CHI.92.627 %T A 'Pile' Metaphor for Supporting Casual Organization of Information %S Graphical Interfaces for Drawing, Exploring, and Organizing %A Richard Mander %A Gitta Salomon %A Yin Yin Wong %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 627-634 %K Interface design, Design process, Interactive systems, User observation, Desktop metaphor, Interface metaphors, Pile metaphor, Information visualization, Information organization, End-user programming %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p627-mander/p627-mander.pdf %X A user study was conducted to investigate how people deal with the flow of information in their workspaces. Subjects reported that, in an attempt to quickly and informally manage their information, they created piles of documents. Piles were seen as complementary to the folder filing system. which was used for more formal archiving. A new desktop interface element -- the pile -- was developed and prototyped through an iterative process. The design includes direct manipulation techniques and support for browsing, and goes beyond physical world functionality by providing system assistance for automatic pile construction and reorganization. Preliminary user tests indicate the design is promising and raise issues that will be addressed in future work. %M C.CHI.92.635 %T HCI Standards on Trial: You be the Jury %S Panel %A Jaclyn R. Schrier %A Evelyn L. Williams %A Kevin S. MacDonell %A Larry A. Peterson %A Paulien F. Strijland %A Anna M. Wichansky %A James R. Williams %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 635-638 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p635-schrier/p635-schrier.pdf %X N/A %M C.CHI.92.639 %T The Ircam Signal Processing Workstation Prototyping Environment %S Demonstration: User Interface Management Systems III %A M. De Cecco %A E. Lindeman %A M. Puckette %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 639-640 %K Graphic programming, Rapid prototyping, Realtime systems, Computer music, Digital signal processing %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p639-de_cecco/p639-de_cecco.pdf %X This demo show the prototyping environment of the Ircam Signal Processing Workstation. The environment is oriented toward rapid prototyping of DSP and Musical applications. %M C.CHI.92.641 %T Building User Interfaces Interactively Using Pre- and Postconditions %S Demonstration: User Interface Management Systems III %A Martin R. Frank %A J. J. "Hans" de Graaff %A Daniel F. Gieskens %A James D. Foley %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 641-642 %K User interface management systems, Graphical user interface builders, Dialogue sequencing %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p641-frank/p641-frank.pdf %X A tool is presented which allows graphic layout of a user interface integrated with specification of behavior using pre- and postconditions. %M C.CHI.92.645 %T MMM: The Multi-Device Multi-User Multi-Editor %S Videos: Group Work %A Eric A. Bier %A Steve Freeman %A Ken Pier %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 645-646 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p645-bier/p645-bier.pdf %X N/A %M C.CHI.92.647 %T Go Fish! A Multi-User Game in the Rendezvous System %S Videos: Group Work %A Steven L. Rohall %A John F. Patterson %A Ralph D. Hill %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 647 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p647-rohall/p647-rohall.pdf %X The Rendezvous System is an infrastructure for building multi-user, synchronous applications. Multi-user, synchronous applications are those that are designed to be used by several people simultaneously. Examples of such applications range from collaborative debugging of software to multi-party contract negotiations to games for several players. This videotape shows a demonstration of one multi-user application we have built. The application is a card table that allows up to four people to play any card game they wish. On the tape, you will see several rounds of a game of fish. This game, though simple, serves to highlight four key capabilities that an infrastructure for building multi-user applications must support. These are: 1) support for separate, customized views for each user of the same underlying data, 2) support for public data (i.e., data shown to all users) as well as private data (i.e., data shown only to a particular user), 3) support for access control among users so that certain data is only accessible to some users, and 4) support for the direct manipulation of data objects on the users' displays. We believe that the ability for people to communicate with one another in the structured manner of multi-user applications offers an enormous opportunity for people to enrich the way they work, learn, and play. Many sorts of multi-user applications are possible and research into infrastructures like the Rendezvous System may some day allow for the rapid production of these types of systems. For more information, please see the suggested readings. %M C.CHI.92.649 %T A Case Study of a Multimedia Co-Working Task and the Resulting Interface Design of a Collaborative Communication Tool %S Videos: Group Work %A Amanda Ropa %A Bengt Ahlstrom %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 649-650 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p649-ropa/p649-ropa.pdf %X The Video Viewer is a communication tool that allows two users to share video information across a network. The design of this tool was based on the results of a case study involving two multimedia, collaborative workstations situated in two separate rooms. Users performed several tasks collaboratively using different media in an unstructured environment (i.e. there were four monitors to increase screen space and there was no specific interface for guidance). This video outlines the case study, the preliminary case study results and how these results effected the interface design of the Video Viewer. %M C.CHI.92.651 %T Using Spatial Cues to Improve Videoconferencing %S Videos: Group Work %A Abigail Sellen %A Bill Buxton %A John Arnott %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 651-652 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p651-sellen/p651-sellen.pdf %X N/A %M C.CHI.92.653 %T Multi-Modal Natural Dialogue %S Videos: Speech and Natural Language %A Kristinn R. Thorisson %A David B. Koons %A Richard A. Bolt %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 653-654 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p653-thorisson/p653-thorisson.pdf %X N/A %M C.CHI.92.655 %T Wordspotting for Voice Editing and Audio Indexing %S Videos: Speech and Natural Language %A Lynn Wilcox %A Ian Smith %A Marcia Bush %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 655-656 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p655-wilcox/p655-wilcox.pdf %X N/A %M C.CHI.92.657 %T Coupling Application Design and User Interface Design %S Videos: User Interface Tools %A Mark H. Gray %A Dennis J. M. J. de Baar %A James D. Foley %A Kevin Mullet %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 657-658 %K User interface software, Automatic user interface design, Data models %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p657-gray/p657-gray.pdf %X Building an interactive application involves the design of both a data model and a graphical user interface (GUI) to represent that model to the user. These two design activities are typically approached as separate tasks and are frequently undertaken by different individuals or groups. Our approach eliminates redundant specification work by generating an interface directly from the data model itself. An inference engine using style rules for selecting and placing GUI controls (i.e., widgets) is integrated with an interface design tool to generate a user interface definition. This approach allows a single data model to be mapped onto multiple GUI's by substituting the appropriate rule set and thus represents a first step toward a GUI-independent run-time layout facility. %M C.CHI.92.659 %T Combining Gestures and Direct Manipulation %S Videos: User Interface Techniques %A Dean Rubine %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 659-660 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p657-gray/p657-gray.pdf %X N/A %M C.CHI.92.661 %T Briar: A Constraint-Based Drawing Program %S Videos: User Interface Techniques %A Michael Gleicher %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 661-662 %K Interaction techniques, Constraints, Drawing, Direct manipulation, Snap-dragging %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p661-gleicher/p661-gleicher.pdf %X N/A %M C.CHI.92.663 %T An Introduction to Zeus: Audiovisualization of Some Elementary Sequential and Parallel Sorting Algorithms %S Videos: Visualization %A Marc H. Brown %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 663-664 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p663-brown/p663-brown.pdf %X N/A %M C.CHI.92.665 %T Pointing and Visualization %S Videos: Visualization %A William C. Hill %A James D. Hollan %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 665-666 %K Pointing, Visualization, Graphical user interface, Visual attention, Interface mechanisms %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p665-hill/p665-hill.pdf %X The nature of visualizations and the social uses to which they are put rely heavily on pointing behavior. In the context of a switched telephone network visualization, this tape illustrates novel task-specific pointing facilities. %M C.CHI.92.667 %T Touchscreen Toggle Design %S Videos: Interface Designs %A Catherine Plaisant %A Daniel Wallace %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 667-668 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p667-plaisant/p667-plaisant.pdf %X N/A %M C.CHI.92.669 %T Dynamic Queries: Database Searching by Direct Manipulation %S Videos: Interface Designs %A Ben Shneiderman %A Christopher Williamson %A Christopher Ahlberg %B Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems %D 1992 %P 669-670 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/142750/p669-shneiderman/p669-shneiderman.pdf %X N/A %M C.CHI.93.2.1 %T Introduction %A Austin Henderson %A Erik Hollnagel %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 1 %M C.CHI.93.2.3 %T Generation of Visual Language Environments %S Short Papers (Talks): Visual Languages and Virtual Reality %A Jeffrey D. McWhirter %A Gary J. Nutt %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 3-4 %K Visual language environments, Rapid prototyping, Graph editors %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p3-mcwhirter/p3-mcwhirter.pdf %X In many problem domains visual languages are an important media for user/computer communication. A visual language environment (or editor) is a system that supports the creation and manipulation of instances of a particular visual language. This paper introduces the Escalante system, which facilitates development of, and experimentation with, highly functional environments for graph-based visual languages by supporting their specification and automatic generation. %M C.CHI.93.2.5 %T A Visual Language for Designing and Implementing User Interfaces %S Short Papers (Talks): Visual Languages and Virtual Reality %A Ian Rogers %A Jonathan Cunningham %A Aaron Sloman %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 5-6 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p3-mcwhirter/p3-mcwhirter.pdf %X The User Interface Development Environment project (UK SERC/DTI, IED 4/1/1577) is using the Poplog AI toolset to build a development and programming environment to aid the construction of Graphical User Interfaces (GUIs). The second prototype of the project, UIDE-2, contains three main tools from the GUI designer's point of view: the Librarian, the User View, and the Behaviour Editor. The Librarian is a suite of tools which store and maintain the various resources used by a user of UIDE-2. The User View shows the designer a sketched view of the final UI which simulates the behaviour of the delivery system. The User View is kept up-to-date automatically as the design progresses. The Behaviour Editor provides an editor for a visual programming language used by the GUI designer to specify the behaviour of the user interface under design. This paper will describe the Behaviour Editor and the visual language (behaviour diagrams) it supports [6]. %M C.CHI.93.2.7 %T A Multiparadigmatic Visual Environment for Adaptive Access to Databases %S Short Papers (Talks): Visual Languages and Virtual Reality %A T. Catarci %A S. K. Chang %A M. F. Costabile %A S. Levialdi %A G. Santucci %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 7-8 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p7-catarci/p7-catarci.pdf %X Visual Query Languages (VQLs) are query languages essentially based on the use of visual representations to depict the domain of interest and express the related requests. Systems implementing a visual query language are called Visual Query Systems (VQSs) (a survey is in [1]). In recent years, many VQSs have been proposed in the literature adopting a range of different visual representations and interaction strategies. However, existing VQSs generally restrict the human-computer communication to only one kind of interaction paradigm. On the contrary, the presence of several paradigms, each one with different characteristics and advantages, will help both naive and experienced users to interact with the system. For instance, icons may well evoke the objects present in the database, while relationships among them may be better expressed through the edges of a graph, and collections of instances may be easily arranged into a form. The way in which the query is expressed also depends on the chosen visual representation. %M C.CHI.93.2.9 %T Working Towards Rich & Flexible File Representations %S Short Papers (Talks): Visual Languages and Virtual Reality %A Stephanie Houde %A Gitta Salomon %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 9-10 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p9-houde/p9-houde.pdf %X Personal computers provide users with access to ever larger data stores. How can graphical user interfaces better support the management of increasing numbers of files? This paper suggests that we might aid users in recognizing and locating information by improving file representations. Today, icons are commonly used to represent files. In recent years, they have become increasingly more expressive. Initially, in command line systems, text labels alone were used to identify files. With the introduction of graphical user interfaces, generic document and application icons were introduced (see fig 1a). Over the years, file icons took on an appearance that reflects the application used to created them (fig 1b). More recently, some applications (e.g. Adobe's Photoshop, Apple's QuickTime MoviePlayer) produce file icons that serve as proxies [2] of the document's contents (Fig. 1c). These proxies are essentially visual miniatures of the document. There are, however, other types of proxies possible. This paper builds on the recognized trend toward information-rich icons. It provides several examples of how systems can emphasize a file's unique characteristics and thereby facilitate the often necessary task of browsing. %M C.CHI.93.2.11 %T Designing in Virtual Reality: Perception-Action Coupling and Form Semantics %S Short Papers (Talks): Visual Languages and Virtual Reality %A Gerda Smets %A W. W. Gaver %A C. J. Overbeeke %A P. J. Stappers %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 11-12 %K Virtual reality, CAD, Ecological approaches %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p11-smets/p11-smets.pdf %X In this paper, we describe work on a CAD package we are developing for use in virtual reality. Although this research is only preliminary, it demonstrates some advantages of designing in virtual reality. We describe these advantages in terms of ecological approach to perception, focusing on two of the implications of this approach: the role of perception-action coupling in producing true direct manipulation, and the desirability of providing perceptual information about the affordances of objects in the design environment. %M C.CHI.93.2.13 %T Alice and DIVER: A Software Architecture for Building Virtual Environments %S Short Papers (Talks): Visual Languages and Virtual Reality %A Randy Pausch %A Matthew Conway %A Robert DeLine %A Rich Gossweiler %A Steve Miale %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 13-14 %K Virtual reality, Virtual environments, Head-mounted display, Rapid prototyping, Graphical simulation, Object oriented programming %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p13-pausch/p13-pausch.pdf %X We are developing a rapid prototyping system built on an object-oriented, interpreted language which allows small interdisciplinary teams to quickly create and modify three-dimensional interactive simulations. Like other systems, we separate the simulation and presentation frame rates, but unlike existing systems, we do so in such a way that the application-level programmer need not understand the multi-process architecture. The system has been used for building perceptual psychology experiments, for replicating techniques developed by other researchers, and for experimenting with novel three-dimensional interaction techniques. %M C.CHI.93.2.15 %T Computer-Human Interface Technology at Deep Space Network (DSN), Jet Propulsion Laboratory %S Short Papers (Posters): Designing for Extra-ordinary Users and Uses %A Alvin Ellman %A Magdi Carlton %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 15-16 %K Computer-human interfaces, User-centered design, Control center, Automation %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p15-ellman/p15-ellman.pdf %X The Network Operations Control Center (NOCC) of the DSN is responsible for scheduling the resources of DSN and monitoring all multi-mission spacecraft tracking activities in real time. Operators monitor network performance and identify, isolate and correct network problems. This is done from workstations at JPL connected to over 100 computers worldwide. The old system was failing to meet the users' needs, required modernization and needed redesign to allow for growth. A replacement project was begun in 1988, and the first release of the new system was implemented in 1991. Significantly improving the computer human interface became the dominant theme of the replacement project. However, the project team was faced with problems. There was no standard methodology in place for operability and computer-human interface design, and there was resistance from the users who had little or no experience with the technologies to be employed in the replacement. A "user-centered" design process evolved to address these issues. This paper presents the aspects of the process that had the greatest impact, and its effect on the resulting system. %M C.CHI.93.2.17 %T A Baby Babble-Blanket %S Short Papers (Posters): Designing for Extra-ordinary Users and Uses %A Harriet J. Fell %A Linda J. Ferrier %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 17-18 %K Physically disabled infants, Speech communication, Data collection/analysis %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p17-fell/p17-fell.pdf %X The Baby Babble-Blanket capitalizes on early movements to allow young infants to activate a computer for communication. It is a multiple-switch-activated device with speech output allowing severely physically disabled infants, by kicking, batting or rolling on the blanket, to: establish cause and effect skills, explore a babbling repertoire or communicate with customized digitized speech. Our software incorporates a multiple base-line design allowing researchers and clinicians to collect and analyze data on the infant's response to sound output. We present results of field-testing the blanket with two normal and three multiply disabled children. %M C.CHI.93.2.19 %T On the Edge of the Creative Process: An Analysis of Human Figure Animation as a Complex Synthesis Task %S Short Papers (Posters): Designing for Extra-ordinary Users and Uses %A Zeenat Jetha %A Armin Bruderlin %A Tom W. Calvert %A Sang Mah %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 19-20 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p19-jetha/p19-jetha.pdf %X The process of animating human figures with a computer is a challenging task, both because the specification, representation and control of human movement is complex, and because animation as a human creative process is not well understood. Over the past six years, we have developed the LifeForms system, a computer application to animate human figures [2]. During this period, users of the system have played an active part in the design cycle: their feedback has lead to a better understanding of the interface for the representation of movement, while observing some of the users has given us insights into how the creative process can be supported by the system. In this paper, we discuss new work in progress to analyze the creative process in terms of its hierarchical structure, alternate views and use of knowledge. These components of the creative process were burst explored in a pilot experiment studying how dancers use LifeForms to create a given movement sequence. In this experiment, a videotape showing simple human movement sequences was provided as a design task for the subjects. The objective was to explore the functionality of the interface. However, by strictly replicating movement patterns in LifeForms rather than creating their own, individual sequences, the subjects' performance gave little information on the structure of complex synthesis tasks. Subsequently, a new experiment was designed to more closely explore the creative process. This time, the task involved using simple animated objects (shapes) as the basis for the movement composition assignment. These shapes provide the subjects with a higher level of abstraction than the video sequences in the previous design experiment, thus permitting them to interpret the animated shapes into their very own concrete ideas for movement to be realized with LifeForms. %M C.CHI.93.2.21 %T Adapting Direct Manipulation for Blind Users %S Short Papers (Posters): Designing for Extra-ordinary Users and Uses %A Gerhard Weber %A F. H. Papenmeier %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 21-22 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p21-weber/p21-weber.pdf %X A new model for graphical input by blind users is investigated and has been implemented twofold as mouse substitutes in the MS Windows environment. A touch tablet can be used to point at windows and icons. So-called routing sensors can be used to point at individual characters. %M C.CHI.93.2.23 %T ERGOLAB: A Screen Usability Evaluation Tool for Children with Cerebral Palsy %S Short Papers (Posters): Designing for Extra-ordinary Users and Uses %A Monique Noirhomme-Fraiture %A Clairette Charriere %A Jean M. Vanderdonckt %A Claudy Bernard %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 23-24 %K Analysis and evaluation techniques, Persons with disabilities, Usability, User interface evaluation %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p23-noirhomme-fraiture/p23-noirhomme-fraiture.pdf %X This paper presents experimental tests to conduct with a screen usability evaluation tool named ERGOLAB in order to throw a bridge between the world of the user interface usability and the world of children with cerebral palsy (CWCP): calibrating the interactive media sensibility, adapting the screen space navigation, managing the hidden information. These usability tests range from elementary level to semantically complex one. %M C.CHI.93.2.25 %T Screen Usability Guidelines for Persons with Disabilities %S Short Papers (Posters): Designing for Extra-ordinary Users and Uses %A Monique Noirhomme-Fraiture %A Jean M. Vanderdonckt %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 25-26 %K Analysis and evaluation techniques, Guidelines, Persons with disabilities, Software ergonomics, Usability testing %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p25-noirhomme-fraiture/p25-noirhomme-fraiture.pdf %X This paper presents lessons learned from implementing interactive applications for adult persons with moderate mental disabilities. Guidelines for improving screen usability have been drawn from the experience gained in implementing and using such software. %M C.CHI.93.2.27 %T COMSPEC: A Software Architecture for Users with Special Needs %S Short Papers (Posters): Designing for Extra-ordinary Users and Uses %A Dag Svanaes %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 27-28 %K Users with special needs, Software architecture, Alternate access systems, Object-oriented programming, Visual programming %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p27-svanaes/p27-svanaes.pdf %X We present research on the development of a software architecture for users with physical impairments. An interactive design tool has been developed to enable us to evaluate the feasibility of the architecture. We have been able to apply the same architecture both within applications and between applications. %M C.CHI.93.2.29 %T Program Visualization as a Debugging Tool for Novices %S Short Papers (Posters): Designing for Extra-ordinary Users and Uses %A Peter Brusilovsky %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 29-30 %K Program visualization, Program debugging, Programming environment %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p29-brusilovsky/p29-brusilovsky.pdf %X This paper discusses a non-traditional role for program visualization as a tool for novice program debugging. We present some ideas and methods that can increase the possibilities of program visualization as a debugging tool and report some experimental results which support our ideas. %M C.CHI.93.2.31 %T User Interface Requirements for the Representation of Examples in a User Interface Design Guidance System %S Short Papers (Posters): Designers Designing %A Louis A. Blatt %A Anna Zacherl %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 31-32 %K User interface design, Guidelines, Advisory systems %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p31-blatt/p31-blatt.pdf %X A common criticism of cognitive engineers/human factors experts is that user interface developers do not practice user centered design. Ironically, the tools (e.g., Smith and Mosier, 1987; Microsoft Style Guide, 1992; HFS100, 1990) produced by cognitive engineers to enable user interface design excellence have been designed with neither the task nor the user in mind. The tools that developers are forced to use are difficult to use in that they require tedious reading and memorization. This study uses a questionnaire and PICTIVE interviews to investigate the task of user interface design. This paper concludes with user interface requirements for systems that support the user interface design process. %M C.CHI.93.2.33 %T Teaching Product Designers New Tricks: Inexpensive but Effective Prototyping %S Short Papers (Posters): Designers Designing %A Peter Eisenberg %A Anne Falenzer %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 33-34 %K Rapid prototyping, User interface software, Design process %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p33-eisenberg/p33-eisenberg.pdf %X An inexpensive user interface prototype was used to test the proposed interface of an infusion pump for hospital and home care settings. This case study shows how a prototype became a central part of the early development process. To most of the design team, this was a new approach and an eye-opening experience. In the end, the whole team and higher management embraced the process. In this case, prototyping not only allowed early user interface testing, but also went well beyond to serve as an essential design team communications tool. %M C.CHI.93.2.35 %T Expressing Guidelines into an Ergonomical Styleguide for Highly Interactive Applications %S Short Papers (Posters): Designers Designing %A Francois Bodart %A Jean M. Vanderdonckt %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 35-36 %K Corpus ergonomicus, Guidelines, Styleguide, User-interface design, Usability testing %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p35-bodart/p35-bodart.pdf %X Various forms of guidelines for user-interface design abound in the current literature, but suffer of many drawbacks (dissemination, incompleteness, lack of qualification, lack of uniformization, outdated, difficulty to use). As an attempt to overcome these inconveniences, a unified view of guidelines is introduced in a corpus ergonomicus, a multipurpose ergonomical styleguide for highly-interactive applications. %M C.CHI.93.2.37 %T Making It Macintosh: An Interactive Human Interface Instructional Product for Software Developers %S Short Papers (Posters): Designers Designing %A Harry J. Saddler %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 37-38 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p37-saddler/p37-saddler.pdf %X Making It Macintosh: The Macintosh Human Interface Guidelines Companion is an interactive instructional product designed and developed by Apple Computer, Inc. Making It Macintosh uses computer-based animation and interaction to document the Macintosh user interface, illustrate human interface design issues, and provide interface implementation strategies for software developers. This paper describes the product's audience, its goals, its design, and the specific techniques used to present its content to the user. %M C.CHI.93.2.39 %T The CLIM Prototyping Environment (CPE) %S Short Papers (Posters): Designers Designing %A Greg Siegle %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 39-40 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p39-siegle/p39-siegle.pdf %X The CLIM Prototyping environment (CPE) is an interactive graphical object manipulation environment developed at the Institute for the Learning Sciences. The system functions as a user interface management system (UIMS) and can be used as a runtime environment for arbitrary Common Lisp programs. In addition, interfaces may be created within CPE as part of a runtime environment with minimal or no programming. This approach encourages a great deal of high level user interaction with the program and facilitates rapid prototyping. In addition end users are able to easily create multiple interfaces for a single program. The line between creating and using an interface has thereby been minimized. %M C.CHI.93.2.41 %T Formalizing User Interface Requirements %S Short Papers (Posters): Designers Designing %A Kevin Schlueter %A Marilyn Mantei %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 41-42 %K User interface specification, System redesign %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p41-schlueter/p41-schlueter.pdf %X User interface deficiencies often occur in redesigned systems because existing software specification tools do not capture sufficient user interface information. As a preliminary step towards the creation of software design tools that capture user interface information, the authors have identified five general types of user interface information that should be captured in a system redesign. The second step of the process is to create a formalized, programmable notation for representing these five types of user interface information. This is described for three of the types. %M C.CHI.93.2.43 %T Summarising the Evolution of Design Concepts within a Design Rationale Framework %S Short Papers (Posters): Designers Designing %A Simon Shum %A Allan MacLean %A Justin Forder %A Nick Hammond %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 43-44 %K Design rationale, Design documentation, Design spaces, QOC %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p43-shum/p43-shum.pdf %X A design rationale (DR) is a representation of the reasoning which has been invested in a design [1]. This short paper describes the use of the QOC Design Space Analysis approach to DR [2] to document the evolution of design concepts over the life of a three year project. The goal was the production of a retrospective DR document which filtered, integrated, and indexed discussions from a wide range of sources across the project. Designers' reactions to DR in general, point towards what kind of DR is most needed in development teams, and how DR of different sorts can be integrated with existing forms of design document. %M C.CHI.93.2.45 %T Summarising Task Analysis for Task-Based Design %S Short Papers (Posters): Designers Designing %A M. B. Curry %A A. F. Monk %A K. Choudhury %A P. Seaton %A T. F. M. Stewart %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 45-46 %K Task analysis, Exceptions, Scenarios, Task-based design %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p45-curry/p45-curry.pdf %X Task-based design demands that the designer has a good understanding of the user's job. Our experience of task analyses intended to convey such information is that they are often too detailed. We propose three ways for summarising the results of a user-centred task analysis as: (i) an hierarchical decomposition of the user's top-level work objectives; (ii) a set of scenarios of typical work and (iii) a list of user exceptions. The latter are points where the idealised sequence represented in (i) and (ii) are broken by problems and interruptions. Once these have been produced they can be used to evaluate the suitability of subsequent design decisions. %M C.CHI.93.2.47 %T Designing the Look %S Short Papers (Posters): Designing with Users %A Daniel Felix %A Helmut Krueger %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 47-48 %K Prototyping, Screen design, Acceptance, Usability %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p47-felix/p47-felix.pdf %X The design of complex public systems needs special care. In the reported study, the design of the screen content (colour, form and placing) was tested, using four different, individually developed screen layouts. 20 subjects were asked which layout appealed most to them, and which design was easiest to understand. A majority of the subjects preferred the most colourful design with strong colour-coding of the functions. The approach of testing this step separately has proven to be valuable, as the further development was facilitated, as no discussion over the general look was needed when testing other aspects. This step seems to us a good addition to other tests to improve acceptance and the usability of systems, especially for public use. %M C.CHI.93.2.49 %T Designing a Visual Database for Fashion Designers %S Short Papers (Posters): Designing with Users %A Charlie Hill %A Gillian Crampton Smith %A Eleanor Curtis %A Stephen Kamlish %A Mike Scaife %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 49-50 %K Interaction design, Graphic design, User interface, Fashion design, Database applications, Hypermedia, Data entry, Annotation, Design process %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p49-hill/p49-hill.pdf %X The design and rapid prototyping of a hypermedia tool is described in which interaction design techniques were employed after extensive empirical research into the fashion design process. The tool enables fashion designers to draw on past work when designing new garments, and incorporates a novel approach to casual data entry. The interaction design process is explained from problem analysis through animated walkthroughs to prototype development. Issues are raised for both researchers and developers: problems in the transition from research to design; difficulties in testing usability during conceptual design; the need to make systems emotionally engaging and memorable. %M C.CHI.93.2.51 %T A C.A.R.D. Game for Participatory Task Analysis and Redesign: Macroscopic Complement to PICTIVE %S Short Papers (Posters): Designing with Users %A Leslie Gayle Tudor %A Michael J. Muller %A Tom Dayton %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 51-52 %K Participatory design, Task analysis, PICTIVE, Design, Redesign, Screen, Task flow, Design games, User centered design %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p51-tudor/p51-tudor.pdf %X CARD (Collaborative Analysis of Requirements and Design) is a participatory technique for analyzing task flows, and for redesigning task flows, in software systems. It provides a macroscopic complement to the more microscopic design activities that are supported by the PICTIVE technique. CARD uses the metaphor of a card game as the vehicle for communication and collaboration among users, developers, and designers. We report initial results from the use of CARD on two products. %M C.CHI.93.2.53 %T Participative Design of Human-Machine Interfaces for Process Control Systems %S Short Papers (Posters): Designing with Users %A S. Ali %A J. Heuer %A M. Hollender %A G. Johannsen %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 53-54 %K Participative design, Process control %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p53-ali/p53-ali.pdf %X A new method for participatively developing and evaluating Man-Machine Interfaces (MMI) for Supervisory and Control Systems (S&C) of chemical distillation columns is presented. Participation is considered important not only during the design phase, but should be built into the system by making the interface adaptable to the users requirements also during the operation phase. Better building blocks for input and output elements as well as improved models for navigation in picture hierarchies are offering enhanced flexibility to the operator. %M C.CHI.93.2.55 %T Translation in Participatory Design: Lessons from a Workshop %S Short Papers (Posters): Designing with Users %A Marian G. Williams %A Vivienne Begg %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 55-56 %K Participatory design, Translation, Case studies, Metaphor, Workplace mechanization %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p55-williams/p55-williams.pdf %X The authors held a workshop called "Translation in Participatory Design" at the Conference on Participatory Design (PDC '92). The goal of the workshop was to elucidate the notion of translation in participatory design. We intended to focus on the special role that can be played by software designers who are also experts in the field for which they are developing software. Our major claim was that some design tasks can be completed successfully or expediently only by a software designer who has worked in the user's field. In the course of the workshop, a more complex and detailed account of the translator role was developed, with attention to how, why, and by whom this role is taken on during design. %M C.CHI.93.2.57 %T Using Case Studies in the Iterative Development of a Methodology to Support User-Designer Collaboration %S Short Papers (Posters): Designing with Users %A Susan Harker %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 57-58 %K Requirements, Methods, Users, Developers, Role-play, Scenarios, Prototyping, Iterative development %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p57-harker/p57-harker.pdf %X This paper describes the use of case studies based on role play and scenarios to test and evaluate a methodology for capturing and specifying user requirements. %M C.CHI.93.2.59 %T Using Cluster Analysis to Guide Interface Design for Audiotext Services %S Short Papers (Posters): Designing with Users %A Eileen C. Schwab %A Amy L. Schwartz %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 59-60 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p59-schwab/p59-schwab.pdf %X Rapid Order is an audiotext system which lets customers learn about and order telephone services. The system has three main branches: QuickTeach, ordering, and pricing information. In QuickTeach, users can learn why a service might be beneficial to them and how to activate/deactivate the services. Given the multiple intended uses and the large number of services represented, it is important that the Rapid Order menu is as easy to use as possible. The current QuickTeach menu structure classifies the 12 services into four categories: Custom Calling Services, Advanced Custom Calling Services, Linebacker, and Calling Card. This structure might make sense to a user familiar with the development history of these services, but the typical consumer does not think in terms of Custom and Advanced Custom Calling Services. We can facilitate our customer's use of the menu interface if we group together items that are close in the customer's mental similarity space. Previous research has successfully used the cluster analysis technique as a way to investigate people's mental similarity space (Lewis, 1991). The purpose of these studies was to derive a menu structure for the Rapid Order audiotext system which best fits with consumers' intuitive categories for the 12 services represented. %M C.CHI.93.2.61 %T Using Video Scenarios to Present Consumer Product Interfaces %S Short Papers (Posters): Designing with Users %A Raghu Kolli %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 61-62 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p61-kolli/p61-kolli.pdf %X In the initial stages of new product development, designers present alternative concepts through sketches, storyboards, interactive prototypes and physical mock-up models. These representations are useful for communication with the design team, the client and for early usability testing with users. In case of highly interactive consumer electronic products (stereo systems, video cameras, fax machines, telephones etc.), LCD displays, buttons, sliders and other user control elements are closely integrated with the three dimensional product form. Hence, an assessment of the product interface necessarily involves the product form as well. %M C.CHI.93.2.63 %T "Kirk Here:" Using Genre Sounds to Monitor Background Activity %S Short Papers (Talks): Multi-Modal User Interfaces %A Jonathan Cohen %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 63-64 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p63-cohen/p63-cohen.pdf %X ShareMon, a prototype application, uses sounds, text-to-speech, or graphical messages to notify users about background file sharing events. In file sharing, hosts make files available for users known as guests to access over the network. Once a host sets up file sharing, guests may access the host's machine without the host being aware of it. So, for example, ShareMon notifies the host with a knocking sound when a guest logs on, and notifies the host with a door slamming sound when a guest logs off. %M C.CHI.93.2.65 %T Synthetic Synesthesia: Mixing Sound with Color %S Short Papers (Talks): Multi-Modal User Interfaces %A Kristinn R. Thorisson %A Karen Donoghue %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 65-66 %K Sound manipulation, Color, Perception, Psychophysics, Multi-media, User interface design %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p65-torisson/p65-torisson.pdf %X An interface is described that uses color and spatial relations to provide an intuitive interface for sound manipulation. A simple geometric shape, called the Geometric Sound Mixer (GSM), is used to mix sounds. Timbre is represented as color within the GSM; the relative loudness of these sound sources is represented visually by the color mixture. A dynamic representation of any sound mix can be viewed on the Mix Time Line, where relative moment-to-moment audio levels control the color mix and brightness as the sounds play in real time. Perceptually linear audio and color mixes are achieved using psychophysical functions. The result is an environment that allows for complex manipulations of sound in a highly simplified, structured environment. %M C.CHI.93.2.67 %T An Experimental Study of Future 'Natural' Multimodal Human-Computer Interaction %S Short Papers (Talks): Multi-Modal User Interfaces %A Christophe Mignot %A Claude Valot %A Noelle Carbonell %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 67-68 %K Multimodal human-computer interaction, Wizard of Oz paradigm, User models, Multimodal natural language interfaces %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p67-mignot/p67-mignot.pdf %X In order to study users' spontaneous formulation of commands in the context of multimodal human-computer interaction (HCI), we conducted a Wizard of Oz experiment on the use of unconstrained speech and 2D-gestures for interacting with standard application software: 8 subjects performed various design and process control tasks during 3 weekly sessions. Some functionalities of the multimodal user interface were simulated by 3 human operators or 'wizards'. First analyses bring out the great diversity of subjects' styles and strategies; they also indicate that, in such environments, the addition of spoken natural language to direct manipulation (the manipulation of graphical objects through pointing) improves HCI efficiency and flexibility, whilst command interpretation remains tractable. %M C.CHI.93.2.69 %T A Multi-Modal Human-Computer Interaction: Combination of Gesture and Speech Recognition %S Short Papers (Talks): Multi-Modal User Interfaces %A Minh Tue Vo %A Alex Waibel %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 69-70 %K Multiple modalities, Multi-modal interface, Gesture recognition, Word spotting, Semantic-fragment grammar, Neural networks %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p69-vo/p69-vo.pdf %X Multi-modal interfaces can achieve more natural and effective human-computer interaction by integrating a variety of signals, or modalities, by which humans usually convey information. The integration of multiple input modalities permits greater expressiveness from complementary information sources, and greater reliability due to redundancies across modalities. This paper describes a text editor developed at Carnegie Mellon, featuring a multi-modal interface that allows users to manipulate text using a combination of speech and pen-based gestures. The implementation of this multi-modal text editor also illustrates a framework on which more general joint interpretation of multiple modalities can be based. %M C.CHI.93.2.71 %T Mode Preference in a Simple Data-Retrieval Task %S Short Papers (Talks): Multi-Modal User Interfaces %A Alexander I. Rudnicky %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 71-72 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p71-rudnicky/p71-rudnicky.pdf %X Multi-modal systems allow users to both tailor their input style to the task at hand and to use input strategies that combine several modes in a single transaction. As yet no consistent body of knowledge is available for predicting user behavior in multi-modal environments or to guide the design of multi-modal systems. This is particularly true when interfaces incorporate new technologies such as speech recognition. %M C.CHI.93.2.73 %T An Evaluation of Video Mediated Communication %S Short Papers (Talks): Multi-Modal User Interfaces %A Steve Whittaker %A Brid O'Conaill %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 73-74 %K Interpersonal communication, Video, Audio, Evaluation %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p73-whittaker/p73-whittaker.pdf %X We test a theory of mediated interaction [3] by comparing real meetings held across two videoconferencing systems with face-to-face (FTF) interaction. As predicted, delayed and half-duplex audio, with poor quality visual images reduces interactive properties and produces "lecture-like" conversation. Contrary to our predictions, conversation with high quality audio and image is not identical with FTF. We discuss reasons for this and make recommendations for the design of mediated communication systems. %M C.CHI.93.2.75 %T Learning by Exploration, and Affordance Bugs %S Short Papers (Talks): A Kaleidoscope of HCI %A Stephen W. Draper %A Stephen B. Barton %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 75-76 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p75-draper/p75-draper.pdf %X Modern highly visual interfaces can often be learned largely by exploration, without human or textual instruction. We should take this seriously as a major design aim, because of its advantages when successful, and because it largely succeeds in many cases. For instance, computer naive subjects and have them discover and use many of the features of MacPaint within the first half hour of use, without any instruction. However observation reveals many remaining imperfections -- bugs relative to the aim of supporting learning by exploration (LBE). Thus an aim of evaluation and debugging of such designs is to address those usability problems impeding LBE. Not very much has appeared in the literature explicitly about LBE. Shneiderman lists in his analysis of direct manipulation some basic desirable properties (e.g. safety of trying things out, visible feedback). There has been some theoretical work on models of how humans might infer things (Lewis 1988, Lewis & Polson 1990) from observations, and so do LBE. An empirical approach however should begin with the basic phenomena, and then go on to ask what LBE depends on in practice in the sense of what processes seem to be the ones that need more attention and debugging in current designs. This is the approach we follow here. %M C.CHI.93.2.77 %T Pictographic Naming %S Short Papers (Talks): A Kaleidoscope of HCI %A Daniel P. Lopresti %A Andrew Tomkins %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 77-78 %K Handwriting recognition, Naming paradigms %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p77-lopresti/p77-lopresti.pdf %X We describe pictographic naming, a new approach to naming for pen-based computers, in which filenames are pictures rather than ASCII strings. Handwriting recognition (HWX) of a name is delayed as long as possible. We show that most file system operations can be accomplished without HWX. Since pictographic names are sets of strokes, they can never be reproduced exactly so name lockup becomes an approximate matching problem. We give efficient algorithms for this problem, and present results for name matching in English and Japanese. %M C.CHI.93.2.79 %T Interaction is Orthogonal to Graphical Form %S Short Papers (Talks): A Kaleidoscope of HCI %A Dag Svanaes %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 79-80 %K Perception, Interaction, Metaphor, Look and feel %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p79-svanaes/p79-svanaes.pdf %X The aim of the work described in this paper is to build an empirically based theory of how people perceive interacting with computers. Through controlled experiments I have been able to identify some commonly used metaphors for describing interaction. I suggest that the interaction aspects of human-computer interaction can be isolated out as a dimension orthogonal to graphical form. %M C.CHI.93.2.81 %T Listener Response to Time-Compressed Speech %S Short Papers (Talks): A Kaleidoscope of HCI %A Eileen C. Schwab %A Jenny DeGroot %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 81-82 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p81-schwab/p81-schwab.pdf %X Time compressed speech is faster than unaltered speech, but its pitch is the same. This study investigates the advantages and disadvantages of employing this technology in audiotext applications. Two potential advantages are: 1) Providing information in a shorter time should reduce the duration of phone calls, saving both customer and service-provider time and resources, and 2) Research on advertising indicates that compressed speech is often more engaging for consumers than a normal speaking rate (e.g., MacLachlan & LaBarbera, 1978). A potential disadvantage is that too much compression may sound unpleasant and decrease comprehension. These effects might be more extreme for older customers, or for those who speak English as a second language. Moreover, compression might have different effects on the comprehension of long expository passages and the intelligibility of briefer items such as menu choices. Ameritech's Rapid Order and QuickTeach system is an interactive voice response (IVR) system that provides recorded information about custom calling features and takes orders for features. This study investigates callers' responses to temporally compressed versions of the system's announcements. Intelligibility, comprehension, and subjects' attitudes were measured. %M C.CHI.93.2.83 %T Spelling Mistakes: How Well Do Correctors Perform? %S Short Papers (Talks): A Kaleidoscope of HCI %A D. G. Hendry %A T. R. G. Green %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 83-84 %K Spelling correction, Word processors %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p83-hendry/p83-hendry.pdf %X Commercial spelling correctors were tested on mistypings and misspellings. Mistypings were 'corrected' more successfully. Success rates for misspellings covered a fair range, but it is hard to quantify comparisons between correctors, and an accepted evaluation procedure is urgently needed. Improved correction techniques would benefit foreign speakers and poor spellers. %M C.CHI.93.2.85 %T Usability Testing on a Shoestring %S Short Papers (Talks): A Kaleidoscope of HCI %A Marta A. Miller %A Catherine O'Donnell %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 85-86 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p85-miller/p85-miller.pdf %X What do you do when your job is to usability test your company's software and you have neither a usability lab nor the $30,000-$50,000 it takes to hire one??? The User Interface group at GE Information Services (GEIS) has developed a methodology that allows us to perform usability tests in-house and on the road that produce acceptable results without all the overhead of a typical lab. This methodology, what you might call Low-Overhead Usability Testing, allows all data to be collected in 1-2 days and for as little as $200-500. Low-Overhead Usability Testing can be accomplished with two trained professionals (one test administrator and an observer), a large conference room or computer lab, some paper forms, and 12 participants to act as subjects. Visitors (e.g., Developers and Management) can also be invited to view the testing. %M C.CHI.93.2.87 %T Text Correction in Pen-Based Computers: An Empirical Comparison of Methods %S Short Papers (Posters): Interaction Techniques I %A Tedde van Gelderen %A Anthony Jameson %A Arne L. Duwaer %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 87-88 %K Pen-based computers, Text editing, Handwriting, Input devices %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p87-van_gelderen/p87-van_gelderen.pdf %X Three methods for correcting text in pen-based computers were compared in an experiment involving 30 subjects. In spite of simulated virtually perfect character recognition, the two methods involving handwriting proved 25% slower than the method involving a "virtual keyboard". There was essentially no difference between the execution times with the two handwriting methods, which differed in the way of determining when to display the results of symbol recognition: after a certain delay vs. after an explicit request by the user. %M C.CHI.93.2.89 %T Lazy Recognition as a Principle of Pen Interfaces %S Short Papers (Posters): Interaction Techniques I %A Masaki Nakagawa %A Kimiyoshi Machii %A Naoki Kato %A Toshio Souya %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 89-90 %K Pen interface, Writers creative workbench, On-line recognition, Lazy recognition, Pattern segmentation %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p89-nakagawa/p89-nakagawa.pdf %X The pen is suitable for creative work since one can express almost everything and is not bothered by the method to use. Experimental pen-based systems and products have not exploited the 'automated' nature of handwriting. They try to recognize handwriting immediately after each pattern is written with the result of frequent misrecognition and thus interrupt user's thinking. This paper presents lazy recognition scheme which delays the display of recognition until needed. One's thought is better developed by working with one's handwriting. Lazy recognition also provide easier structure to process handwritten patterns. Automatic segmentation of characters and diagrams is described. %M C.CHI.93.2.91 %T Extending an Existing User Interface Toolkit to Support Gesture Recognition %S Short Papers (Posters): Interaction Techniques I %A James A. Landay %A Brad A. Myers %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 91-92 %K Gesture recognition, User interfaces, Pen, Stylus, Toolkits, Direct manipulation, Interaction techniques %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p91-landay/p91-landay.pdf %X Gestures are a powerful way to specify both objects and operations with a single mark of a stylus or mouse. We have extended an existing user interface toolkit to support gestures as a standard type of interaction so that researchers can easily explore this technology. %M C.CHI.93.2.93 %T A Multimodal Dialogue Controller for Multimodal User Interface Management System Application: A Multimodal Window Manager %S Short Papers (Posters): Interaction Techniques I %A Yacine Bellik %A Daniel Teil %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 93-94 %K Multimodal interfaces, User interface management system, Augmented transition networks %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p93-bellik/p93-bellik.pdf %X This paper presents a multimodal dialogue controller which can be integrated in a MUIMS (Multimodal User Interface Management System). The well-known A.T.N. (Augmented Transition Networks) model [3] is used to represent the multimodal grammar of a user interface. This type of model has been used before to specify monomodal user interfaces [4] [5]. The work presented here shows it is possible to use the A.T.N. model for multimodal user interfaces by adding specific extensions. %M C.CHI.93.2.95 %T A Wizard of Oz Platform for the Study of Multimodal Systems %S Short Papers (Posters): Interaction Techniques I %A Daniel Salber %A Joelle Coutaz %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 95-96 %K Multimodal interaction, Wizard of Oz, Evaluation techniques %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p95-salber/p95-salber.pdf %X The Wizard of Oz (WOz) technique is an experimental evaluation mechanism. It allows the observation of a user operating an apparently fully functioning system whose missing services are supplemented by a hidden wizard. In the absence of generalizable theories and models for the design and evaluation of multimodal systems, the WOz technique is an appropriate approach to the identification of sound design solutions. We show how the WOz technique can be extended to the study of multimodal interfaces and we introduce the Neimo platform as an illustration of our early experience in the development of such platforms. %M C.CHI.93.2.97 %T Application of Living Book in Medical Education %S Short Papers (Posters): Multimedia and Multiuser Interfaces %A Jorn Nilsson %A Dipak Khakhar %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 97-98 %K Multimedia design, Living book, Interactive design, Medical applications %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p97-nilsson/p97-nilsson.pdf %X A prototype "Living Book" transcribing a textbook on Human Anatomy and Physiology is presented. Other possible uses for the Living Book are discussed. %M C.CHI.93.2.99 %T Multimedia Environments: Supporting Authors and Users with Real-World Metaphors %S Short Papers (Posters): Multimedia and Multiuser Interfaces %A Kaisa Vaananen %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 99-100 %K Multimedia authoring tools, Navigation, User interface metaphors %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p99-vaananen/p99-vaananen.pdf %X This work investigates the processes of constructing and using multimedia information systems within the particular context of supporting real-world metaphors. It is recommended that authoring tools for multimedia environments should integrate mechanisms for both the design and implementation tasks. Furthermore, the tool should provide a set of real-world metaphors that support both the author in structuring the information, and the user in understanding and interacting with that information. By bringing the authoring and interaction processes closer together under a real-world metaphor, the author's task in constructing a usable and engaging multimedia information system should be much simpler. This paper discusses this and illustrates the process by describing a system called ShareME -- Shared Multimedia Environments. %M C.CHI.93.2.101 %T Authoring Multimedia in the CMIF Environment %S Short Papers (Posters): Multimedia and Multiuser Interfaces %A Lynda Hardman %A Guido van Rossum %A Dick C. A. Bulterman %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 101-102 %K Multimedia authoring, Hypermedia authoring, Composition, Synchronization %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p101-hardman/p101-hardman.pdf %X We present the user interface to the CMIF authoring environment for constructing and playing multimedia presentations. Within the environment an author constructs a presentation in terms of its structure and additional synchronization constraints, from which the actual timing information is derived. The CMIF authoring environment presents three main views of a multimedia presentation: a hierarchy view for manipulating and viewing a presentation's hierarchical structure; a channel view for managing logical resources and specifying and viewing precise timing constraints; and a player for playing the presentation. %M C.CHI.93.2.103 %T A Multimedia Interface for Knowledge Building and Collaborative Learning %S Short Papers (Posters): Multimedia and Multiuser Interfaces %A Christopher M. Hoadley %A Sherry Hsi %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 103-104 %K Communication, Computer-supported cooperative work, Discourse, Education, Multimedia %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p103-hoadley/p103-hoadley.pdf %X We describe a multimedia tool developed for scaffolding constructive conversation and sharing information by means of a public kiosk. The Multimedia Forum Kiosk (MFK) provides an environment where users communicate asynchronously with video, audio, and text. Unlike unstructured media such as entail, the interface provides multiple representations of the structure of the discourse which aid in understanding the previous discussion, eliciting and refining new ideas, and developing a sense of community with other users. The software has undergone evaluation, testing, and revision as a tool for an education research community. Preliminary results indicate that users learn the interface unproblematically without training, and that they successfully explore and contribute to the discussions. We introduce the MFK as a tool for collaborative discussion and learning, and discuss several potential uses for the tool, both pedagogical and utilitarian. A more formal testing plan to evaluate the software and interface design is underway. %M C.CHI.93.2.105 %T Assessing a Groupware Implementation of a Manual Participatory Design Process %S Short Papers (Posters): Multimedia and Multiuser Interfaces %A Michael J. Muller %A David S. Miller %A John G. Smith %A Daniel M. Wildman %A Ellen A. White %A Tom Dayton %A Robert W. Root %A Aita Salasoo %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 105-106 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p105-muller/p105-muller.pdf %X Our attempt to implement a groupware version of a manual participatory design process (Muller, Miller, Smith, White, and Wildman, 1992) has revealed several constraints that may apply to other groupware systems for collaboration -- especially those that involve skills from outside the computer domain. %M C.CHI.93.2.107 %T Floor Control Policies in Multi-User Applications %S Short Papers (Posters): Multimedia and Multiuser Interfaces %A John Boyd %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 107-108 %K Software, Software engineering, Tools and techniques, User interfaces, Software, Operating systems, Process management, Concurrency, Mutual exclusion, Scheduling, Software, Systems, Programs and utilities, Window managers, Information systems, Models and principles, User/machine systems, Human factors, Human information processing, Information Systems, Models and principles, Information interfaces and presentation, User interfaces, Input devices and strategies, Interaction styles, User interface management systems, Windowing systems, Information systems, Models and principles, Group and organization interfaces, Evaluation/methodology, Synchronous interaction, Theory and models, Floor control, Synchronous multi-user applications %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p107-boyd/p107-boyd.pdf %X In multi-user applications, there is often the need to decide who controls what, that is, for policies of what is called "floor control". This paper presents several dimensions of floor control policies to demonstrate their diversity. A particular policy, called fair dragging, is given as an example. %M C.CHI.93.2.109 %T Teleconferencing Eye Contact Using a Virtual Camera %S Short Papers (Posters): Multimedia and Multiuser Interfaces %A Maximilian Ott %A John P. Lewis %A Ingemar Cox %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 109-110 %K Teleconferencing, Eye contact, Stereo matching, Camera calibration %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p109-ott/p109-ott.pdf %X To preserve eye contact in teleconferencing both the camera and the monitor need to be positioned on the same optical axis which, in practice, is usually not possible. We propose a method to construct the view from a virtual coaxial centered camera given two cameras mounted on either side of the monitor. Stereoscopic analysis of the two camera views provides a partial three-dimensional description of the scene. With this information it is possible to "rotate" one of the views to obtain a centered coaxial view that preserves eye contact. %M C.CHI.93.2.111 %T Anthropomorphism, Agency, & Ethopoeia: Computers as Social Actors %S Short Papers (Posters): Multimedia and Multiuser Interfaces %A Clifford Nass %A Jonathan Steuer %A Ellen Tauber %A Heidi Reeder %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 111-112 %K Anthropomorphism, Ethopoeia, Agents, Voice, Speech, Social psychology %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p111-nass/p111-nass.pdf %X Attempts to generate anthropomorphic responses to computers have been based on complex, agent-based interfaces. This study provides experimental evidence that minimal social cues can induce computer-literate individuals to use social rules -- praise of others is more valid than praise of self, praise of others is friendlier than praise of self, and criticism of others is less friendly than criticism of self -- to evaluate the performance of computers. We also demonstrate that different voices are treated as distinct agents. %M C.CHI.93.2.113 %T A Taxonomy of Graphical Presentation %S Short Papers (Posters): Interaction Techniques II %A Robert Spence %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 113-114 %K Graphical presentation, Taxonomy %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p113-spence/p113-spence.pdf %X A taxonomy of graphical presentation is proposed which is based on four mutually orthogonal transformations. It allows a range of presentation techniques to be simply described. %M C.CHI.93.2.115 %T Navigation in Pop-Up Menus %S Short Papers (Posters): Interaction Techniques II %A David R. Airth %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 115-116 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p115-airth/p115-airth.pdf %X Pop-up menus (sometimes referred to as context menus) are menus that appear over objects in the interface instead of in a static menu area, such as a menu bar. Pop-ups allow users with a mouse to access an object's commands directly on the object, without going to a menu bar. Many popular graphical user interfaces such as the NeXT computer (which relies heavily on pop-up menus), a number of Microsoft Windows applications, and many X-Window applications currently use pop-up menus. A number of studies have investigated the effects of menu's physical structure on users' behavior. Walker, Smelcer and Nilsen (1991) successfully used Fitts' law to predict the mean time to select a menu item with a mouse in a hierarchical menuing system. The present study, however, indicates that users choose the motor behavior with which they are most familiar and not the strategy that minimizes mouse movement. Therefore, Fitts' law will not give accurate predictions of menu selection time since users do not necessarily choose the shortest path to a menu item. Also, the data from this study suggest that the menu search behavior users employ is independent of the menu's physical structure. %M C.CHI.93.2.117 %T Adaptive Bar %S Short Papers (Posters): Interaction Techniques II %A Matjaz Debevc %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 117-118 %K Adaptive user interface, User interface design, Software ergonomics %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p117-debevc/p117-debevc.pdf %X Adaptive systems offer automatic adaptation of the user interface to the user's knowledge. Such systems check the user's procedures and eventually propose certain changes in the interface or instruct the user in order to help him to reach his goal more easily. The following article shows how we designed and implemented an adaptive bar (also called toolbar or speedbar). During the session the user interface suggests the removal or installation of certain icons. It also arranges and resides the icons according to their priority. %M C.CHI.93.2.119 %T Fisheye Videos: Distorting Multiple Videos in Space and Time Domain According to Users' Interests %S Short Papers (Posters): Interaction Techniques II %A Kimiya Yamaashi %A Masayuki Tani %A Koichiro Tanikoshi %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 119-120 %K Digital video, CSCW, Tele-conference system, Plant control system, Window system %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p119-yamaashi/p119-yamaashi.pdf %X Many applications, such as tele-conference systems and plant control systems need to display a large number of videos. In those applications, displaying multiple video windows overwhelms limited computing resources (e.g., network capacity, processing power) due to the vast amount of information. This paper describes a technique allows multiple videos to display in the limited computing resources. This technique distorts multiple videos according to users' interest. Users are not interested in all videos simultaneously. They only look at a part of them in detail and get the global context of other videos. The technique displays videos of interest in more detail by degrading other videos to allow an efficient use of limited computing resources, which we call the Fisheye Videos technique. The technique distorts a video in the space and time domain (e.g., spatial resolution, frame rate) according to users' interests, which are estimated based on the window conditions such as its distance from a focused window and the amount of masked area by other windows. %M C.CHI.93.2.121 %T The FeelMouse: An Interaction Device with Force Feedback %S Short Papers (Posters): Interaction Techniques II %A Franz Penz %A Manfred Tscheligi %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 121-122 %K Graphical user interfaces, Input devices, Force feedback %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p121-penz/p121-penz.pdf %X Force feedback is a valuable possibility to extend the base of human-computer communication from strongly visual to multisensory information exchange. By the integration of force feedback the user is more directly involved in object characteristics which is surface structure and hardness. We present a very cheap and simple solution for a force feedback input device. The force mechanisms is attached to a standard two button mouse. By the software controlled adjustment of a feel value objects get different force sensation behavior. %M C.CHI.93.2.123 %T An Evaluation of Four 6 Degree-of-Freedom Input Techniques %S Short Papers (Posters): Interaction Techniques II %A Shumin Zhai %A Paul Milgram %A David Drascic %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 123-124 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p123-zhai/p123-zhai.pdf %X A great deal of research has been carried out in evaluating two degree-of-freedom (2-DOF) computer input devices [e.g. Buxton 1990]. Relatively little research has been carried out with 6-DOF devices, however. Research currently underway at the University of Toronto aims at systematically investigating a variety of factors involved in the process of manipulating the location and orientation of objects in 3-space. Along with some conceptual discussion, this paper presents our first experiment in this effort. %M C.CHI.93.2.125 %T Relativity Controller: Reflecting User Perspective in Document Spaces %S Short Papers (Posters): Interaction Techniques II %A Eric Justin Gould %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 125-126 %K User interface, Fisheye views, Personal perspective, Annotation, Information retrieval, Video editing, Relativity %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p125-gould/p125-gould.pdf %X As the ease of accessing and generating large quantities of information increases, people's ability to navigate through that information and maintain personal perspective decreases [1]. This paper describes an interface element, the Relativity Controller, that enables users to specify what is important to them and modify the portion of their perceptual space that information takes up, using a variation on fisheye view techniques [2]. This process is described as a generalized tool for annotating documents and for controlling the balance between detail and context in representations of document contents. Peripheral portions of documents are condensed so that salient segments can be expanded and whole document contexts maintained. It will be shown here in its application to video data. %M C.CHI.93.2.127 %T Layer Tool: Support for Progressive Design %S Short Papers (Talks): Graphical User Interfaces %A Yin Yin Wong %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 127-128 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p127-wong/p127-wong.pdf %X Tools aimed at design professionals are widely available, yet rarely do they support the initial phases of the design process. These tools provide too much fine control and precision to allow for rough ideation. Designers in the initial phase require flexible tools which allow them to easily create and manipulate ideas without having to specify details. Others have studied the effect imposed by the computer medium and its tools on the design process. Black [1] proposed that finished-looking drafts produced on the computer curtail exploration of ideas. Graphic designers tend to focus on their initial concept and tweak detailed parameters such as column width or typeface rather than explore alternate designs. They concentrate on finished-looking presentations rather than iterating structural issues. How can we provide tools that better support the earliest design phases? In this paper, I describe a user observation of an architect at work and the interface design of a layer tool inspired from the observation. %M C.CHI.93.2.129 %T Back to the Future: A Graphical Layering System Inspired by Transparent Paper %S Short Papers (Talks): Graphical User Interfaces %A Matt Belge %A Ishantha Lokuge %A David Rivers %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 129-130 %K Transparency, Layers, Visualization %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p129-belge/p129-belge.pdf %X Many graphics systems today use transparent layers to help users organize information. However, due to problems in the User Interface design, these systems often confuse users and distract them from the task they are trying to accomplish. Before the advent of desktop computers, people managed similar problems by drawing on sheets of plastic transparent paper (transparencies). Believing that layering is a powerful technique, we re-examined the qualities of these transparencies as a source of inspiration. This gave us some innovative ideas. We built a prototype. Pilot studies performed on the prototype show promising results. %M C.CHI.93.2.131 %T A Framework for Describing Interactions with Graphical Widgets Using State-Transition Diagrams %S Short Papers (Talks): Graphical User Interfaces %A Michael Chen %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 131-132 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p131-chen/p131-chen.pdf %X Describing the user interaction and visual feedback provided by a graphical widget is currently done through combining written description with visual interaction snap-shots. This approach is laborious and can be repetitive if all the widgets in a Graphical User Interface (GUI) must be documented. Furthermore, such a description does not necessarily reveal common widget behavior, nor does it directly guide a person in creating a new widget. One needs to infer standard behavior from the existing widget set before a new and consistent widget can be designed. This paper proposes a framework for describing the behavior of graphical widgets. It will show how most interactions with widgets fit into a state-transition diagram model with four states. This model provides a new vocabulary to call out functional and visual changes in a uniform way. It also aids in pointing out commonalities and inconsistencies of interactions within a GUI. %M C.CHI.93.2.133 %T Pins, Grooves, & Sockets: A Direct Manipulation Interface to a Graphical Constraint System %S Short Papers (Talks): Graphical User Interfaces %A David Vronay %A James C. Spohrer %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 133-134 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p133-vronay/p133-vronay.pdf %X Graphical constraint systems have proven to be powerful tools for specifying the behavior of interface objects [BORNING77, SUTHERLAND63, GLEICHER91, LINCAGES92]. However, these systems have been plagued by the lack of a user interface that can allow authors to quickly and easily produce the graphical widgets they desire. This paper reports on a user interface metaphor of pins, grooves, and sockets (PG&S) for dealing with certain types of constraints. %M C.CHI.93.2.135 %T Studying the Movement of High-Tech. Rodentia: Pointing and Dragging %S Short Papers (Talks): Graphical User Interfaces %A Oryx Cohen %A Shawna Meyer %A Erik Nilsen %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 135-136 %K Human performance modelling, Input devices, Input tasks %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p135-cohen/p135-cohen.pdf %X This study compares seven input devices (mouse, touchscreen, two trackballs, mousepen, touchpad, and joystick) performing a star tracing task. Along with the device comparisons, the difference between moving with the selector button pressed (dragging) or with the button released (pointing) is examined. Recent work has found that dragging is slower and more error prone than pointing when using a mouse, stylus or trackball [1,2,3]. In the present study, 28 subjects used all seven input devices for both dragging and pointing tasks. Highly significant device differences were found for both speed and accuracy (p's <.001). The touchscreen and mouse were the best devices and the joystick and touchpad were the worst. The fastest devices also produced the fewest errors. The main effect for the button position was also significant, (p's <.005) with dragging being slower and more error-prone than pointing. However, there was a significant interaction between input device and button position. For one of the devices, the mousepen, dragging was actually faster and less error prone than pointing. What is different about the mousepen? Some possibilities are considered along with how these results can be applied to the design of input devices and interaction techniques. %M C.CHI.93.2.137 %T Gesturing with Shared Drawing Tools %S Short Papers (Talks): Graphical User Interfaces %A Catherine G. Wolf %A James R. Rhyne %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 137-138 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p137-wolf/p137-wolf.pdf %X This paper reports on how people used a pen-based shared drawing application in support of their needs for gesturing in a collaborative drawing task. %M C.CHI.93.2.139 %T Dialogue Control in Social Interface Agents %S Short Papers (Talks): Information Access %A Kristinn R. Thorisson %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 139-140 %K Social interface agents, Multi-modal dialogue, Real-time interaction %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p139-thorisson/p139-thorisson.pdf %X Interface agents are computational entities that form a focal point for communication at the interface; social interface agents are familiar with the conventions of personal interaction. This paper outlines a prototype social interface agent, called J. Jr., that integrates various channels of information about the user to control its real-time behavior in the social setting. Information about the user's gaze and hand gestures is provided by a human observer; data about intonation in the user's speech is obtained with automatic frequency analysis. This data is in turn used to control the gaze of the agent's on-screen face, its back-channel paraverbals, and turn-taking behavior. Results show that by choosing the appropriate variables for dialogue control, a relatively convincing social behavior can be achieved in the agent. %M C.CHI.93.2.141 %T Discerning Bias in Computer Systems %S Short Papers (Talks): Information Access %A Batya Friedman %A Helen Nissenbaum %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 141-142 %K Computer system design, Computer ethics, Social implications of computers %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p141-friedman/p141-friedman.pdf %X From a study of real cases, we have developed a topology of bias in computer systems. This topology provides a basis for describing, analyzing, and remedying bias in actual systems-in-use. Although other discussions have pointed out bias in particular computer systems, we know of no other comparable work that examines this phenomenon generally and offers a framework for understanding it. %M C.CHI.93.2.143 %T A Construction Tool for Context-Sensitive Guidance System %S Short Papers (Talks): Information Access %A Mayumi Hiyoshi %A Hideo Shimazu %A Yosuke Takashima %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 143-144 %K Guidance, Adaptation, User interface, Goal/plan %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p143-hiyoshi/p143-hiyoshi.pdf %X We have designed and experimentally implemented a tool for developing intelligent on-line guidance systems for electronic appliances and software programs. The key to this tool's efficiency is its capability to generate effectively context-sensitive answers to users' queries. Since the guidance system holds the state-transition representation of its target systems and receives all user operational inputs, it can simulate the internal states of the target systems. Any user's query is interpreted as a user goal within a specific context, and an internal planner generates the best plans to meet the goal. The planner's knowledge is defined declaratively for easy extension. %M C.CHI.93.2.145 %T A Compositional, Knowledge-Based Architecture for Intelligent Query User Interfaces %S Short Papers (Talks): Information Access %A F. M. T. Brazier %A Zs. Ruttkay %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 145-146 %K Intelligent user interface, Co-operative problem solving, Information retrieval, Knowledge-based framework %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p145-brazier/p145-brazier.pdf %X The design of a user interface to intelligently intermediate between the user and a DB query system, based on a modular, knowledge-based generic architecture is to be discussed. The main principles concerning the user interface design are: identification of the essential (1) tasks of intelligent intermediation and (2) (meta-)knowledge as the basis of performing these tasks, but also (3) active role for the user in the strategic decisions of the tasks. The resulting user interface architecture is transparent, easily adaptable, and makes it possible to model strategic interaction with the user as well. %M C.CHI.93.2.147 %T Searching for Help vs. Having It Handed to You: The Relative Advantages of Index-Accessed Help and Context-Sensitive Help %S Short Papers (Talks): Information Access %A Rita L. Danielsen %A A. Brady Farrand %A Susan J. Wolfe %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 147-148 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p147-danielsen/p147-danielsen.pdf %X It can be extremely difficult to convince developers that context-sensitive help is worth the cost of implementation. The project may require some form of on-line help; however, implementing index-accessed help seems faster and cheaper. When the same information can be displayed in both ways, how can we argue that the benefits of context-sensitive help outweigh the benefits of index-accessed help? Searching through an index or list of contents for the relevant help text takes time and cognitive effort. The same help text can be displayed with a single keystroke, cued by the current screen context. Clearly, the time spent in the index selecting the appropriate topic or keyword increases the time the user takes wandering around the help system. But, how much time does accessing the information through the index add to the task? Furthermore, how much is the cognitive cost when the user must search an index or list-of-contents? The user must take his or her focus away from the task in order to choose the appropriate keyword or relevant phrase [1]. Does this interference affect his or her ability to refocus on the task and proceed? The user might become distracted by the search task, and therefore need to spend some time regaining the context of the problem before applying the solution proposed by the on-line help. Is the time to read, digest, and act on the information greater for index-accessed help text than for context-sensitive help text? %M C.CHI.93.2.149 %T Facilitating Interactive Tool Selection by Adaptive Prompting %S Short Papers (Talks): Information Access %A Thomas Kuhme %A Uwe Malinowski %A James D. Foley %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 149-150 %K Adaptive user interfaces, Intelligent user interfaces, Application model, User model %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p149-kuhme/p149-kuhme.pdf %X In order to reduce the navigation effort for tool selections, a tool prompter is proposed which maintains a working set and offers a small number of corresponding tools which can be perceived at a glance. The presentation is continuously being adapted on the basis of an application model and a user model. The chosen approach allows for a wide range of optional user involvement into the adaptation mechanisms. A prototype of the tool prompter has been implemented. %M C.CHI.93.2.151 %T Representational Issues Related to Communication in Design Teams %S Short Papers (Posters): Models and Representations %A Mathilde M. Bekker %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 151-152 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p151-bekker/p151-bekker.pdf %X Designers of user interfaces require tools that support communication in multi-disciplinary design teams [1,2]. In order to develop such tools a better understanding of communication in design teams is required. To determine what methods or tools would be most useful to designers and what issues play an important role in the use of such tools, we performed an analysis of user interface design practice. In this paper, we present an overview of issues related to communication in multi-disciplinary design teams; our findings regarding methods and tools that would be most useful to interface designers are described in [1]. %M C.CHI.93.2.153 %T Reasoning with External Representations: Supporting the Stages of Selection, Construction and Use %S Short Papers (Posters): Models and Representations %A Richard Cox %A Paul Brna %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 153-154 %K Analytical problem solving, Knowledge representation, Learning environments, Knowledge and skill acquisition %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p153-cox/p153-cox.pdf %X Diagrammatic and other graphical representations are extensively employed by problem solvers. The stages of selection, construction and use are all crucial. There has been little empirical work on these processes. We describe an environment (switchER) which can be used for solving analytical reasoning problems. switchER has been used to explore a number of hypotheses relating to the significance of representation selection, the time course of problem solving and the effects of prior knowledge and problem characteristics. %M C.CHI.93.2.155 %T The Cognitive Dimensions of Mediating Representations %S Short Papers (Posters): Models and Representations %A Charles C. Wood %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 155-156 %K Cognitive dimensions, External mediating representations, Distributed cognition %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p155-wood/p155-wood.pdf %X Cultural-cognitive approaches to HCI require a framework with which to describe "mediating representations" -- the external representations people use in their cognitive activity. Green's "cognitive dimensions" can provide such a framework, and here they are used to consider the properties of mediating representations in idea sketching. %M C.CHI.93.2.157 %T A Mental Model Can Help with Learning to Operate a Complex Device %S Short Papers (Posters): Models and Representations %A Robert M. Fein %A Gary M. Olson %A Judith S. Olson %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 157-158 %K Mental models, Transfer, Skill learning %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p157-fein/p157-fein.pdf %X Does teaching a mental model for a complex device help? This question was investigated in an experiment that had three conditions: 1) no mental model was taught, 2) an explicit, but abstract, mental model, and 3) a mental model that had a real world story. In all cases the subjects were given high-quality rote instructions ("how-to-do-it" knowledge) for operating the device. The explicit mental model consisted of a description of "how-it-works" knowledge, in addition to the instructions. The story model augmented this information by explaining the inner workings as being analogous to an ecosystem. Subjects were tested on their ability to recall learned tasks and to transfer that knowledge to new ones. The results of the study showed that, as expected, the rote group was at a decided disadvantage on both the recall and transfer tasks. However, the two model conditions were not different. Additionally, it was found that subjects who had a scientific background were able to overcome the disadvantages of the rote condition, perhaps by building a mental model for themselves. %M C.CHI.93.2.159 %T A Speech Compression Proposal for Directory Assistance Operators: GOMS Predictions %S Short Papers (Posters): Models and Representations %A Rory Stuart %A Gareth Gabrys %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 159-160 %K Analytic modelling, Interface design, CPM-GOMS, Speech compression, Operator workstations %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p159-stuart/p159-stuart.pdf %X CPM-GOMS modelling has been applied to the new domain of Directory Assistance operators to help in making design decisions in the development of a new workstation. The models help focus designers on areas where the greatest improvements are possible, and also help to evaluate specific proposals. Here we examine CPM-GOMS predictions regarding a proposal to apply speech compression to the customer's initial spoken request and play this processed speech to the operator with the goal of speeding up the transaction. Modelling the proposal produces non-intuitive results, which we describe, and raises workload issues, which we describe and plan to address in future research. %M C.CHI.93.2.161 %T Model-Based User Interface Design by Example and by Answering Questions %S Short Papers (Posters): Models and Representations %A Martin R. Frank %A James D. Foley %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 161-162 %K Story-boarding, User interface management systems, Model-based user interface design %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p161-frank/p161-frank.pdf %X Model-based user interface design is based on a description of application objects and operations at a level of abstraction higher than that of code. A good model can be used to assist in designing the user interface, support multiple interfaces, help separate interface and application, describe input sequencing in a simple way, check consistency and completeness of the interface, evaluate its speed-of-use and generate context-specific textual and animated help. However, designers rarely use computer-supported application modelling today and prefer less formal approaches such as using a story board of interface prototypes. One reason is that available tools use special-purpose languages for the model specification. Another reason is that these tools force the designers to specify the application model before they can start working on the visual interface, which is their main area of expertise. We present a novel methodology for concurrent development of the user interface and the application model which overcomes both problems by combining story-boarding and model-based interface design. %M C.CHI.93.2.163 %T Supporting Implementation of Semantic-Level User Interaction Paradigms %S Short Papers (Posters): Models and Representations %A Peter Aberg %A Robert Neches %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 163-164 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p163-aberg/p163-aberg.pdf %X Many computer applications present their users with large information spaces that are difficult to understand and navigate. One class of solutions to this problem relies on allowing users to easily explore the information space, guided by continuous feedback provided by the system. Unfortunately, instantiating such a paradigm for a new application often requires a great deal of effort on the part of the developer. We are currently working on a shell environment that merges a model-based user interface development system with a proven interaction paradigm (a generalization of retrieval by reformulation) to assist developers in this task. %M C.CHI.93.2.165 %T Layered Protocols in User Interfaces for Consumer Equipment %S Short Papers (Posters): Models and Representations %A J. H. Eggen %A R. Haakma %A J. H. D. M. Westerink %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 165-166 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p165-eggen/p165-eggen.pdf %X A major issue in user interface design is how to structure the interaction between user and system. A formal model for analyzing and designing user-system interaction is expected to be of great help in dealing with this issue and can thus lead to increased usability. In this paper we investigate the usefulness of the Layered Protocols formalism (Taylor, 1988) for the evaluation and design of user interfaces for consumer appliances. %M C.CHI.93.2.167 %T The Task Oriented Modelling (TOM) Approach to the Development of Real-Time Safety-Critical Systems %S Short Papers (Posters): Models and Representations %A Clive Warren %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 167-168 %K Task oriented modelling, Performance metrics, Safety-critical systems, System development, Air traffic control (ATC), Aviation, Automation %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p167-warren/p167-warren.pdf %X The domains of Air Traffic Control (ATC) and aviation are two areas in which Human Factors has much to offer in terms of the design of computer systems intended to support operator's tasks. The flight-decks of modern commercial aircraft already have many automatic systems aiding pilots in carrying out their tasks. Advances in technology, and increased demands on pilots will result in further automation in the future. With the planned harmonisation of European ATC systems and procedures, ATC workstations of the future will also automate many of the controllers' tasks. Although air travel is statistically one of the safest forms of transport, the number of incidents occurring which are attributed to "Human error" associated with use of automated systems is increasing. The appropriate use of Human Factors expertise during the design process of automated systems will significantly reduce the number of incidents in air travel currently attributed to Human error. One system development method and its supposing tools are described which could be used in the design process to incorporate Human Factors principles in such automated systems. %M C.CHI.93.2.169 %T User Tailored Hypermedia Explanations %S Short Papers (Posters): Help and Information Retrieval %A Fiorella de Rosis %A Nadia De Carolis %A Sebastiano Pizzutilo %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 169-170 %K Explanations, User models, Natural language generation, Hypermedia %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p169-de_carolis/p169-de_carolis.pdf %X This paper describes how concepts are explained in an intelligent interface to a statistical package by combining user modelling, natural language generation and hypermedia techniques. The advantage of this approach is to reduce difficulties in user modelling and in interpreting requests of further information. In addition, explicit knowledge representation enables modifying the facility according to results of evaluation studies. %M C.CHI.93.2.171 %T Ask How it Works: An Intelligent Interactive Manual for Devices %S Short Papers (Posters): Help and Information Retrieval %A Smadar Kedar %A Catherine Baudin %A Lawrence Birnbaum %A Richard Osgood %A Ray Bareiss %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 171-172 %K Intelligent training, Hypermedia, Devices %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p171-kedar/p171-kedar.pdf %X We describe Ask How It Works, a prototype interactive intelligent manual for devices, based on novel intelligent training systems called ASK Systems. %M C.CHI.93.2.173 %T Sifting Through Hierarchical Information %S Short Papers (Posters): Help and Information Retrieval %A Doug Schaffer %A Saul Greenberg %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 173-174 %K Fisheye views, Information filtering, Dynamic queries, Visualization %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p173-schaffer/p173-schaffer.pdf %X Modern computer users must often sift and manage vast amounts of hierarchically structured information. However, conventional interface tools have not kept pace with the information explosion, leaving users with inadequate means to manage their data. This paper promotes ideas of information filtering and fisheye views of hierarchies through the use of dynamic queries. In particular, we present FLEXVIEW, a graphical system for visualizing file systems. %M C.CHI.93.2.175 %T Design Space of a Generic Interface for Filtering and Displaying Database Query Results %S Short Papers (Posters): Help and Information Retrieval %A Greg Chwelos %A Marilyn Mantei %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 175-176 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p175-chwelos/p175-chwelos.pdf %X A generic interface for the interactive execution and presentation of database queries is described. We explore this design space via a set of direct manipulation filters based on the semantics of the data and through an economic set of display formats also based on the data semantics. Together, the filter controllers and the dynamic displays constitute a high bandwidth interface for exploration and visualization of arbitrary database query results. %M C.CHI.93.2.177 %T Information Filtering: A Tool for Communication Between Researchers %S Short Papers (Posters): Help and Information Retrieval %A Jean-David Sta %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 177-178 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p177-sta/p177-sta.pdf %X The research center of EDF (the French electric power company) is organized in 35 departments and is composed of 1500 researchers. The aim of the project described here is to let researchers know the activity of others departments which is related to their activity. A set of fifty projects from other departments has been sent to each head of department. These projects were selected automatically, according to the contents of the texts describing the projects in each department. Every head of department is returning a questionnaire to tell if the results are relevant or not. The analysis of this questionnaire will tell us how to improve the method. %M C.CHI.93.2.179 %T Vertical Spacing of Computer-Presented Text %S Short Papers (Posters): Help and Information Retrieval %A Patrick A. Holleran %A Kristin G. Bauersfeld %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 179-180 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p179-holleran/p179-holleran.pdf %X This study investigated readers' reactions to vertical spacing of text presented on a computer screen. Results showed that text width, font size, and several other variables were related to judgments of vertical spacing. %M C.CHI.93.2.181 %T User Acceptance of Complementary Tables of Contents for Access to Online Information %S Short Papers (Posters): Help and Information Retrieval %A W. T. Hunt %A L. Rintjema %A T. T. Carey %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 181-182 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p181-hunt/p181-hunt.pdf %X In previous research, we experimented with restructuring online information with multiple tables of contents [2]. The tables show the different, complementary relationships between units of information, much as hypertext links would do. The additional structure provided by the hierarchical nature of the tables gives conceptual overviews of the information and has potential for assisting user navigation [5]. For online technical information, we found that four complementary tables were needed, organising information by similar user tasks, by similar system objects and functions, and by conceptual prerequisites for under standing ("the following conditions apply to all examples in this chapter") [2]. We report here on two pilot studies which investigated how users would employ complementary tables of contents to access online information. We were concerned that users might experience difficulty in selecting a table for a particular information-seeking task, and therefore choose to consistently accessing through a single table. However, in both studies the results indicate that users will choose to employ complementary tables in tactical ways, fitting the particular information they are seeking and their own perspective on it. %M C.CHI.93.2.183 %T Item Recognition in Menu Selection: The Effect of Practice %S Short Papers (Posters): Help and Information Retrieval %A Victor Kaptelinin %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 183-184 %K Menu selection, Skill development, D-TAG %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p183-kaptelinin/p183-kaptelinin.pdf %X This study examines the role of global and local visual features in menu selection. After being trained to work with a simple menu-driven system, subjects performed two series of tasks with two types of modified menus: "Jumbled" ones (the sequence of items within a menu changed from task to task) and "Dotted" ones (item names were replaced with strings of "bullets"). It was found that menu selection skills were learnt more efficiently under the second condition. The implications of this finding for modern studies of display based competence are discussed. %M C.CHI.93.2.185 %T Comparing Studies that Compare Usability Assessment Methods: An Unsuccessful Search for Stable Criteria %S Short Papers (Posters): Evaluating Evaluation %A Michael J. Muller %A Tom Dayton %A Robert Root %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 185-186 %K Usability testing, Inspection methods, Comparisons of methods, User centered design %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p185-muller/p185-muller.pdf %X Four studies that compared inspection methods with usability testing were re-analyzed using six distinct criteria for the superiority of one method to another. Each study's own results were found -- to a greater or lesser extent -- to be in internal conflict when examined across the six criteria. These analyses, added to the well-known contradictions across the studies, argue that any conclusions regarding overall superiority of one method with respect to another are premature. They also lead to questions regarding the selection of criteria. %M C.CHI.93.2.187 %T Preliminary Findings on the Effectiveness of Ergonomic Criteria for the Evaluation of Human-Computer Interfaces %S Short Papers (Posters): Evaluating Evaluation %A J. M. Christian Bastien %A Dominique L. Scapin %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 187-188 %K User interface evaluation, Heuristic evaluation, Ergonomic criteria, Standards, Usability problems, Usability expertise, Cost-effective methods %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p187-bastien/p187-bastien.pdf %X The effectiveness of ergonomic criteria for the evaluation of user interfaces was assessed. Two groups of experts evaluated the interface of a musical database application. After an exploration-diagnosis phase, the participants evaluated the same interface states with or without ergonomic criteria. Preliminary results show that in the first phase, the number of usability problems detected and the proportions of usability problems with respect to the size of the aggregates were similar for both groups. In the second phase, the use of criteria increased both the evaluation diagnosis and the proportions of problems with respect to the size of the aggregates. %M C.CHI.93.2.189 %T Feature Checklists in HCI: Some Basic Results %S Short Papers (Posters): Evaluating Evaluation %A Edward A. Edgerton %A Stephen W. Draper %A Stephen B. Barton %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 189-190 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p189-edgerton/p189-edgerton.pdf %X Feature checklists are a method of measuring the usage of commands by exploiting users' memories. The perceived usefulness of commands can also be measured, as can awareness of their existence and functions. Experiments found that their accuracy (validity) was greater than 80% in all cases. Increased visual realism of the presentation may increase this still further. Extensions to bugs and to task descriptions are discussed. %M C.CHI.93.2.191 %T Ongoing Evaluation Studies of Collaborative Work within the Swedish MultiG Research Program %S Short Papers (Posters): Evaluating Evaluation %A Bengt Ahlstrom %A Hans Marmolin %A Thomas Marmolin %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 191-192 %K Evaluation, User centred design, Computer supported cooperative work %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p191-ahlstrom/p191-ahlstrom.pdf %X The main purpose of the evaluation studies is to make users the focus in an iterative design process by collecting and synthesising information about users needs and capabilities. To obtain this goal the studies are divided into several different phases, concerning traditional to multimodal computer supported collaboration, using methods such as questionnaires, interviews, experimental and design prototype evaluation. %M C.CHI.93.2.193 %T A Rapid Method for Tailored, Multi-Perspective Evaluation of User Interfaces %S Short Papers (Posters): Evaluating Evaluation %A Reinoud Hulzebosch %A Anthony Jameson %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 193-194 %K Interface evaluation, Empirical methods %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p193-hulzebosch/p193-hulzebosch.pdf %X The computer-supported evaluation method FACE can be used for rapid evaluation of user interfaces without restriction to a single perspective or a standardized technique. This paper lists the considerations on which its design is based, describes its use, and reports on a field test. %M C.CHI.93.2.195 %T Process Quality Metrics for User Interface Design %S Short Papers (Posters): Evaluating Evaluation %A Miriam E. Kotsonis %A Darren A. Kall %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 195-196 %K Human factors, Metrics, Design, User interfaces, Quality %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p195-kotsonis/p195-kotsonis.pdf %X Human factors engineering input to user interface design involves early product specification and later development support and testing. Such input has most impact and is most cost-effective early in the design cycle; however, this expertise is often used much later in the cycle. To improve human factors utilization, the authors developed metrics to track why a consultation was needed, when in the development cycle the consultation occurred, the basis for the recommendation, acceptance of the recommendation, and impact on development. We instituted an on-line system to gather data on these variables, analyzed results of nine months of data, and used the data to improve the stability and effectiveness of our recommendations. %M C.CHI.93.2.197 %T Interface Evaluation from Users' Point of View: Three Complementary Measures %S Short Papers (Posters): Evaluating Evaluation %A Edo M. Houwing %A Marion Wiethoff %A Albert G. Arnold %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 197-198 %K Usability, Laboratory experiment, Metrics, Guidelines, Mental effort, Workload %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p197-houwing/p197-houwing.pdf %X In the context of an European project 'Metrics for Usability Standards in Computing' (MUSiC), metrics, methods and standards are developed for industrial use. A validation study is reported in which metrics of cognitive workload, performance and subjective usability are tested. Subjects were studied working with a menu oriented and with a graphical object-oriented wordprocessor. The hypotheses were that the graphical package would induce a lower level of cognitive workload, and better performance and higher satisfaction. The subjects reported a lower workload, and a higher user satisfaction when using a package with a graphical interface. The lower workload could not be determined objectively, nor were there clear performance differences. Subjects did however show different learning behaviours with the two packages. This contribution is relevant for software developers as well as HCI practicers. %M C.CHI.93.2.199 %T Tools for Graphical User Interface Evaluation Using Playback %S Short Papers (Posters): Evaluating Evaluation %A Nobuko Kishi %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 199-200 %K Graphical user interface design, Usability evaluation %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p199-kishi/p199-kishi.pdf %X Usability testing during software development poses several problems. One problem is the high cost for conducting usability tests. Another is lack of objectivity in analysis of test results. To solve these problems, we developed a set of tools for detecting unexpected behavior of users in the recorded data of the user operations. These tools record mouse and keyboard operations and compare two operation sequences to detect the differences between them. When one sequences is performed by a possible user and the other sequences is performed by a skilled user or a designer, the detected differences are closely related to users' unexpected behaviors which should be noted by human observers during usability testing, evaluating graphical user interface designs. The tools' two main techniques are data gathering in playback mode and multi-step matching of recorded data. A preliminary experiment showed that the tools can automate part of the usability evaluation process by detecting differences often overlooked by human observers. %M C.CHI.93.2.201 %T Computer Support for Evaluation Studies %S Short Papers (Posters): Evaluating Evaluation %A Stewart T. Fleming %A Alistair C. Kilgour %A Carmel Smith %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 201-202 %K Questionnaires, Electronic mail, End-user programming, Automatic user interface design %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p201-fleming/p201-fleming.pdf %X Questionnaires provide a survey method which allows remote data collection in evaluation or organizational studies. We describe a system called Quest which provides computer based support for administrators and participants in evaluation and data collection methods. The system uses electronic mail and a graphical user interface to enhance the utility of the method for both administrators and participants. %M C.CHI.93.2.203 %T Blind Models as Minimal Artifacts %S Short Papers (Talks): Design Milieux %A Richard Mander %A Michael Arent %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 203-204 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p203-mander/p203-mander.pdf %X As the use of and the demand for electronic products becomes more diverse, it has become ever more essential to actively involve end-users in the design of the human interface of these products through a process of user studies, iterative design, and user testing [1] [2]. Our work has shown that an important component of human interface design is to conceptualize user scenarios based on observational studies of end-users [3]. These scenarios should be articulated very early on in the design process. From these scenarios, role plays can be developed and carried out with users to gain an initial understanding about what kind of functionality and product form factors might be appropriate for enhancing such aspects of users' lives as entertainment/ recreational factors, work-related productivity, interpersonal communications, human memory enhancement, knowledge acquisition/retention, etc. %M C.CHI.93.2.205 %T Analysis and Design Techniques for User Centred Design %S Short Papers (Talks): Design Milieux %A John Kirby %A Heather A. Heathfield %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 205-206 %K User centred systems design, Task analysis, Task oriented flow diagrams, PEN&PAD %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p205-kirby/p205-kirby.pdf %X A User Centred Systems Design Methodology is being developed as part of the PEN&PAD (Elderly Care) project. Two techniques for use in the early stages of analysis and design are briefly described. Task Oriented Flow Diagram technique has been developed as a means of representing task analysis and information flows. The diagrams produced provide the basis for a dialogue with users and a starting point for the design process. The use of a storyboarding technique for discussing the resulting early designs with users is also described. %M C.CHI.93.2.207 %T The Notion of Task in HCI %S Short Papers (Talks): Design Milieux %A Stephen W. Draper %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 207-208 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p207-draper/p207-draper.pdf %X The ISO definition of the usability of an interface is "the effectiveness, efficiency, and satisfaction with which specified users can achieve specified goals in a particular environment". This at first seems pessimistic to many people, as it implies that there may be no generalisation across users or machines or tasks: that measuring how one combination performs may not tell us anything about how others will perform. But is it pessimistic enough? It expresses what many HCI workers assume, that just as it is clear what a "user" is (distinct users can be identified by their bodies -- if it is the same person then it is the same user), so a task is the same thing to all people in all circumstances. This paper points out that this is not true, examines the extent to which this may be a problem, and how it threatens standard practices of both psychologists and designers in HCI. %M C.CHI.93.2.209 %T Designing User Interfaces -- The Role of Intuition and Imagination (1992)) %S Short Papers (Talks): Design Milieux %A Janni Nielsen %A Annette Aboulafia %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 209-210 %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p209-nielsen/p209-nielsen.pdf %X It is argued that too little is known about the cognitive aspects of design. This knowledge is essential if the many guidelines, models and tools that have emerged in the field of user interface design are to have a significant impact on design practice. Empirical studies of designers developing user interfaces are reported, showing that the context in which design takes place in an organisational setting is turbulent and the design task often unclear. Investigations of decision making in the design process showed it is one of gradually evolving commitment, where intuition, imagination and unstructured analysis are essential cognitive processes during design work. The usefulness of designer support tools is discussed. %M C.CHI.93.2.211 %T Structuring Design Spaces %S Short Papers (Talks): Design Milieux %A Niels Ole Bernsen %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 211-212 %K Design space, Usability, Designer reasoning %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p211-bernsen/p211-bernsen.pdf %X The paper outlines the coarse structure, called CO-SITUE, of the design space in which designer reasoning takes place. It appears that any account of design rationale or of the logic of design reasoning will have to assume a CO-SITUE-like framework. As a frame notation, CO-SITUE has been applied in analysing and recording a medium-scale design project. %M C.CHI.93.2.213 %T Experience with QOC Design Rationale %S Short Papers (Talks): Design Milieux %A Diane McKerlie %A Allan MacLean %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 213-214 %K Designs, Design rationale, Documentation %W http://www.acm.org/pubs/articles/proceedings/chi/259964/p213-mckerlie/p213-mckerlie.pdf %X Design Rationale emphasises working with explicit representations not only of possible design solutions, but also of the reasons and processes behind them. Although the arguments for using Design Rationale are compelling, there is still very little experience of applying the current approaches in practical settings. This paper reports on the use of QOC (Questions, Options and Criteria) Design Rationale to support a hypermedia interface design protect. It illustrates how we have used QOC in our design activities and some of the roles it has served. %M C.CHI.93.2.215 %T Doctoral Consortium Faculty %S Doctoral Consortium %A Thomas R. G. Green %A David Gilmore %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 215 %Y Faculty: Thomas R. G. Green David Gilmore Phyllis Reisner Saul Greenberg Jannie Nielsen Joelle Coutaz %M C.CHI.93.2.215 %T Structuring Synchronous Multi-User Applications %S Doctoral Consortium %A John Alfred Boyd, Jr. %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 215 %X Even though there are software systems that are highly interactive and that support multiple users, it seems that it could be much easier for groups of people to do collaborative work via computers. There is a shortage of effective multi-user applications and the problems of designing and building such applications are not well understood. With goals of providing a more general framework for such applications, and eventually of demonstrating that framework, my research is concerned with the structure of applications known as "synchronous groupware". These are characterized by a high degree of interaction among users. To expand the conceptual basis for synchronous groupware, I first identify structural characteristics of groupware applications. I refine the notion of constraints in a number of practical cases which are more easily implemented. Within this, I more clearly distinguish constraints and events, and provide more complete language support for their effective use. I also develop the notion of "floor control", or user-visible concurrency control, as the basis for coordinating user activity, and for providing appropriate feedback to users when such coordination is necessary. Finally, I suggest how the object-oriented programming paradigm might better support the development of synchronous groupware applications via specific programming concepts and language constructs. %M C.CHI.93.2.215 %T Reasoning with External Representations: Supporting the Stages of Selection, Construction and Use %S Doctoral Consortium %A Richard Cox %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 215 %X Several intelligent educational systems (IES's) have employed graphics or graphical interfaces. However only a few systems have been centrally concerned with graphics and reasoning. As far as I am aware, no system to date has attempted to offer learner support in the construction, selection and use of a range of graphical (and non-graphical) external representations (ER's) during reasoning. I argue that the stages of representation selection, construction and use are important for analytical problem solving. However, there is little evidence that these stages have been the primary focus of previous learning environments. I describe an environment (switchER) which can easily be used for solving analytical reasoning problems. I describe how switchER has been used to explore a number of hypotheses relating to: 1) the significance of representation selection, 2) the time course of problem solving, and 3) the effects of prior knowledge and problem characteristics. The results reported indicate both the importance of the issues and their implications for the design of intelligent support for switchER. The results are also used to inform the design of an intelligent environment that facilitates learning via ER switching. %M C.CHI.93.2.215 %T The Engineering of Co-Operative Case Memory Systems %S Doctoral Consortium %A Andrew Mark Dearden %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 215 %X The use of formal software engineering notations to describe properties of interactive systems has been advocated as a way of ensuring that usability concerns can be properly represented at all stages of the software engineering process. This thesis extends the use of formal techniques to the engineering of interfaces to one class of Knowledge Based Systems, namely, Co-operative Case Memory Systems (CCMS). We introduce a general analytic model of Case Memory Systems (CMS). This model supports the expression of some general properties which may affect usability. From this analytic model we derive a software engineering model expressed in the Z notation. By combining the software engineering model of a CMS with partial models of interface designs, we can reason about interaction properties of CCMSs. In particular we can consider the way in which a sequence of inputs to a CCMS leads to the identification of cases which are appropriate to the current problem and the support that particular CCMS designs can provide for particular reasoning strategies. %M C.CHI.93.2.216 %T User Interface Management Systems %S Doctoral Consortium %A Andrew Herbert %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 216 %X My Ph.D. research is centred on producing a user interface system that is easy to use for both end-users and application designers/programmers. This is pursued by shifting functionality that traditionally resides in applications over to Grue itself, and by encouraging individual applications, or "gadgets", to be small and purpose specific. By being small and specific, gadgets are likely to be useful in a range of more complex "application" gadgets built from the simpler ones. Such an approach is possible because documents (arbitrarily sized two-dimensional view planes, one per gadget) can be embedded inside other documents, allowing the workload to be seamlessly spread across a number of gadgets. Grue is based on a persistent prototype-instance object model which makes it easy for end-users to customise the environment, while enabling programmers to freely experiment without the overhead of modifying a formal class structure. Gadgets are inter-connected in a unique directed acyclic graph-based topology, and communicate by sending messages along the arcs of this graph using a relative-path message passing model. %M C.CHI.93.2.216 %T Working Memory Failure in Human-Computer Interaction: Modeling and Testing Simultaneous Demands for Information Storage and Processing %S Doctoral Consortium %A Brian R. Huguenard %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 216 %X Working memory (WM) limitations are recognized as a major bottleneck in human information processing. This dissertation investigates user-generated errors due to working memory failure in menu driven Phone-Based Interaction (PBI). A computational model of Phone-Based Interaction (PBI USER) was developed and used to generate predictions about the impact of three factors on WM failure: PBI features (i.e., menu structure), individual differences (i.e., WM capacity) and task characteristics (i.e., task format and number of tasks). The computational model is based on a recently-developed theory of capacity constraints in WM (M. A. Just & P. A. Carpenter, 1992, Psychological Review, 99, 122-149). This theory stipulates that the storage and the processing of information generate demands for WM resources. An experiment was conducted with human subjects to test the predictions of PBI USER, and the experimental results provide evidence that both storage and processing demands are important predictors of WM failure in PBI. Our results also indicate that, contrary to general guidelines, deep menu hierarchies (no more than three options per menu) do not reduce WM error rates in PBI. %M C.CHI.93.2.216 %T Ecological Interface Design for Advanced Manufacturing Systems %S Doctoral Consortium %A Anne-Marie Kinsley %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 216 %X Ecological interface design (EID), recently developed by Vicente and Rasmussen, is a theoretical framework for designing human-computer interfaces in complex, high-technology work domains. It aims to support all three levels of Rasmussen's skills/rules/knowledge taxonomy of behavior; to do so, the interface presents, in a form congruent to perception and action, relationships among system components at all levels of the Rasmussen abstraction hierarchy. This research applies EID to advanced manufacturing systems (AMS); its dual goals are to enlarge the theory and to improve interface design in the particular work domain. The 5 major research components include 1) eliciting the differences between AMS's and continuous processes and their implications for interface design, 2) performing an abstraction hierarchy analysis of a simple example AMS, 3) designing an ecological interface for the example system, 4) designing a conventional interface for the system, and 5) conducting an experimental study to compare the two, focusing on support for problem-solving. %M C.CHI.93.2.216 %T The Process of a Meeting: Behaviors, Technologies and Their Effectiveness %S Doctoral Consortium %A Robin Lampert %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 216 %X The quality of the results of meetings can be crucial to organizations. The main goals of this work are to understand, 1) which behaviors make meetings (un)productive, 2) some effects of technologies on those behaviors and 3) relevant dimensions of these processes and technologies for theory and system building. First, we need to know what kinds of things people do in meetings. My dissertation focuses on those behaviors that direct the meeting activities. To form a reliable coding scheme of the meeting managing behaviors (MMB) we performed statistical analyses of the way people clustered a large set of meeting episodes taken from videotapes of meetings of real groups (field and laboratory). Then, we coded MMB episodes (e.g., stopping digressions) in meetings with varied technologies and conditions. The next step uses the laboratory groups (where we have reliable measures of output quality) to discover which measures (frequency, duration, distribution of the MMB over time and people, available technologies) correlate with quality. Finally, I will examine the implications of these analyses for meeting process, technology support and theoretical implications including relevant dimensions to explore in future work. %M C.CHI.93.2.217 %T PURSUIT: Programming in the User Interface %S Doctoral Consortium %A Francesmary Modugno %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 217 %X My thesis explores the design of PURSUIT, a visual shell that enables users to access the functionality of Unix without learning concepts beyond those of the Macintosh. Many visual shells lack the power and functionality of Unix shells. For example, they do not allow users to pipe" the output of one command into another; they lack powerful utilities such as awk; and they are not programmable. Visual shells that do provide this power are difficult to use. This research focuses on developing a direct manipulation interface that overcomes these problems in a way that is consistent with the direct manipulation paradigm. To add power to the interface, the design introduces typed output, a mechanism that enable users to access the functionality of pipes and utilities by combining simple manipulation and text editing commands. The interface also contains a programming by demonstration system that represents the inferred program in a novel visual language. The language represents an operation implicitly by explicitly depicting the changes it causes in the state of data objects. PURSUIT enables users without programming skills to construct, view and edit abstract programs directly in the interface. %M C.CHI.93.2.217 %T Software Architecture Models for Multimodal Interactive Systems %S Doctoral Consortium %A Laurence Marie Nigay %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 217 %X My doctoral research focuses on software architecture models for interactive systems. I develop a hybrid model, PAC-Amodeus, which combines two approaches: the cooperative agent approach based on the PAC model and the linguistic view first introduced by the Seeheim model. PAC-Amodeus has been successfully applied to various projects. But the challenges associated with the exploitation of PAC-Amodeus urged me to develop a methodology. I defined a set of heuristic rules that helps defining the agents and their relationships. Theses rules gave rise to a software tool called PAC-Expert, an expert system. From the external specification of a system, PAC-Expert generates the software architecture. I then worked on the software architectural aspects of multimodal systems. I have identified specific requirements for multimodal systems and have organized these characteristics into a taxonomy dimension space. Within this classification space, synergistic systems, which are able to combine multiple modalities concurrently, provide the basis for a powerful style of interaction. The implementation of the two systems NoteBook and MATIS have shown that PAC-Amodeus is able to support the most salient properties of synergistic systems: concurrent processing at different levels of abstraction and fusion of data from different modalities. %M C.CHI.93.2.217 %T Modelling and Analysis of Human Work Situations as a Basis for Design of Human-Computer Interfaces %S Doctoral Consortium %A Else Nygren %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 217 %X Humans process information not only consciously, but also at a low cognitive level without any need for conscious attention. This has implications for task analysis and interface design. We have performed field-studies of reading behaviour in different work situations. A new method has been used which involves a kind of "field-experiment". The form of actual work documents have been manipulated in different ways, and the resulting impact on reading and interpretation have been studied. The results show that many reading tasks in typical work-situations can be described as composed of conscious reading and a number of small task components, called micro tasks, which are processed in parallel without any need for conscious attention. Since they are not processed consciously the reader is often not aware of them. When a work situation is computerized, the conditions for processing these micro-tasks may be radically changed. The processing may now need conscious capacity which is limited. This can explain and suggest solutions to e.g., orientation problems and problems of high cognitive overhead in human-computer interaction. %M C.CHI.93.2.217 %T Supporting Knowledge-Base Evolution Using Multiple Degrees of Formality %S Doctoral Consortium %A Frank M. Shipman, III %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 217-218 %X A number of systems have been built which integrate the knowledge representations of hypermedia and knowledge-based systems. Experiences with such systems have shown users are willing to use the semi-formal mechanisms of such systems leaving much structure implicit rather than use the formal mechanisms provided. The problem remains that it is hard, 1) to encode knowledge in the formal languages required by knowledge-based systems and 2) to provide support with the semi-formal knowledge found in hypermedia systems. Incremental formalization allows users to enter information into the system in a informal or semi-formal representation and to have computer support for the formalization of this information. The Hyper-Object Substrate (HOS) allows for the incremental addition of formalism to any piece of information in the system. HOS actively supports incremental formalization with a set of tools which suggest new formalisations to be added to the information space. These suggestions are based on patterns in the informally and semi-formally represented information and the existing formalized knowledge in the information space. Experiences with HOS show that its flexibility for incrementally adding and formalizing information is useful for the rapid prototyping and modification of semi-formal information spaces. %M C.CHI.93.2.218 %T User's Interaction in Multimedia Environments %S Doctoral Consortium %A Kaisa Vaananen %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 218 %X Two main problem areas addressed in this work in the field of interaction with multimedia applications are 1) intuitive navigation through the information space by an end-user, and 2) the design and construction of multimedia environments by a multimedia author. This thesis examines the problems of these interaction and construction processes in detail. The main objective is to provide both end-users and authors with tools and user interfaces that allow optimal interaction processes for both creation and acquisition of multimedia information. The main solution is to offer intuitive interface metaphors to visualise the organisation of information and interaction possibilities in the multimedia environments. The design and implementation of a system that supports the model, ShareME -- Shared Multimedia Environments -- is presented. User testing on several multimedia environments built with the ShareME tool will be performed, and the results of the tests are analyzed to gain evidence about validity of the user interface metaphors in the interaction and authoring processes. %M C.CHI.93.2.218 %T DataSheets: An Interactive Environment for Exploratory Data Analysis (EDA) %S Doctoral Consortium %A Nicholas P. Wilde %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 218 %X As a graduate student in HCI with a previous background in a physical science, my goals are simple to state: to create programming and problem-solving environments that allow scientists and other mathematically literate people to solve their problems, and to write their own programs, without having to spend a lot of time learning FORTRAN first. To that end, I am focusing on three different, but connected, areas: methods and methodology for creating easier to use programming environments; alternative computational paradigms that may be a better "fit" to certain types of problems; and better methods of displaying information and data on the screen for a scientist to view and manipulate. I am trying bring these three aims together in the effort to create an environment for exploratory data analysis (EDA), called DataSheets. This environment combines an alternative paradigm for computation (the spreadsheet-like forward constraint mechanism on an x-y grid of cells), with a rich set of interactive graphical primitives for the display of data sets. The programming aspects of the environment (the spreadsheet) and the graphical aspects are linked in a way that allows the user to build interactive data displays and work with them quickly and easily. %M C.CHI.93.2.218 %T Development of a Cultural-Cognitive Approach for HCI and CSCW Using a Study of Collaborative Idea Sketching %S Doctoral Consortium %A Charles Wood %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 218 %X The thesis develops and explores a "cultural-cognitive approach" (drawing on "distributed cognition" and Russian psychology) to understanding human activity which might inform system design. Rather than focussing primarily on the internal cognitive system (as cognitive psychology) or on the social organisation of activity (as ethnographic approaches) the approach characterises the "mediating representations" and artifacts (products of culture), involved in activity, but in cognitively and socially relevant ways. Internal cognition and social organisation can be remodelled within limits through training, but the system designer has most direct influence over artifacts. Individual cognition is mediated through artifacts, and by collaborators through artifacts, such that acting persons and their supporting artifacts together constitute a system with a radically different structure, character and functionality than the individual cognitive system. The approach is developed and explored in the domain of collaborative idea-sketching, using video-analysis, interviews and a questionnaire study. Green's cognitive dimensions framework provides the foundation for a cognitively relevant characterisation of idea sketches, which shows which properties of idea sketches are important functionally in the cognitive task of organising ideas. Analysis of videos of people engaged in idea sketching, using a multi-levelled transcription scheme to notate and explore drawing and gesturing activity, shows the role that the representations play in the "collaborative mediation" of interlocutors. It turns out that many properties which facilitate communication with another are the same as those which are necessary to communicate with oneself. %M C.CHI.93.2.219 %T Reflective Practitioners: Magic to Methodology %S Workshops %A Cynthia Rainis %A George Casaday %A Rex Hartson %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 219 %X How do you think about design? What methods do you use to understand how you or others design? How do you capture that individual and often intuitive "magic" that skilled HCI designers seem to perform? Although a number of data gathering techniques have been tried, the actual process of design remains poorly understood. The goals of this workshop are to discover and share methods and to develop a pooled list of techniques for systematically capturing and documenting HCI design practice and methodology. While the focus of this workshop will be on practice rather than theory, we hope participants will reflect the full range of people, both practitioners and researchers, who are trying to understand methods and practice in a systematic way. %M C.CHI.93.2.219 %T Rethinking Theoretical Frameworks for Human-Computer Interaction %S Workshops %A Yvonne Rogers %A Liam Bannon %A Christian Heath %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 219 %X The major goals of this workshop are to provide a forum where HCI researchers can discuss current concerns over the state of (cognitive) theory, to examine more closely a number of alternative or extended frameworks that have been proposed, and to seek some consensus on the relative strengths and weaknesses of different approaches to particular problems. The recent "turn to the social" will come under scrutiny. Particular emphasis will be placed on work incorporating an analysis of the role of artifacts and other social factors in the accomplishment of work activities. %M C.CHI.93.2.219 %T Multimodal and Multimedia Human-Computer Interfaces %S Workshops %A Klaus-Peter Faehnrich %A Karl-Heinz Hanne %A Gerard Ligozat %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 219 %X Multimodal interfaces are extending the scope of HCI into new domains through advances such as notepad computers and virtual reality systems. Multimedia and combined interfaces (e.g., gestural interaction systems) are also beginning to attract users. The primary goals of this workshop are to define the basic concepts of multimodal and multimedia (MM&MM) HCI, to establish a common framework for continued discussion, to explore existing technology and interaction techniques in order to identify promising directions for the next generation of MM&MM HCI, and to survey existing approaches from the perspectives of new technologies targeting innovative applications. %M C.CHI.93.2.219 %T Human-Computer Interaction Advances Derived from Real-World Experiences %S Workshops %A Michael E. Atwood %A Jean McKendree %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 219 %X HCI is an applied science in which advancement depends on the validation of theories and techniques in the solution of real-world problems. The goal of this workshop is to provide a forum in which to share HCI advances derived from real-world settings and to discuss ways to make the transition from the laboratory to the real world more common and more timely. The focus will be not on the exchange of "war stories", but rather, on the description of HCI advances that can be shared with others and on the identification of major problems impeding their migration from laboratory to end-user. %M C.CHI.93.2.220 %T Advances in Teaching the HCI Design Process %S Workshops %A Jenny Preece %A Peter Gorny %A Tom Hewett %A Jean Gasen %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 220 %X Teaching real-world processes, such as computer system design, is made particularly difficult by the young and rapidly evolving nature of the HCI discipline. HCI educators must present design in as meaningful and coherent a way as possible whilst at the same time acknowledging real-world practices. In this workshop we will briefly review typical lifecycle oriented software design and then examine two approaches which provide ways of focusing on HCI design concerns. The first combines visualising the conceptual aspects of the design with rapid iterative testing whilst the second focuses on designing for socio-technical issues. We will discuss the advantages of each approach and consider how to teach them to students. The overall aim of this workshop is to advance and innovate teaching of HCI design. %M C.CHI.93.2.220 %T Cost Effective Usability Engineering: Practical Strategies and Techniques %S Workshops %A Nigel Bevan %A Anne Schur %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 220 %X The objectives of this workshop are to identify, from the best of current practice, the strategies, techniques, and tools which can be most appropriately applied in different design environments to ensure the usability of a product. The results will be published in a book aimed at helping practitioners apply usability engineering cost-effectively throughout the product lifecycle. Some of the questions the workshop will address are: How should users be involved? Which tools or techniques should be selected? How can multiple techniques be combined in an integrated usable package for use throughout the product lifecycle? How should criteria and risks be assessed? How can cost-benefit judgements be made? %M C.CHI.93.2.220 %T Cross-Cultural Perspectives on Human-Computer Interaction %S Workshops %A John Thomas %A Kumiyo Nakakoji %A Maddy Brouwer-Janse %A Wendy Kellogg %A Victor Kaptelinin %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 220 %X Continued progress in fielding truly usable systems will draw upon the ideas of HCI experts across the world to build interfaces that are usable by people of diverse cultural backgrounds. The first cross-cultural workshop was held at CHI '92. In this workshop participants will build a conceptual map that lays out cultural differences in HCI. Additional goals are to provide a medium for individual collaborations to emerge and to make concrete suggestions for follow-on activities. Different cultures have different meeting protocols. The "process" as well as the "product" of the workshop will reflect these cultural differences. %M C.CHI.93.2.220 %T Spatial Metaphors for User Interfaces %S Workshops %A Werner Kuhn %A Andrew U. Frank %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 220 %X Modern user interfaces are increasingly dependent on the realisation of abstract operations in spatial metaphors. Familiar metaphors such as desktops, navigation, rooms, museums, or perspective walls demonstrate the crucial role of "spatialisation" in HCI. Virtual reality promises user interfaces that rely heavily on human abilities to perform complex motion and perception tasks. Our understanding of the role which spatialisation plays in interaction is, however, still quite limited. This workshop will bring together researchers and designers interested in exploiting spatial metaphors for user interfaces. Participants will review the structure and role of spatial metaphors in human cognition, establish the properties of space and spatialisation in existing user interfaces, and identify approaches to exploiting spatialisation in user interface design. Applicants should have some familiarity with work on metaphor in HCI, in cognitive science, or in both areas. %M C.CHI.93.2.221 %T Exploratory Sequential Data Analysis in Practice %S Workshops %A Penelope M. Sanderson %A Carolanne Fisher %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 221 %X Exploratory sequential data analysis (ESDA) is a working term coined to cover a loose set of research- and design-oriented data analysis activities based on time-stamped recorded data. The activities include verbal protocol analysis, conversation analysis, interaction analysis, behavioural observational studies, statistical sequential data analysis, and some kinds of cognitive task analysis. This workshop will bring together HCI colleagues engaged in ESDA to investigate the varieties of practice that exist and to discuss the development of a principled approach to ESDA. We will explore the conceptual foundations of various techniques and clarify the advantages and disadvantages of each for different research questions and types of data. Through problem solving exercises (with real data) led by recognised authorities in the application of ESDA techniques to the HCI domain, participants will develop a more principled approach to empirical questions using ESDA. %M C.CHI.93.2.221 %T Computer-Aided Adaptation of User Interfaces %S Workshops %A David Benyon %A Thomas Kuhme %A Uwe Malinowski %A Piyawadee "Noi" Sukaviriya %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 221 %X The adaptation of human-computer interfaces to the needs of individual users can improve user performance with interactive systems, but only if users can understand and manage the adaptive behaviour. The goal of this workshop is to explore possible dimensions of computer-aided interface adaptation. Participants with experience or interest in adaptive systems will address; user involvement (e.g., How much user involvement is appropriate in the adaptation process? How much control over adaptation do users want? How much can they maintain before becoming confused?), understanding adaptive behaviour (e.g., How can the system provide insight into adaptation mechanisms? How can the system help users decide whether a system-proposed adaptation is appropriate for them?), and interfaces to adaptation (e.g., How can higher-level, task-oriented adaptations be supported? How much support can be given for the adaptation of complex interfaces?). %M C.CHI.93.2.221 %T Working with Users Throughout the Product Lifecycle: Nomadic Practice in User Centred Design %S Workshops %A Michael J. Muller %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 221 %X This workshop proposes the concept of "nomadic practice in user centred design" (Nomadic UCD). Nomadic UCD is a set of activities, approaches, technologies, and theoretical perspectives that help practitioners to work with users in the users' own work context. The goal is to analyse, design, develop, test, and deliver products and services that fit into the user's world-view and work-life. Although a number of people are tacitly working in this area, we do so within an overall practice that may also include fixed-location laboratory methods, field methods that focus on the developers' world or on the computer artifact, and involvement of the user during the design phase rather than the full development lifecycle. This workshop will focus on the nomadic aspects of UCD practice throughout the product lifecycle. %M C.CHI.93.2.222 %T Research Symposium Participants %S Research Symposium %A Gary M. Olson %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 222 %Y Participants: Annette Aboulafia, Copenhagen University Gregory D. Abowd, Carnegie Mellon University Beth Adelson, Rutgers University Victoria Bellotti, Rank Xerox EuroPARC David Benyon, Open University Brad Blumenthal, University of Illinois, Chicago John M. Carroll, IBM T. J. Watson Research Center Francoise Detienne, INRIA Prasun Dewan, Purdue University Dan Diaper, University of Liverpool Alan Dix, University of York Stephen W. Draper, University of Glasgow Ernest Edmonds, Loughborough University David Fay, GTE Laboratories Steven Feiner, Columbia University Gerhard Fischer, University of Colorado, Boulder James D. Foley, Georgia Institute of Technology George Furnas, Bellcore William W. Gaver, Rank Xerox EuroPARC Wayne D. Gray, Fordham University Morten Borup Harning, Copenhagen Business School James Herbsleb, University of Michigan Stephanie Houde, Apple Computer, Inc. Bonnie E. John, Carnegie Mellon University Anker Helms Jorgensen, Copenhagen University Demetrios Karis, GTE Laboratories David E. Kieras, University of Michigan Timothy Koschmann, Southern Illinois University Srdjan Kovacevic, U S West Thomas Kuhme, Siemens Corporate R & D Clayton Lewis, University of Colorado, Boulder Gerald Lee Lohse, University of Pennsylvania John Long, University College, London Ping Luo, USC/ISI Allan MacLean, Rank Xerox EuroPARC Tom Moher, University of Illinois, Chicago Andrew Monk, University of York Thomas Moran, Rank Xerox PARC Konrad Morgan, University of Portsmouth Robert Neches, USC/ISI Janni Nielsen, Copenhagen Business School Gary M. Olson, University of Michigan Ph. Palangque, University of Toulouse Steven Pemberton, CWI Amsterdam Atul Prakash, University of Michigan Frank Ritter, University of Nottingham Scott Robertson, IBM T. J. Watson Research Center Terry Simpson, British Aerospace Gurminder Singh, National University of Singapore Elliot Soloway, University of Michigan Gary W. Strong, Drexel University Piyawadee "Noi" Sukaviriya, Georgia Institute of Technology Dag Svanaes, University of Trondheim Pedro Szekely, USC/ISI David Vronay, Apple Computer, Inc. Yvonne Waern, Linkoeping University Steve Whittaker, University of Pennsylvania Peter Charles Wright, University of York Richard M. Young, MRC APU %M C.CHI.93.2.223 %T Getting Culturally Diverse Participants for User Interface Design Studies %S Special Interest Groups (SIGs) %A Jaclyn R. Schrier %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 223 %X While many HCI designers understand that users from other cultures may have different user interface requirements, few HCI designers have adequate travel funds for ensuring that a culturally diverse sample participates in user interface design activities. The INTERCHI community must find ways to involve participants representing the full cultural diversity of the prospective user population. The goal of this SIG is to start a dialogue where HCI designers can share their ideas and experiences about involving a culturally diverse sample in UI design studies. %M C.CHI.93.2.223 %T Software User Interface Standards: Update for 1993 %S Special Interest Groups (SIGs) %A Patricia A. Billingsley %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 223 %X In this SIG, we will discuss the current state of UI standards development and examine the potential impact of this work on the CHI community. Representatives of several standards committees, including CEN TC122/WG5, ISO-IEC JTC1/SC18/WG9, ISO TC159/SC4/WG5, ANSI X3V1.9, HFES-HCI, and IEEE P1201.2, will present summaries of their work-in-progress. All INTERCHI attendees with an interest in standards are invited to participate in the discussion following the presentations. %M C.CHI.93.2.223 %T The Garnet User Interface Development Environment %S Special Interest Groups (SIGs) %A Brad A. Myers %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 223 %X Garnet helps to implement highly-interactive, graphical, direct manipulation applications for X Windows in CommonLisp. The system is in the public domain, and there are over 40 projects involving over 100 people actively using Garnet today, including many in Europe. An Usenet newsgroup, comp.windows.garnet, allows discussion of Garnet issues. This meeting will allow developers, users and people interested in the Garnet technology to meet, exchange information, and discuss future directions. %M C.CHI.93.2.223 %T Human Aspects of Software Quality Control %S Special Interest Groups (SIGs) %A P. Molzberger %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 223 %X Programmers program the way they think, feel and live. The degree of cooperation of team members is mirrored in the cooperation of their software components. Organisations in which people fight each other by holding back information will tend to design information systems that preserve the existing power structures. Classical methods of quality control -- by rules and tools -- merely shift the symptoms. Given that people always try to re-create their own structures in their software products, what can we do to provide better software quality? %M C.CHI.93.2.223 %T Art Criticism: Picture Analysis of Screen Images %S Special Interest Groups (SIGs) %A Frederik Dehlholm %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 223 %X The formal method of picture analysis has proven useful in understanding what pictures communicate. Developed as a tool for art criticism, the method has recently been extended to deal with screen images. The method consists of three stages with a checklist of questions at each stage. A short presentation of the method and its application will be followed by a discussion on the method and its applicability, on how art criticism, CHI and graphic design work together in the making of screen images, and on how the formal analysis method might be incorporated in UIMS tools. %M C.CHI.93.2.223 %T East-West Human-Computer Interaction %S Special Interest Groups (SIGs) %A Keith Instone %A Blaine Price %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 223 %X This SIG will provide information about the EWHCI'93: The Third East-West International Conference on Human Computer Interaction, to be held in Moscow from 3-6 August 1993. Many aspects of research in the "East," particularly the influence of Russian Psychology on HCI research, are not well known in the "West." Last year's conference, for example, featured a special session on Activity Theory. The logistics team and attendees of the previous conferences will be on hand to answer questions for those interested in attending. %M C.CHI.93.2.224 %T An Agenda for Ethnography %S Special Interest Groups (SIGs) %A Dianne Murray %A Stella Harding %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 224 %X Ethnography is an approach and set of techniques for the descriptive study of socio-cultural interactions and relations in work contexts. Recently published research and a movement toward including sociologists in design teams has clarified the field's growing importance for the disciplines of HCI and CSCW. This SIG will allow experienced researchers in ethnography, interaction analysis and participant observation to meet for focused discussion. We hope to involve participants from the panel and workshop on ethnographic approaches and to incorporate experiences drawn from both events. %M C.CHI.93.2.224 %T Human Factors Society, Computer Systems Technical Group (CSTG) Meeting %S Special Interest Groups (SIGs) %A Martha Crosby %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 224 %X The Human Factors Society, Computer Systems Technical Group (CSTG) is concerned with human aspects of (1) interactive computer systems, especially user interface design issues, (2) the data-processing environment, including personnel selection, training, and procedures, and (3) software development. Membership in the CSTG is open to all, regardless of affiliation with the Human Factors Society. %M C.CHI.93.2.224 %T Cost Effective Usability Engineering %S Special Interest Groups (SIGs) %A Nigel Bevan %A Anne Schur %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 224 %X This SIG will present to a wider audience of practitioners the issues raised and the conclusions reached at the earlier workshop on this subject. The SIG will provide an overview of the results of the workshop, followed by short talks on experience with specific tools. Substantial time will be allocated to discussion. The SIG will be attended by representatives from the workshop, and others interested in the development and use of tools for cost effective usability engineering. The SIG will be of particular interest to members of the Usability Professionals Association. %M C.CHI.93.2.224 %T Paradigm for Programming Computers %S Special Interest Groups (SIGs) %A Mario Schnaffner %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 224 %X A paradigm for programming computers is described. This paradigm derives from conceptual structures, from formulations in the form of automata, and from the abstract functioning of the computer. The approach to be described constitutes a general paradigm for modeling activities that facilitates the automatic production of computer programs. A derived dialect for programming will be indicated and the results of its application reported. %M C.CHI.93.2.224 %T Current Issues in Assessing and Improving Documentation Usability %S Special Interest Groups (SIGs) %A Stephanie Rosenbaum %A Judith Ramey %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 224 %X This SIG provides a forum for discussing recent developments in the human factors of computer documentation. Topics will include addressing documentation usability early in the product design process; achieving consistent usability in multilingual versions; qualitative and quantitative methods for collecting usability data; roles and relationships among documentation specialists, user-interface designers, and software developers; and schedule and budget issues relating to documentation usability. %M C.CHI.93.2.224 %T Technology Transfer Between Eastern and Western Countries %S Special Interest Groups (SIGs) %A Gunnar Johannsen %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 224 %X With the recent dramatic changes in Eastern Europe, new possibilities for technology transfer are arising worldwide. The problem, however, is hardly limited to Europe. The difficult challenge of technology transfer will be experienced worldwide, particularly between Eastern and Western countries, and the field of HCI will not be an exception. This SIG will focus on the technical, economic, social, and cultural issues of HCI technologies for different application fields as viewed from the diverse HCI cultures of Eastern and Western Europe, North and Latin America, and Asia. %M C.CHI.93.2.225 %T Come, Human, Spin In My Web %S Interactive Experience %A Beverly Reiser %A Hans Reiser %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 225 %X Come, Human, Spin In My Web is an interactive installation using sound, video, and computer graphics. It is a metaphorical reality exploring choice-making based on slices of information. We explore how a new human interface can create a wholly new art form. No longer are you a passive receptacle. New technology makes it possible for art to be more like a dialog than an object to be viewed. This is not mere art that you have never before experienced; this is art that has never experienced you. %M C.CHI.93.2.225 %T Ask How It Works %S Interactive Experience %A Smadar Kedar %A Lawrence Birnbaum %A Catherine Baudin %A Richard Osgood %A Ray Bariess %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 225 %X Ask How It Works is an interactive manual for devices based on the idea that one of the most effective ways to learn how a device works is through a dialog with an expert. Ask How It Works is based on the Ask system methodology that organises video clips, text, graphics and other media in a hypermedia system, and provides expert answers to questions as well as a set of the most likely follow-up questions. As a result, the user experiences a coherent dialog with an expert, with a group of experts, or even with a group of experts that appear to disagree. %M C.CHI.93.2.225 %T Brand X -- 3D Interaction %S Interactive Experience %A Dan Venolia %A Kirk Gould %A Mike Kelley %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 225 %X Brand X is an interactive application where users can interact with 3D objects by simple, direct manipulation. The interface does not use explicit modes or commands. A 3D cursor, controlled by an augmented mouse allows direct manipulation of 3D objects. A paper describing this system will also be presented at the conference. %M C.CHI.93.2.225 %T Half-QWERTY %S Interactive Experience %A Edgar Matias %A I. Scott MacKenzie %A William Buxton %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 225 %X Half-QWERTY is a one-handed typing technique, designed to facilitate the transfer of two-handed typing skill to the one-handed condition. It uses a standard keyboard, or a special half-keyboard with full-size keys. A paper describing this system will also be presented at the conference. %M C.CHI.93.2.225 %T The WALL %S Interactive Experience %A Heather Greer %A Zane Vella %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 225 %X The WALL will help build communication links between participants in an evolving interactive environment. As a 'Bridge Between Worlds' the WALL attempts to stimulate commentary and response from participants, and to create a digital forum for participants to interact with each other across boundaries of space and time. The WALL was made possible by the Four Oaks Foundation, a non-profit organisation whose mission is to advance international, cultural, and educational exchange. %M C.CHI.93.2.225 %T SimCityNet %S Interactive Experience %A Don Hopkins %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 225 %X SimCityNet is an animated interactive system simulation game, providing a set of rules and tools for planning and building a complex, dynamic simulated city. Several people on different workstations can participate in the same game, cooperating and coordinating their actions over the network. %M C.CHI.93.2.225 %T Vinculum %S Interactive Experience %A Tracy Miller %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 225 %X Vinculum is an interactive Macintosh-based installation in which the participant wanders through a series of rooms and decaying outdoor spaces until they wind up in the presence of three mysterious women. The women eventually lead the participant to a story gathering box where they can deposit a story or become a voyeur, peering into the dreams and memories of others. %M C.CHI.93.2.225 %T Software Ergonomics Creeps Up to the Public %S Interactive Experience %A Walter Stulzer %A Helmut Kruegar %A Robert Kruegel-Durband %A Lukas Huggenberg %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 225 %X Software Ergonomics Creeps up to the Public is an information and vending system for casual use. To produce a usable and appealing system, basic HCI principles have to be implemented in an imaginative way. Graphic designers make a vital contribution to the project. %M C.CHI.93.2.226 %T Designing Graphical Interfaces: What Every Software Developer Should Know %S Tutorials %A Annette Wagner %A Bruce "Tog" Tognazzini %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 226 %X Objective: This tutorial will help the participant learn to build an effective design team and develop successful direct manipulation graphical interfaces in the real world. Along the way we will explode some common myths. Participants will gain a better understanding of the fundamentals of graphical interface design and how to apply those fundamentals. Content: This tutorial will begin with a discussion of the principles of graphical interfaces and the underlying assumptions about human nature on which they depend. We'll then look at how to relate this higher-level thinking about principles and assumptions back to the real world. In the afternoon, we'll introduce techniques for building an effective design team. We'll then work through the design of one aspect of a software application to demonstrate how to make the best decision possible given the constraints of a commercial product. This tutorial will consist of interactive presentations interspersed with participative case studies and class exercises. %M C.CHI.93.2.226 %T Interactive Multimedia Authoring Platforms %S Tutorials %A A. Henry Grebe %A Michael J. Burns %A Scott D. Weiss %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 226 %X Objective: This tutorial will introduce practical techniques for integrating multiple digital media elements in a single multimedia presentation. Participants will learn about the fundamentals, tools, and methods of multimedia content authoring on a variety of hardware and software platforms. Content: This tutorial will provide an overview of multimedia authoring issues and describe common problems and useful techniques. Multimedia content development and software analysis techniques will be demonstrated on the Macintosh with the MacroMind Director authoring environment. Multimedia development issues for PCUs will be introduced using the Authorware Professional authoring tool. Finally, multimedia capabilities for the UNIX workstation environment will be addressed by an introduction to GainMomentum. GainMomentum is an object-based multimedia development and deployment system on Sun workstations, useful for building information systems of varying size and complexity across OSF/Motif, OPEN LOOK, and Microsoft Windows environments. %M C.CHI.93.2.227 %T Enabling Technology for Users with Special Needs %S Tutorials %A Alan Edwards %A Alistair Edwards %A Elizabeth Mynatt %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 227 %X Objective: This tutorial will provide an overview of current practice and research in the field of human-computer interfaces for enabling technology. Content: This tutorial will propose that the fields of human-computer interaction and assistive technology can learn from each other and work together to enable all users. We will review recent legislation in the United States requiring equal access to electronic equipment for all people. We will then examine six major forms of disability (mobility impairments, vision impairments, speech impairments, language impairments, hearing impairments, and learning impairments) and survey current technology and research data that can enable people with these disabilities. Finally, we will propose a set of design guidelines for building enabling technology and work together on a group design problem. %M C.CHI.93.2.227 %T Computer Supported Meeting Environments %S Tutorials %A Marilyn Mantei %A Lisa Neal %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 227 %X Objective: This tutorial will help participants develop a general understanding of existing research and development in computer supported meeting environments (CSME). Participants will gain an understanding of the differences between the various CSME's and be introduced to the software technologies and physical architectures that support each environment. Content: This tutorial will survey existing computer supported meeting environments, with an emphasis on the types of meetings each supports and their underlying communication and distributed systems architecture solutions. User interface design problems will be covered in-depth along with the psychological issues associated with building software for groups. The tutorial will present what is known about how groups interact, make decisions, brainstorm, perform work, cooperate, and negotiate while using a CSME. It will conclude with a discussion of the major hurdles in understanding how to design for groups and in building robust software systems. This tutorial will make extensive use of live and videotaped demonstrations of existing CSME software. %M C.CHI.93.2.228 %T The GOMS Model Methodology for User Interface Design and Analysis %S Tutorials %A David Kieras %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 228 %X Objective: This tutorial will provide a practical introduction to the GOMS approach to user task modelling and user interface analysis. Content: This tutorial will present the basic theoretical concepts behind the GOMS model and the NGOMSL notation. Participants will learn how estimates of task execution time, relative learning time, and transfer can be obtained from a GOMS model. The tutorial will present procedures and heuristics for performing the GOMS-based task analysis and constructing and using a GOMS model to make design decisions about user interface designs. Examples drawn from experience in applying GOMS analysis to actual systems will be provided. The tutorial will include a small analysis project conducted by the participants working in groups with the instructor. Participants will construct a GOMS model for a representative problem, work through the necessary design decisions, and discuss the results. %M C.CHI.93.2.228 %T Contextual Design: Integrating Customer Data into the Design Process %S Tutorials %A Karen Holtzblatt %A Hugh Beyer %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 228 %X Objective: This tutorial will outline the use of Contextual Design within a concurrent engineering process. Participants will learn the techniques of work modelling and User Environment design, along with their derivation from customer data and their use in driving the implementation. They will also learn to record the design process so as to maintain a complete trace from final design back to customer data. Content: This tutorial will use both lecture and "hands-on" exercise components to present a practical introduction to the steps of the Contextual Design process. It will introduce work models, which represent key aspects of work across multiple customers; User Environment design, in which a user-interface-independent graphical language is used to represent the structure of the product as it supports the customer work; and the subsequent derivation of the user interface and internal implementation. %M C.CHI.93.2.229 %T Introduction and Overview of Human-Computer Interaction %S Tutorials %A Keith Butler %A Robert J. K. Jacob %A Bonnie E. John %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 229 %X Objective: This tutorial will provide a high-level introduction and overview of Human-Computer Interaction (HCI) for newcomers to the field. In addition to introducing basic concepts, the course will provide enough structure to help the participant understand how advanced material in the INTERCHI '93 technical programme fits into the overall field. Content: This tutorial will include a brief history of the field of HCI, followed by a discussion of the matrix of sub-disciplines and their interrelationships and dependencies. Major topics will include interaction styles and techniques, the psychology of human-computer interaction, an introduction to human interface architecture, and development processes for human-computer interaction. Each topic will be presented from several perspectives, with examples drawn from advanced research, technology under development, and actual applications. Sources for additional information will be provided, along with excerpts from the INTERCHI '93 programme. Each section of the tutorial will be covered by a senior researcher or engineer whose accomplishments are widely recognised in their respective areas. %M C.CHI.93.2.229 %T Managing the Design of the User Interface %S Tutorials %A Deborah J. Mayhew %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 229 %X Objective: This tutorial will introduce a practical methodology for achieving high-quality user interfaces in product development organisations. Participants will learn to create organisational structures and processes that foster effective interface design and to plan for and manage the application of human factors techniques. They will learn to focus design efforts and strengthen design decisions by gathering appropriate information prior to design, defining and prioritising objective design goals and criteria, and applying inexpensive evaluation techniques. Content: This course is organised around the traditional product lifecycle. It presents an overview of human factors methods that can be applied at different points in the development process. Major topics include organisational and managerial strategies that support high quality user interface design, information gathering methods for preliminary design and specification, and methods and practical techniques for user interface design and evaluation. %M C.CHI.93.2.230 %T Applying Visual Design: Trade Secrets for Elegant Interfaces %S Tutorials %A Kevin Mullet %A Darrell Sano %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 230 %X Objective: This tutorial is designed to increase the participant's awareness of visual and aesthetic issues and provide practical techniques (not guidelines) for achieving elegant user interfaces, information displays, and data visualisations. The emphasis is on avoiding a number of mistakes seen repeatedly in commercial products. Content: This tutorial will focus on the core competencies or "tricks of the trade" that all visual designers internalise as part of their basic training. The tutorial is organised not along the traditional graphic design specialisations, such as typography or colour, but according to the design goals and familiar problems of real-world product development. Specific content areas will include elegance and simplicity; scale, contrast and proportion; organisation and visual structure; module and programme; image and representation; and style. The communication-oriented design aesthetic seen in graphic design, industrial design, and architecture can be applied very successfully to graphical user interfaces, data displays, and multimedia. Design rules provided will be illustrated with extensive visual examples drawn from the international design communities as well as from the HCI domain. %M C.CHI.93.2.230 %T Using Metaphor Effectively in User Interface Design %S Tutorials %A Adam Marx %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 230 %X Objective: This tutorial will provide participants with a clearer understanding of the role of metaphor in user interface design and will introduce techniques for creating and applying user interface metaphors with maximum effectiveness. What exactly is metaphor, and why is it considered so important in the design of effective user interfaces? This tutorial will address these questions. Content: This tutorial will begin with an overview of the nature of metaphor, from its humble beginnings as a literary device to its current status as a fundamental aspect of human intelligence. Next, we will look at how metaphor assists users in learning and operating a computer system and why it is such an important facet of user interface design. Finally, we will demonstrate techniques for selecting an appropriate metaphor within a given task domain, ensuring that the chosen metaphor is used as effectively as possible in the human-computer interface, and for determining when it is advantageous to violate our own interface metaphor. %M C.CHI.93.2.231 %T User Interface Prototyping Paradigms in the 90's %S Tutorials %A Daniel Rosenberg %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 231 %X Objective: This tutorial will provide an overview of rapid prototyping techniques and their application to the design of GUI applications and environments. Participants will learn to expand their role in the software development process by using code generation and advanced development tools that do not require traditional programming skills. Mastering this new class of tools can free the HCI professional from relying on the goodwill of software developers to faithfully implement their suggestions and recommendations on UI design. Content: This tutorial will include both lecture material and "live" demonstrations featuring the construction of fully executable interface prototypes. The focus will be on new, object-oriented technologies that can be used by non-programmers to generate finished user interface code. The tutorial will include a historical overview of user interface development tools and their relationship to various software development methodologies and usability testing paradigms, a summary of the advantages and disadvantage of various kinds of tools, and a discussion on managing the socio-political aspects of user interface design when showing prototypes to management and customers. %M C.CHI.93.2.231 %T Information Visualisation with Interactive 3D Representations %S Tutorials %A Irwin M. Jarrett %A Steven Feiner %A George Robertson %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 231 %X Objective: This tutorial will provide an overview of the current and future capabilities and limitations of advanced multimedia interfaces for business applications. Participants will learn to appreciate the emerging role of advanced visualisation-based interfaces in the presentation of business information, and will form a preliminary view of how this technology can be applied in their current and future business environments. Content: This tutorial will help participants understand the ways in which advanced visualisation techniques can be used to solve complex business data presentation problems. Interface techniques to be discussed include virtual worlds, parallel coordinate representations, interactive 3D graphics, interactive animation, multimedia presentations, and the financial graphic alphabet. %M C.CHI.93.2.232 %T Icon Design %S Tutorials %A Paulien Strijland %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 232 %X Objective: This tutorial will outline the motivation, development, and use of icons in user interfaces. Participants will learn when icons can be used to improve interaction with computer applications. They will explore methods for developing icon concepts, learn to distinguish good icons from bad, and gain an understanding of the trade-offs inherent in the development of an effective design. Content: This tutorial will address the full process of icon development, from concept generation to graphic design, standards, and usability testing. A series of exercises will allow participants to practice concept generation and receive feedback on their design efforts. The tutorial will begin with a general discussion of the principles of pictorial and verbal information, with an emphasis on their application to the human-computer interface. Case studies from the icon development for the Apple Macintosh System 7 will illustrate problems that typically arise during the interaction between graphic designers and developers. A brief update on the current status of an ISO standard for icons (currently under development) will also be presented, along with an overview of its implications for icon designers. Finally, the tutorial will present several methods for testing icons, and provide an overview of the icon solutions seen in different systems. %M C.CHI.93.2.232 %T A Practical Approach to On-Line Help Systems %S Tutorials %A Hans Botman %A Michiel Ruzius %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 232 %X Objective: This tutorial will outline an approach for developing effective on-line help facilities. Participants will learn to identify the options required in the help system, to obtain the help information from relevant sources, to determine the accessibility of the help system, and to refine the language used so as to present the information in an unambiguous way. Content: This tutorial will focus on the practical problems faced by development teams when designing and implementing on-line help systems. Rather than focusing on what the help system should not do, this tutorial will address what the help system should do, and on how to ensure that the user's needs are satisfied. The tutorial will be centred around content (What information should the help system contain?), procedure (How do users obtain this information?), interaction (How should the information be structured?), and presentation (How should the information be written and displayed?). An overview of widely held views on on-line help systems will be presented, along with background on existing systems (e.g., OS2, Macintosh), and a series of "hands-on" exercises allowing participants to explore the techniques described. %M C.CHI.93.2.233 %T Product Usability Survival Techniques %S Tutorials %A Jared M. Spool %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 233 %X Objective: This tutorial will describe practical techniques for delivering more usable products. These techniques will be especially useful to developers faced with small budgets (no money), tight schedules (no time) and over-committed resources (no help). Content: This tutorial will focus on several techniques for designing and developing usable products. Usability testing is one of the most important tools available to product developers. We will provide a "live" demonstration of this technique. Participants will learn to design and administer usability tests as we run usability tests with real subjects on a commercially available product. Participants will also learn how to involve users at all stages of product development, how to use low-fidelity prototyping to get quick results, and how to avoid opinion wars and other "project killers." The tutorial will also address the design of measurable usability requirements and the management of usability engineering throughout the development process. %M C.CHI.93.2.233 %T User-Focused Engineering for Product Development %S Tutorials %A Gene Lynch %A Mark Stempski %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 233 %X Objective: This tutorial will review a user-focused engineering methodology for product development. The key techniques of process mapping and directed dialogue will be presented with examples, demonstrations, and "hands-on" practice. These techniques are presented within a design methodology that will allow participants to effectively select and apply appropriate techniques. Content: This tutorial will present the phases, methods, and results of a user-focused engineering methodology for product development. Examples, role playing, and discussion will be used to supplement the lecture. The critical initial phase of gathering customer data will be illustrated, along with methods of competitive assessment, trade-off analysis, task analysis, alpha and beta testing, and product follow-up. The full spectrum of simulation levels will be discussed. The method of directed dialogue will be presented using step-by-step instructions and examples. Finally, all the methods will be placed in the framework of a comprehensive design methodology. %M C.CHI.93.2.234 %T Film Craft in User Interface Design %S Tutorials %A Emilie Young %A Chuck Clanton %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 234 %X Objective: This tutorial will help participants apply knowledge from the communication crafts of film and animation to user interface design. The tutorial covers general principles but concentrates on the practical details of the craft. Participants will learn to critically evaluate films and use that skill to see user interfaces in a new light. Content: This tutorial will introduce classic cinematic techniques that can be exploited in user interface design. With mere shadows seen through a narrow window, filmmakers engage us in a world of their own making without disturbing our awareness by its technical apparatus. They are masters at using pictures and sounds to communicate, entertain, evoke feelings, and manipulate our sense of space and time. Ninety years of filmmaking and animation have created a rich store of knowledge barely tapped by current human-computer interfaces. Multimedia on graphical workstations only whets our appetite for knowledge of a craft that has much to offer even character-based user interfaces. Specific techniques developed over the years will be illustrated by juxtaposing video clips from classic and contemporary films with clips from user interfaces. %M C.CHI.93.2.234 %T Observation and Invention: The Use of Scenarios in Interaction Design %S Tutorials %A Bill Verplank %A Jane Fulton %A Alison Black %A Bill Moggridge %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 234 %X Objective: This tutorial will demonstrate the value of scenarios as a creative tool that facilitates the leap from observation to invention. Participants will gain experience in interpreting videos, writing scenarios, and sketching users conceptual models and story-boards. Content: This tutorial will include examples from the instructors' work, individual- and group-exercises, and discussions of theoretical and practical issues. Topics to be addressed include design-oriented observations and interviews focusing on expected patterns of use in real settings; recording observations with snapshots, video, and sketches; extracting key design ideas and metaphors; brainstorming to organise ideas; organising scenarios with composite characters which span the range of situations and design approaches; sketching scenario story-boards; and constructing a unified user's conceptual model and corresponding representations for manipulation of the user interface. %M C.CHI.93.2.235 %T Participatory Design Through Games and Other Techniques %S Tutorials %A Daniel M. Wildman %A Ellen A. White %A Michael J. Muller %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 235 %X Objective: This tutorial introduces several innovative participatory design techniques for eliciting creative design solutions through group interaction. These techniques draw upon attributes of games and theatrics to encourage and focus group creativity, and are particularly applicable for design teams composed of diverse product stakeholders, including users. Content: This tutorial will provide a guided tour through current participatory design practice as a backdrop to the "games" approach. For each of the games and activities, we present a rationale and procedure, conduct a practice exercise, and discuss uses and variations. The techniques include: the C.A.R.D. game for understanding and critiquing existing systems; BUCKETS for data modelling; METAPHOR, a board game for task analysis and exploration of user interface metaphors; the ICON DESIGN game; PICTIVE, an "equal opportunity" design environment; and INTERFACE THEATRE to facilitate active stakeholder involvement in the review of designs. The exercises are tied together by a common design problem. %M C.CHI.93.2.235 %T Interactive Learning Environments %S Tutorials %A Elliot Soloway %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 235 %X Objective: This tutorial will help participants understand the alternative computing technologies available for learning, teaching, and training. The strengths and weaknesses, domain/task applicability, and classroom requirements of each technology will be addressed. Content: This tutorial will begin with an historical survey of the various teaching and training technologies. The architectures of computer-assisted instruction (CAI) systems, simulations, intelligent tutoring systems (ITS), microworlds, and interactive learning environments (ILE) will also be described. In addition, the types of learning outcomes that can be expected from the various technologies will be summarised. Particular emphasis will be placed on the impact on teaching and training of emerging computing infrastructures such as high-MIP/GIP computation and high-bandwidth networks. Case studies from real instructional systems will be used to illustrate the main points in the tutorial. %M C.CHI.93.2.236 %T Design and Evaluation of Virtual Realities %S Tutorials %A Edith Ackermann %A Marc Davis %A Kevin McGee %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 236 %X Objective: This tutorial will provide participants with an opportunity to explore some of the qualities of virtual technologies and the kinds of experiences they afford. The concept of virtual reality has been with us for a long time. New technologies, however, are constantly opening up new modalities of interaction. Through participatory exercises, participants will acquire a set of leverage points for evaluating and designing with virtual technologies. Content: This tutorial will review existing (and potential) virtual technologies. The tutorial will include a design session in which the potential uses of these technologies will be explored and elaborated. They will also participate in a design session featuring a set of collaborative exercises focusing on the construction of scenarios for extending and revising existing virtual technologies. The encounter with these technologies will build on the participant's own experiences of virtuality in everyday life. Participants will participate in evocative case examples, group design exercises, and lecture/discussions on virtual technologies. %M C.CHI.93.2.236 %T Usability Evaluation and Inspection Methods %S Tutorials %A Jakob Nielsen %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 236 %X Objective: This tutorial will outline the characteristics and cost-benefit trade-offs of a wide range of usability evaluation and inspection methods to help participants select appropriate methods for various stages of the usability engineering lifecycle. Participants will be able to immediately apply the heuristic evaluation method to find usability problems in their current project. Content: This tutorial will review a set of highly cost-effective methods for finding usability problems and improving usability that are collectively described as usability inspection. Methods to be covered in this tutorial include heuristic evaluation, feature inspection, consistency inspection, and pluralistic walkthroughs. Other topics include the relation to other inspection methods such as cognitive walkthroughs, the relation of inspection methods to usability testing, and the severity of usability problems. Cost-benefit characteristics of usability inspection methods will be addressed, along with the problem of positioning usability inspection and evaluation methods within the usability engineering lifecycle. %M C.CHI.93.2.237 %T Cost-Benefit and Business Case Analysis of Usability Engineering %S Tutorials %A Clare-Marie Karat %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 237 %X Objective: This tutorial will provide participants with an understanding of usability engineering cost-benefit analysis and business case methodologies, experience in computing these results and statistics, and an understanding of how this data can be utilised. Content: This tutorial will review the use of cost-benefit analysis to objectively quantify the financial costs involved in human factors work, as well as the tangible benefits derived from the usability activities. The tutorial will provide an overview of cost/benefit and business case methodologies, present case study data on different types of usability engineering projects and techniques, and provide experience in computing the costs and benefits of usability engineering through "hands-on" exercises. The case studies and examples will illustrate how this data can support project development business cases, contribute to decisions by human factors professionals regarding the selection and use of usability engineering technologies, facilitate human factors management decisions, and support business planning and marketing areas. %M C.CHI.93.2.237 %T The Psychology of Software Development %S Tutorials %A Bill Curtis %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 237 %X Objective: This tutorial will help participants develop a deeper understanding of the psychological and organisational issues affecting software development. Participants will learn why impressive claims for increased developer productivity are seldom met and will as a result be better able to analyse the potential impacts of new technology on the performance of software engineers. They will develop new insights into the factors that drive the software design process. Content: This tutorial will describe the enormous individual differences in productivity among software engineers and their impact on real projects. The cognitive aspects of software design behaviour will be discussed, with an emphasis on the organisation of programming knowledge, the effects of different representational media, and the problem of measuring intellectual artifacts such as software. Management issues to be addressed include the motivational structure of software engineers and the optimum design of teams and organisations for software development. %M C.CHI.93.2.238 %T Using Computers to Support Collaborative Learning %S Tutorials %A Claire O'Malley %A Timothy Koschmann %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 238 %X Objective: This tutorial will familiarise the broader HCI community with the range and nature of applications of Computer Support for Collaborative Learning (CSCL). Participants will gain an understanding of CSCL: the study of the use of technology in supporting collaborative instruction and the design of collaborative learning environments. Content: This tutorial will provide an overview of CSCL. The tutorial will begin with a survey of the leading theories of collaboration in learning. We will then describe a set of CSCL projects that will serve as case-studies for discussion. These projects will be categorised according to the ways in which technology is applied. Four categories of use that will be considered are the distributed classroom, networking within and among classrooms, collaborative learning environments, and computer-augmented communication. Finally, we will summarise the results of past research in CSCL and look at some of the current research issues. %M C.CHI.93.2.238 %T Integrative Multimedia Design %S Tutorials %A Ben Davis %A Linn Marks %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 238 %X Objective: This tutorial will introduce integrative multimedia design and highlight its contrasts with approaches such as iterative design and concurrent design. The tutorial will present a framework for facilitating integrative design that focuses on the visual and structural aspects of media as they will be seen, heard, or read by users in the context of the interface. Participants will learn to use the framework to facilitate the practice of integrative design in designing, prototyping, and developing end-user multimedia applications. Content: This tutorial will describe integrative multimedia design and its focus on designing the media and the interface to complement and enhance one another. Integrative Multimedia Design provides an alternative to current conceptions of design that are, in large part, artifacts of software design and development practice in non-multimedia contexts. %M C.CHI.93.2.239 %T User Interface Tools %S Tutorials %A Brad A. Myers %A Dan R. Olsen, Jr. %A Jeffrey G. Bonar %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 239 %X Objective: This tutorial will introduce the basic concepts, principles, and techniques of user interface tools. Participants will learn the strengths and weaknesses of various approaches and be able to evaluate commercial and research tools for appropriateness to their tasks. Content: This tutorial will focus on tools. A user interface tool is any software that helps user interface designers or software developers design, implement, and test user interfaces and user interface software. The full spectrum of window managers, toolkits, interface builders, rapid prototyping tools, user interface management systems, and user interface development environments will be described. %M C.CHI.93.2.239 %T Consequences of the European Health and Safety Directive %S Tutorials %A Wolfgang Dzida %A Marion Wiethoff %A Albert G. Arnold %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 239 %X Objective: This tutorial has been prepared in response to a Council Directive of the European Commission (90/270/EEC, 29 May 1990) requiring the principles of software ergonomics to be applied in commercial product development from 1993 onward. The tutorial will provide a strategic and methodological overview of ergonomic quality assurance and conformance testing for international standards. Content: This tutorial will offer an interpretation of the strategic and methodological consequences of the Health and Safety Directive. Examples will be used to demonstrate how to elicit essential requirements, to determine verifiable criteria of usability, and to test products (prototypes) for compliance with standards. The specifics of software-ergonomic quality assurance and management will be interpreted with reference to well-known requirements for in-house software quality systems. Since the Directive also requires designers to evaluate attributes of the product (or the context of use) which may induce "mental stress," a strategy will be outlined on how to identify critical stress situations by means of objective and subjective measures. Participants will receive a booklet providing guidelines for compliance in software development organisations. %M C.CHI.93.2.240 %T Designing with Graphical User Interface Standards %S Tutorials %A Deborah J. Mayhew %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings %D 1993 %P 240 %X Objective: This tutorial will address the design of high-quality user interfaces based on currently available graphical user interface (GUI) platforms, such as Microsoft Windows and IBM Common User Access (CUA). Participants will learn to appreciate the role, scope, and value of GUI standards, recognise the local design decisions that should be standardised within the development organisation to ensure consistency and quality, and to apply design principles drawn from human factors research to the design of applications based on GUI standards. Content: This tutorial will provide basic principles and guidelines for achieving consistency and quality in application user interfaces based on GUI standards. Major topics will include high level conceptual design and the use of metaphors, dialogue design, including direct manipulation, menus, and dialogue boxes, and organisation of functionality. Instruction on specific GUI standards themselves will not be provided and implementation issues will not be addressed. %M C.CHI.93.2.- %T CHI for Everyone %S Opening Plenary Address %A Alan F. Newell %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Program %D 1993 %P -- %X CHI research and development often seems to be based on the assumption that the user is an intelligent, motivated, physically able twenty-five year old who is operating in an ideal environment. This lecture questions whether this is an accurate representation of the use of computers in real situations. It is suggested that we should extend our vision to include both extra-ordinary users, such as those with a physical, sensory, or mental disability (or even just natural aging) and extra-ordinary situations, such as excessive workload, high stress level, or environmental disturbance (e.g., smoke and noise). Parallels between ordinary and extraordinary situations will be drawn and the significant advantages of taking the broader view will be described. %M C.CHI.93.2.- %T The Multimedia Myth: Of Mice and Men %S Closing Plenary Address %A Michael M. Chanowski %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Program %D 1993 %P -- %X In addition to being difficult to understand and use, many of today's dedicated applications neglect the capacity of the medium for artistry and inspiration. This talk will consider human-machine relations from a "lateral" perspective. Instead of teaching people to become more skilled computer users, with a deeper understanding of the architecture and idiosyncrasies of the machine, the lateral approach focuses on teaching computers to better address the characteristics of the user as a human being. A number of psychological factors affect the user's perception of the machine as friend or foe. This address will examine the consequences of human psychology for software and hardware design, along with the widely-acclaimed potential of multimedia for addressing the problems seen in current-generation systems. %M C.CHI.93.2.- %T The Evolving Consumer Market: We Have to Sell It! %S Perspectives on HCI %A Frank P. Carrubba %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Program %D 1993 %P -- %X How are we to adapt the digital technologies available today to meet the evolving wants and needs of consumers in a rapidly changing world, in the emerging European market, and in the global village? What technologies are on the horizon that might interest tomorrow's consumers? These are major challenges confronting all consumer electronics manufacturers. This presentation will offer a personal perspective on these issues and the role of HCI research and development in answering these challenges. %M C.CHI.93.2.- %T Human-Computer Interaction and Music: Squaring the Circle? %S Perspectives on HCI %A James Alty %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Program %D 1993 %P -- %X Better interface techniques have contributed significantly to the music creation process. No self-respecting composer can now function effectively without their favourite computer-based music editor, sequencer, and synthesiser. Graphical interfaces add a spatial dimension to the compositional process. The aural dimension offered by music has, however, been largely ignored in interface design. The human ear is capable of receiving and interpreting exceedingly complex musical sounds, but this capability has never really been exploited. Why is this, and how might we take advantage of this rich channel of communication? %M C.CHI.93.2.- %T From Manual Control to Information Management: HCI in the Cockpit %S Perspectives on HCI %A Jean-Claude Wanner %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Program %D 1993 %P -- %X The new generation of "glass cockpit" aircraft cannot be practically flown when all computers fail; some are essential for safety. What, then, is the role of the crew? Who is the boss: the pilot or the computer? How should the interfaces between people and machines be designed to help the crew manage the flight safely? The study of recent incidents and accidents gives the aviation community both some answers to these two fundamental questions and rules to guide design. %M C.CHI.93.3 %T Mixing Oil and Water? Ethnography versus Experimental Psychology in the Study of Computer-Mediated Communication %S Panel %A Andrew Monk %A Bonnie Nardi %A Nigel Gilbert %A Marilyn Mantei %A John McCarthy %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 3-6 %K Computer-medialed communication, Ethnography, Ethnomethodology, Experimental methods, Anthropology, Cognitive psychology, Experimental psychology, Sociology %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p3-monk/p3-monk.pdf %X N/A %M C.CHI.93.7 %T Preserving Knowledge in Design Projects: What Designers Need to Know %S Sharing Design Memory %A James D. Herbsleb %A Eiji Kuwana %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 7-14 %K Design tools, Design methods, Design rationale, User scenarios %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p7-herbsleb/p7-herbsleb.pdf %X 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, particularly what the software was supposed to do and, somewhat less frequently, scenarios of use. Questions about functions to be performed by software components and how these functions were to be realized were also fairly frequent. Rationales for design decisions were seldom asked about. The implications of this research for design tools and methods are discussed. %M C.CHI.93.15 %T From "Folklore" to "Living Design Memory" %S Sharing Design Memory %A Loren G. Terveen %A Peter G. Selfridge %A M. David Long %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 15-22 %K Organizational interfaces, Organizational design, Knowledge representation, Software productivity %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p15-terveen/p15-terveen.pdf %X 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. %M C.CHI.93.23 %T WHERE Did You Put It? Issues in the Design and Use of a Group Memory %S Sharing Design Memory %A Lucy M. Berlin %A Robin Jeffries %A Vicki L. O'Day %A Andreas Paepcke %A Cathleen Wharton %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 23-30 %K Collaborative work, Information sharing, Information search and retrieval, Group memory, Group conventions %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p23-berlin/p23-berlin.pdf %X 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. This paper presents 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. %M C.CHI.93.31 %T Facile 3D Direct Manipulation %S Interacting in 3 Dimensions %A Dan Venolia %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 31-36 %K Interaction, Direct manipulation, Three dimensional graphics, Input devices, Audio output %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p31-venolia/p31-venolia.pdf %X 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 "tail-dragging." A method called "snap-to" 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. %M C.CHI.93.37 %T Fish Tank Virtual Reality %S Interacting in 3 Dimensions %A Colin Ware %A Kevin Arthur %A Kellogg S. Booth %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 37-42 %K Virtual reality, Scientific visualization, Head coupled displays, Stereopsis %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p37-ware/p37-ware.pdf %X The defining characteristics of what we call "Fish Tank 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. In addition, 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. Experiment 1 involved the subjective comparison of pairs of viewing conditions and the results suggest that head coupling may be more important than 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 ranged from 22% in the pictorial display, to 1.3% in the head coupled stereo display. The error rates for stereo alone and head coupling alone were 14.7% and 3.2% respectively. We conclude that head coupling is probably more important than stereo in 3D visualization and that head coupling and stereo combined provide an important enhancement to monitor based computer graphics. %M C.CHI.93.43 %T A Space Based Model for User Interaction in Shared Synthetic Environments %S Interacting in 3 Dimensions %A Lennart E. Fahlen %A Olov Stahl %A Charles Grant Brown %A Christer Carlsson %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 43-48 %K User interaction, 3D, Visualization, Communication, Distribution, Control, Resource sharing, CSCW, Virtual reality %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p43-fahlen/p43-fahlen.pdf %X 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 as an interface between the user and the computer, for overview and control of applications, file systems, networks and other computer resources, as well as for communication and collaboration with other users in the networked environment. We model proximity with a geometric volume of the immediate surroundings, the aura, of the participant's representation in the synthetic environment. This proximity, or aura, is used to establish presence at meetings, to establish communication channels and to provide interaction. %M C.CHI.93.49 %T HCI in the School of Computer Science at Carnegie Mellon University %S Overviews %A Bonnie E. John %A James H. Morris %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 49-50 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p49-john/p49-john.pdf %X People use computers to accomplish tasks. Consequently, understanding human capabilities and tasks is as important to the design of computer systems as understanding computer technologies. The School of Computer Science (SCS) at Carnegie Mellon University (CMU) has become home to an interdisciplinary community that performs research on HCI issues, develops systems using HCI methods of design and evaluation, and trains students in the theory and skills necessary to become HCI professionals. %M C.CHI.93.51 %T Human Cognition Research Laboratory, The Open University (U.K.) %S Overviews %A Marc Eisenstadt %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 51-52 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p51-eisenstadt/p51-eisenstadt.pdf %X N/A %M C.CHI.93.53 %T The Integrated User-Support Environment (IN-USE) Group at USC/ISI %S Overviews %A Robert Neches %A Peter Aberg %A David Benjamin %A Brian Harp %A Liyi Hu %A Ping Luo %A Roberto Moriyon %A Pedro Szekely %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 53-54 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p53-neches/p53-neches.pdf %X Integrated user support environments are individual and cooperative-work systems which allow their users to perform a large quantity of their daily work on-line, and which do so by providing access to a comprehensive set of tools that interact smoothly with each other and present a uniform interface to the users. The INtegrated User-Support Environments (IN-USE) Group is developing a framework for facilitating construction of such systems. The framework is oriented toward assisting users who must timeshare between multiple, highly information-intensive data analysis and problem solving tasks. Our fundamental goals are to help developers quickly assemble support environments that offer reasonable default appearance and behavior, and to make it easy to then customize those environments as needed. %M C.CHI.93.55 %T MUSiC Video Analysis and Context Tools for Usability Measurement %S Demonstrations %A Miles Macleod %A Nigel Bevan %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 55 %K Usability evaluation, Metrics, Usability engineering, Observation, Video analysis %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p55-macleod/p55-macleod.pdf %X Analysis of interaction between users and a system, based on video-assisted observation, can provide a highly informative and effective means of evaluating usability. To obtain valid and reliable results, the people observed should be representative users performing representative work tasks in appropriate circumstances, and the analysis should be methodical. The MUSiC Performance Measurement Method (PMM) -- developed at NPL as part of the ESPRIT Project MUSiC: Metrics for Usability Standards in Computing -- provides a validated method for making and analysing such video recordings to derive performance-based usability metrics. PMM is supported by the DRUM software tool which greatly speeds up analysis of video, and helps manage evaluations. %M C.CHI.93.56 %T ADEPT -- Advanced Environment for Prototyping with Task Models %S Demonstrations %A Peter Johnson %A Stephanie Wilson %A Panos Markopoulos %A James Pycock %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 56 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p56-johnson/p56-johnson.pdf %X ADEPI is a novel design environment for prototyping user interfaces which allows the designer to construct an explicit model of the tasks that the user and computer will perform jointly. ADEPI incorporates task and user modelling components with a rapid prototyping user interface design tool to provide a user-task centred design environment. %M C.CHI.93.57 %T Software for the Usability Lab: A Sampling of Current Tools %S Panel %A Paul Weiler %A Richard Cordes %A Monty Hammontree %A Derek Hoiem %A Michael Thompson %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 57-60 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p57-weiler/p57-weiler.pdf %X This panel brings together usability professionals throughout the computer industry to demonstrate and discuss their usability lab software tools. These tools are specifically designed to improve the data collection and analysis process for usability labs. Their capabilities range from simple to complex and the panel will not only discuss the benefits of using the tools but also share the lessons learned during the design and development process. %M C.CHI.93.61 %T Do Algorithm Animations Assist Learning? An Empirical Study and Analysis %S Understanding Programming %A John Stasko %A Albert Badre %A Clayton Lewis %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 61-66 %K Software visualization, Algorithm animation, Empirical studies %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p61-stasko/p61-stasko.pdf %X 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. %M C.CHI.93.67 %T Reducing the Variability of Programmers' Performance Through Explained Examples %S Understanding Programming %A David F. Redmiles %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 67-73 %K Software engineering, User interface, Knowledge representation, Semantic networks, Learning, Analogy, Programming plans %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p67-redmiles/p67-redmiles.pdf %X 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 has shown that programmers using EXPLAINER exhibit 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. %M C.CHI.93.74 %T Mental Representations of Programs by Novices and Experts %S Understanding Programming %A Vikki Fix %A Susan Wiedenbeck %A Jean Scholtz %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 74-79 %K Program comprehension, Mental representation of programs %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p74-fix/p74-fix.pdf %X 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. %M C.CHI.93.80 %T Touch-Typing with a Stylus %S Typing, Writing and Gesture %A David Goldberg %A Cate Richardson %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 80-87 %K Stylus, Electronic pen, Handwriting, Printing, Recognition, Text entry, Pen-based computing, Shorthand %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p80-goldberg/p80-goldberg.pdf %X 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 a 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. %M C.CHI.93.88 %T Half-QWERTY: A One-Handed Keyboard Facilitating Skill Transfer from QWERTY %S Typing, Writing and Gesture %A Edgar Matias %A I. Scott MacKenzie %A William Buxton %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 88-94 %K Input devices, Input tasks, Human performance, One-handed keyboard, QWERTY, Portable computers, Disabled users, Skill transfer %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p88-matias/p88-matias.pdf %W http://www.dgp.toronto.edu/people/ematias/papers/ic93/ %X 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 41% and 73% 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. %M C.CHI.93.95 %T Incremental Recognition in Gesture-Based and Syntax-Directed Diagram Editors %S Typing, Writing and Gesture %A Rui Zhao %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 95-100 %K Gestural interfaces, Pen-based computers, Diagram languages, Incremental recognition, Diagram editors %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p95-zhao/p95-zhao.pdf %X 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 concentrate either on gesture recognition or on parsing visual languages, there has been a lack of integrated recognition 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. %M C.CHI.93.101 %T Integrating Theoreticians' and Practitioners' Perspectives with Design Rationale %S Evolving Design %A Victoria Bellotti %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 101-106 %K Design rationale, Theoretical modelling, Multi-disciplinary integration, Design %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p101-bellotti/p101-bellotti.pdf %X 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. %M C.CHI.93.107 %T Management of Interface Design in HUMANOID %S Evolving Design %A Ping Luo %A Pedro Szekely %A Robert Neches %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 107-114 %K Interface-building tools and techniques, Design processes, Development tools and methods, Rapid prototyping, Interface design representation %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p107-luo/p107-luo.pdf %X 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 human-computer collaborative system that uses a model-based approach for interface design to help designers search the design space effectively and construct executable specifications of application user interfaces. This human-in-the-loop environment focuses human designers on decision making, and utilizes the bookkeeping capabilities of computers for regular and tedious tasks. We describe (a) the underlying modeling technique and an execution environment that allows even incompletely-specified designs to be executed for evaluation and testing purposes, and (b) 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. %M C.CHI.93.115 %T The Evolution of an Interface for Choreographers %S Evolving Design %A Tom W. Calvert %A Armin Bruderlin %A Sang Mah %A Thecla Schiphorst %A Chris Welman %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 115-122 %K Composition, Design, User interface, Dance, Complexity, Choreography, Human animation %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p115-calvert/p115-calvert.pdf %X This paper describes the evolution of the interface to Life Forms, 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. The evolution was driven by feedback from the choreographers and users who were members of the development team, combined with our knowledge of current thinking on 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. The choreography and composition of a dance is a complex synthesis task which has much in common with design. Thus, the lessons learned here are applicable to the development of interfaces to such applications as computer aided design. %M C.CHI.93.123 %T Human-Machine Perceptual Cooperation %S Structuring Images for Interaction %A Francis K. H. Quek %A Michael C. Petro %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 123-130 %K Human-computer interaction, Shared perception, Map conversion, Document image analysis, Telerobotics %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p123-quek/p123-quek.pdf %X 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: the focus of attention (FOA) by which the user directs the attention of machine perception, and context. As the user moves the FOA across a display 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 a document analysis application to which HMPC is applied. In this project, a human operator works with a machine to convert scanned raster maps into vector format. %M C.CHI.93.131 %T VideoMAP and VideoSpaceIcon: Tools for Anatomizing Video Content %S Structuring Images for Interaction %A Yoshinobu Tonomura %A Akihito Akutsu %A Kiyotaka Otsuji %A Toru Sadakata %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 131-136 %K Video handling, Visual interface, Icon, Index, Image processing, Visualization %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p131-tonomura/p131-tonomura.pdf %X 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 represents 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. %M C.CHI.93.137 %T Automatic Structure Visualization for Video Editing %S Structuring Images for Interaction %A Hirotada Ueda %A Takafumi Miyatake %A Shigeo Sumino %A Akio Nagasaka %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 137-141 %K Multimedia authoring, Video editing, Motion picture, Video structure, Visualization, Image recognition %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p137-ueda/p137-ueda.pdf %X We developed intelligent functions for the automatic description of video structure, and visualization methods for temporal-spatial video structures obtained by these functions as well as for the functions. The functions offer descriptions of cut separations, motion of the camera and filmed objects, tracks and contour lines of objects, existence of objects, and periods of existence. Furthermore, identical objects are automatically linked. Thus the visualization methods supported by object-links allow users to freely browse and directly manipulate the structure including descriptions and raw video data. %M C.CHI.93.142 %T Agentsheets: A Tool for Building Domain-Oriented Visual Programming Environments %S Demonstrations %A Alex Repenning %A Lennart E. Fahlen %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 142-143 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p142-repenning/p142-repenning.pdf %X Visual programming systems are supposed to simplify programming by capitalizing on innate human spatial reasoning skills. I argue that: (i) good visual programming environments should be oriented toward their application domains, and (ii) tools to build domain-oriented environments are needed because building such environments from scratch is very difficult. The demonstration illustrates how the visual programming system builder called Agentsheets addresses these issues and demonstrates several applications built using Agentsheets. %M C.CHI.93.144 %T Mondrian: A Teachable Graphical Editor %S Demonstrations %A Henry Liberman %A Staffan Romberger %A Kerstin Severinson Eklundh %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 144 %K Programming by demonstration, Machine learning, Artificial intelligence, Graphical editing, End-user programming, Direct-manipulation interfaces %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p144-lieberman/p144-lieberman.pdf %X Mondrian is a object-oriented graphical editor that can learn new graphical procedures through programming by demonstration. A user can demonstrate a sequence of graphical editing commands on a concrete example to illustrate how the new procedure should work. An interface agent records the steps of the procedure in a symbolic form, using machine learning techniques, tracking relationships between graphical objects and dependencies among the interface operations. The agent generalizes a program that can then be used on "analogous" examples. The generalization heuristics set it apart from conventional "macros" that can only repeat an exact sequence of steps. The system represents user-defined operations using pictorial "storyboards" of examples. By bringing the power of procedural programming to easy-to-use graphical interfaces, we hope to break down the "Berlin Wall" that currently exists between computer users and computer programmers. %M C.CHI.93.145 %T Usability Measurement -- Its Practical Value to the Computer Industry %S Panel %A M. Maguire %A A. Dillon %A John Brooke %A Johan van Gerven %A Nigel Bevan %A Anna Maria Paci %A John Karat %A Brian Shackel %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 145-148 %K Usability measurement, Usability metrics, Usability evaluation, Industrial practice %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p145-maguire/p145-maguire.pdf %X This panel will consider the role of usability measurement in the design process. It will address the time needed to perform usability evaluations and compare this process with that of expert assessment. This topic will be discussed in the industrial context of developing computer products within strict timescales. However it will also be seen against the traditional problem of needing to set usability goals and to measure their achievement if usability is to be given the same priority as the more technical software engineering objectives. %M C.CHI.93.149 %T The Growth of Software Skill: A Longitudinal Look at Learning & Performance %S Skill Development %A Erik Nilsen %A HeeSen Jong %A Judith S. Olson %A Kevin Biolsi %A Henry Rueter %A Sharon Mutter %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 149-156 %K Models of the user, User-interface design issues, GOMS, Menu design %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p149-nilsen/p149-nilsen.pdf %X 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 motor aspects of performance are relatively stable over time, while improvement in the cognitive components of the skill are dependent on aspects of the menu structure and how many things must be retrieved from memory, among other things. These results imply extensions to the Keystroke Level Model of skilled performance as well as suggest ways to design the user interfaces so as to speed the acquisition of expertise. %M C.CHI.93.157 %T Embedding Computer-Based Critics in the Contexts of Design %S Skill Development %A Gerhard Fischer %A Kumiyo Nakakoji %A Jonathan Ostwald %A Gerry Stahl %A Tamara Sumner %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 157-164 %K Generic critics, Specific critics, Interpretive critics, Design environments, Specification, Construction, Domain orientation, Perspectives, Critiquing systems %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p157-fischer/p157-fischer.pdf %X 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. %M C.CHI.93.165 %T How to Aid Non-Experts %S Skill Development %A Mark Neerincx %A Paul de Greef %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 165-171 %K Intelligent interfaces, Help, Task analysis, Design, Summative evaluation, Usability testing %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p165-neerincx/p165-neerincx.pdf %X Aiding functions may be added to a computer system, so that users with insufficient knowledge can perform their tasks. The aiding should be integrated into the task execution of such users. Empirical knowledge is lacking about the conditions for successful aiding. We evaluated the on-line help system of the statistical software package SPSS/PC. It appears that the addition of help facilities to the system worsens the task performance and learning of novices substantially. In our view, the addition of help is harmful, because communication with the system is more complex as a result, whereas the help hardly provides the task support that novices need. De Greef et al. [5] provide two design principles that result in consistent communication and aiding in correspondence with users' needs: (i) the design of aiding functions is an integrated part of interface design and (ii) aiding is based upon an expert model of the users' task. We evaluated an interface for the statistical program HOMALS, which was designed according to these principles. As a consequence of the addition of aiding functions, non-expert users perform their tasks better and learn more. %M C.CHI.93.172 %T A Design Space for Multimodal Systems: Concurrent Processing and Data Fusion %S Voices and Faces %A Laurence Nigay %A Joelle Coutaz %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 172-178 %K Modality, Multimodal interaction, Taxonomy, Design space, Software architecture, Data fusion, Concurrency %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p172-nigay/p172-nigay.pdf %X 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. We aim at proving that two main features of a multimodal system are the concurrency of processing and the fusion of input/output data. On the basis of these two features, we then propose a design space and a method for classifying multimodal systems. In the last section, we present a software architecture model of multimodal systems which supports these two salient properties: concurrency of processing and data fusion. Two multimodal systems developed in our team, VoicePaint and NoteBook, are used to illustrate the discussion. %M C.CHI.93.179 %T VoiceNotes: A Speech Interface for a Hand-Held Voice Notetaker %S Voices and Faces %A Lisa J. Stifelman %A Barry Arons %A Chris Schmandt %A Eric A. Hulteen %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 179-186 %K Speech interfaces, Speech recognition, Non-speech audio, Hand-held computers, Speech as data %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p179-stifelman/p179-stifelman.pdf %X 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 thoughts, 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 without a visual display. In addition, VoiceNotes serves as a step toward new uses of voice technology and interfaces for future portable devices. %M C.CHI.93.187 %T Communicative Facial Displays as a New Conversational Modality %S Voices and Faces %A Akikazu Takeuchi %A Katashi Nagao %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 187-193 %K User interface design, Multimodal interfaces, Facial expression, Conversational interfaces, Anthropomorphism %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p187-takeuchi/p187-takeuchi.pdf %X The human face is an independent communication channel that conveys emotional and conversational signals encoded as facial displays. Facial displays can be viewed as communicative signals that help coordinate conversation. We are attempting to introduce facial displays into computer-human interaction as a new modality. This will make the interaction tighter and more efficient while lessening the cognitive load. As the first step, a speech dialogue system was selected to investigate the power of communicative facial displays. We analyzed the conversations between users and the speech dialogue system, to which facial displays had been added. We found that conversation with the system featuring facial displays was more successful than that with a system without facial displays. %M C.CHI.93.194 %T Sign Language Interfaces %S Panel %A Nancy Frishberg %A Serena Corazza %A Linda Day %A Sherman Wilcox %A Rolf Schulmeister %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 194-197 %K Sign languages, Natural language processing, Computer assisted language learning, Multimedia, Intercultural issues in interface design, Gestural representation, Deaf %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p194-frishberg/p194-frishberg.pdf %X This panel will start to build the bridge between behavioral scientists who know deaf communities worldwide, their languages and cultures, and experts in technical disciplines relating to computers and human interfaces. %M C.CHI.93.198 %T Iterative Methodology and Designer Training in Human-Computer Interface Design %S Usability Assessment Methods %A Gregg (Skip) Bailey %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 198-205 %K Iterative design methodology, User interface specialists, Programmers %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p198-bailey/p198-bailey.pdf %X One of the most promising methods for user interface design is the iterative design methodology. To this point only case study support for this method has been given. There are still many unanswered questions about the effectiveness of this method. One difficulty encountered in user interface design is knowing what set of knowledge and skill the designer must possess to ensure good user interface design. Many different people have designed user interfaces for computer systems. These people came from a variety of backgrounds and viewpoints. Two of the most common groups involved in user interface design are human factors specialists and programmers. This study investigates these two issues. One factor in this study is the iterative design methodology. An empirical evaluation of this method was conducted. The strengths and weaknesses of this method are discussed. A second factor in this study is a comparison of human factors specialists and programmers in an actual user interface design task. The results of this study indicate that iterative design methodology can improve the usability of a product. The amount of the improvement may be constrained by the original design. This study also supports the use of human factors specialists in user interface design. A significant difference between designs produced by human factors specialists and programmers was found. %M C.CHI.93.206 %T A Mathematical Model of the Finding of Usability Problems %S Usability Assessment Methods %A Jakob Nielsen %A Thomas K. Landauer %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 206-213 %K Usability problems, Usability engineering, Poisson models, User testing, Heuristic evaluation, Cost-benefit analysis, Iterative design %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p206-nielsen/p206-nielsen.pdf %X 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 "medium" example, we estimate that 16 evaluations would be worth their cost, with maximum benefit/cost ratio at four. %M C.CHI.93.214 %T Estimating the Relative Usability of Two Interfaces: Heuristic, Formal, and Empirical Methods Compared %S Usability Assessment Methods %A Jakob Nielsen %A Victoria L. Phillips %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 214-221 %K Heuristic evaluation, Heuristic estimation, GOMS, User testing, Usability, User performance, Absolute performance, Relative performance, Cost-benefit estimates %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p214-nielsen/p214-nielsen.pdf %X 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 make the correct choice every time in our case study 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. %M C.CHI.93.222 %T An Evaluation of Earcons for Use in Auditory Human-Computer Interfaces %S Auditory Interfaces %A Stephen A. Brewster %A Peter C. Wright %A Alistair D. N. Edwards %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 222-227 %K Auditory interfaces, Earcons, Sonification %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p222-brewster/p222-brewster.pdf %X 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. %M C.CHI.93.228 %T Synthesizing Auditory Icons %S Auditory Interfaces %A William W. Gaver %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 228-235 %K Interface techniques, Multimedia, Auditory interfaces, Sound %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p228-gaver/p228-gaver.pdf %X 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 rather 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. %M C.CHI.93.236 %T Computer Aided Conversation for Severely Physically Impaired Non-Speaking People %S Auditory Interfaces %A Norman Alm %A John Todman %A Leona Elder %A A. F. Newell %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 236-241 %K Human-computer interaction, User study, Interface design, User observation, Dialogue design, Discourse analysis, User interfaces, Retrieval models, Search process, Selection process, Disability, Speech synthesis %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p236-alm/p236-alm.pdf %X 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. %M C.CHI.93.242 %T MicroCentre, Dundee: Ordinary and Extra-Ordinary HCI Research %S Overviews %A Alan F. Newell %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 242-243 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p242-newell/p242-newell.pdf %X The main feature of the MicroCentre research group is a concern for users with a very wide range of characteristics. In addition to main-stream HCI research, it contains the largest academic group in the world investigating the application of computer systems for disabled people, and has a particular interest in systems for people with communication impairment. %M C.CHI.93.244 %T Human-Computer Interaction Research at Massey University, New Zealand %S Overviews %A Mark Apperley %A Chris Phillips %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 244-245 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p244-apperley/p244-apperley.pdf %X N/A %M C.CHI.93.246 %T The MultiG Research Programme -- Distributed Multimedia Applications on Gigabit Networks %S Overviews %A Bjorn Pehrson %A Yngve Sundblad %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 246-247 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p246-pehrson/p246-pehrson.pdf %X The MultiG research programme is an effort conducted in broad cooperation between academia and industry with public support. The main goals are to strengthen the academic infrastructure and industrial competitiveness, to integrate the major research sites in Sweden, and to demonstrate operating prototypes of novel applications and Gigabit networking concepts. The spirit of the program is similar to the spirit of the Gigabit research part of the US NREN effort. %M C.CHI.93.248 %T Flexible, Active Support for Collaboration with ConversationBuilder %S Demonstrations %A Simon M. Kaplan %A William J. Tolone %A Douglas P. Bogia %A Theodore A. Phelps %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 248 %K Collaboration environment %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p248-kaplan/p248-kaplan.pdf %X We overview the ConversationBuilder system and its demonstration at INTERCHI 93. %M C.CHI.93.249 %T A Groupware Engine Using UIMS Methodologies %S Demonstrations %A Lever Wang %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 249-250 %K Groupware, Computer supported cooperative work, User interface management system %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p249-wang/p249-wang.pdf %X This paper presents a groupware engine running under Microsoft's Windows developed using a User Interface Management System (UIMS). This groupware engine will demonstrate some of the important groupware features such as concurrency control, security, view control, and how these features are best implemented using a UIMS. By demonstrating these features in a groupware engine the advantages of applying the UIMS methodology will become self evident, as well as, the need for such a methodology. %M C.CHI.93.251 %T User Involvement in the Design Process: Why, When and How? %S Panel %A Jared Spool %A C. Dennis Allen %A Don Ballman %A Vivienne Begg %A Harold H. Miller-Jacobs %A Michael Muller %A Jakob Nielsen %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 251-254 %K Heuristic evaluation, Human factors, Participatory design, Rapid prototyping, User interface evaluation/methodology, User involvement %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p251-allen/p251-allen.pdf %X For years the CHI community has championed the importance of the user in system development. As many of us develop systems, we find that the concept of user involvement is not so easy to implement. Does one always strive to involve the user in the design process? Are there situations when the users should not be involved? What if the user is reluctant to change? How is user involvement handled when the user claims to know all the answers and wants to design the entire interface his or her way? What if the users, or even potential users are not available? How can user involvement be accomplished under these developmental restrictions? User Involvement, therefore, may be a goal -- not a given, and how to effect user involvement is not as straight forward as the text books convey! To assist the process of user interface development, many techniques have been developed such as Heuristic Evaluation, Participatory Design, Cognitive Walk Throughs, Task Analysis and Rapid Prototyping. These techniques vary considerably in the extent of user involvement that they require. This panel will attempt to match the technique with the degree of user involvement that the developer is faced with or can achieve. The issues discussed in this session are important to the entire user interface community. Developers will be happy to hear that they are not alone; others have similar problems with users. They will learn which of the techniques are best suited for each development situation. Methodologists will gain greater insight into the breadth and depth of working with, and attempting to satisfy various types of users. They may be able to better refine the technologies we now have available to meet the needs of user interface developers. %M C.CHI.93.255 %T Exploding the Interface: Experiences of a CSCW Network %S Conceptual Analysis of Users and Activity %A John Bowers %A Tom Rodden %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 255-262 %K Cooperative systems, User interface models, Observational studies, Organisational effects, CSCW %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p255-bowers/p255-bowers.pdf %X 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 a computer system is no longer tenable and that richer conceptions of the inter-relationships between users and computer systems are needed. %M C.CHI.93.263 %T Searching for Unity among Diversity: Exploring the "Interface" Concept %S Conceptual Analysis of Users and Activity %A Kari Kuutti %A Liam J. Bannon %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 263-268 %K Interface, User interface management systems, Abstraction levels, Activity theory %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p263-kuutti/p263-kuutti.pdf %X Despite widespread interest in the human-computer interaction (HCI) field, there remains much debate as to appropriate conceptual frameworks for the field, and even confusion surrounding the meaning of basic terms in the field. 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. %M C.CHI.93.269 %T The Cost Structure of Sensemaking %S Conceptual Analysis of Users and Activity %A Daniel M. Russell %A Mark J. Stefik %A Peter Pirolli %A Stuart K. Card %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 269-276 %K Sensemaking, Cost structure, Representation search, Representation shift, Learning loop, Information access %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p269-russell/p269-russell.pdf %X 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. %M C.CHI.93.277 %T Prototyping an Intelligent Agent through Wizard of Oz %S Demonstration Based Systems %A David Maulsby %A Saul Greenberg %A Richard Mander %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 277-284 %K Intelligent agent, Instructible system, Programming by demonstration, Wizard of Oz, Prototyping %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p277-maulsby/p277-maulsby.pdf %X 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; and e) qualitative data is more valuable for answering global concerns, while quantitative data validates accounts and answers fine-grained questions. %M C.CHI.93.285 %T A Synergistic Approach to Specifying Simple Number Independent Layouts by Example %S Demonstration Based Systems %A Scott E. Hudson %A Chen-Ning Hsi %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 285-292 %K Layout specification, Programming by example, Grid-based layout, Generalization, End-user customization %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p285-hudson/p285-hudson.pdf %X 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 described 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. %M C.CHI.93.293 %T Marquise: Creating Complete User Interfaces by Demonstration %S Demonstration Based Systems %A Brad A. Myers %A Richard G. McDaniel %A David S. Kosbie %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 293-300 %K User interface software, User interface management systems, Interface builders, Demonstrational interfaces, Garnet %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p293-myers/p293-myers.pdf %X 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" allows the user to create and manipulate 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 to allow the designer to demonstrate the overall behavior of the interface. To implement this, the Marquise framework contains knowledge about palettes for creating and specifying properties of objects, and about operations such as selecting, moving, and deleting objects. The interactive tool uses the framework to allow the designer to demonstrate most of the end user's actions without programming, which means that Marquise can be used by non-programmers. %M C.CHI.93.301 %T LogoMedia: A Sound-Enhanced Programming Environment for Monitoring Program Behavior %S Demonstrations %A Christopher J. DiGiano %A Ronald M. Baecker %A Russel N. Owen %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 301-302 %K Program auralization, Non-speech audio, Software visualization, Programming environments %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p301-digiano/p301-digiano.pdf %X Even for the programmer, computer software can be a mysterious black box. But what if the programmer were able to give the box a good shake and listen to things rattle inside? Are there tools like the doctor's stethoscope that can help programmers listen to the heartbeat of their software? These are the kinds of questions we decided to explore by building LogoMedia, a sound-enhanced programming environment. LogoMedia supports the ability to associate non-speech audio with program events while the code is being developed. These associations cause subsequent test runs of the program to generate and manipulate sounds which can aid in the comprehension and analysis of the program's behavior. %M C.CHI.93.303 %T A Telewriting System on a LAN Using a Pen-Based Computer as the Terminal %S Demonstrations %A Seiichi Higaki %A Hiroshi Taninaka %A Shinji Moriya %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 303 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p303-higaki/p303-higaki.pdf %X N/A %M C.CHI.93.304 %T Heuristics in Real User Interfaces %S Panel %A Brad A. Myers %A Richard Wolf %A Kathy Potosnak %A Chris Graham %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 304-307 %K Heuristics, Demonstrational interfaces, Artificial intelligence, Agents %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p304-myers/p304-myers.pdf %X It is the conventional wisdom in user interface design that direct manipulation is best and that interfaces should be predictable. This tends to argue against having a system "guess" or use heuristics or other AI approaches. However, an increasing number of today's successful software products do use heuristics in their interfaces. The heuristics are used to help guide the user and to perform tasks that would be too difficult to specify by conventional direct manipulation approaches. We believe that user interface designers will increasingly need to consider using heuristic techniques in their interfaces. This panel discusses a number of today's successful products using heuristics and the important HCI design issues such as feedback. %M C.CHI.93.308 %T Exploring the Applications of User-Expertise Assessment for Intelligent Interfaces %S Collecting User-Information for System Design %A Michel C. Desmarais %A Jiming Liu %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 308-313 %K User-expertise assessment, Probabilistic reasoning, Evidence aggregation, Entropy, Intelligent interfaces, Adaptive training systems, Knowledge spaces %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p308-desmarais/p308-desmarais.pdf %X An adaptive user interface relies, to a large extent, upon an adequate user model (e.g., a representation of user-expertise). However, building a user model may be a tedious and time consuming task that will render such an interface unattractive to developers. We thus need an effective means of inferring the user model at low cost. In this paper, we describe a technique for automatically inferring a fine-grain model of a user's knowledge state based on a small number of observations. With this approach, the domain of knowledge to be evaluated is represented as a network of nodes (knowledge units -- KU) and links (implications) induced from empirical user profiles. The user knowledge state is specified as a set of weights attached to the knowledge units that indicate the likelihood of mastery. These weights are updated every time a knowledge unit is reassigned a new weight (e.g., by a question-and-answer process). The updating scheme is based on the Dempster-Shafer algorithm. A User Knowledge Assessment Tool (UKAT) that employs this technique has been implemented. By way of simulations, we explore an entropy-based method of choosing questions, and compare the results with a random sampling method. The experimental results show that the proposed knowledge assessment and questioning methods are useful and efficient in inferring detailed models of user-expertise, but the entropy-based method can induce a bias in some circumstances. %M C.CHI.93.314 %T Planning for Multiple Task Work -- An Analysis of a Medical Reception Worksystem %S Collecting User-Information for System Design %A Becky Hill %A John Long %A Walter Smith %A Andy Whitefield %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 314-320 %K Medical reception, Planning and control, Multiple tasks %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p314-hill/p314-hill.pdf %X 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 many similar concurrent tasks, the frequency of behaviour switching between tasks and the need for consistency within the worksystem. It is proposed, therefore, that to design effective interactive human-computer worksystems for the domain of medical reception (and possibly for other work domains of a similar nature), the designer must specify the three different types of plan and the relationships between them. The three types of plan in medical reception are discussed in the context of design issues such as the allocation of planning structures. %M C.CHI.93.321 %T The Diary Study: A Workplace-Oriented Research Tool to Guide Laboratory Efforts %S Collecting User-Information for System Design %A John Rieman %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 321-326 %K Diary studies, Methodologies, Participatory design, Situated cognition, Exploratory learning %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p321-rieman/p321-rieman.pdf %X 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 has been faulted for providing results that have little effect on system usability, while the second can often be accused of yielding primarily anecdotal data that do not support general conclusions. This paper describes two similar approaches in another field, the study of animal behavior, and shows how they produce complementary results. To support similar complementary interactions between research approaches in the HCI field, the paper describes the diary study technique, a tool for research in the workplace that achieves a relatively high standard of objectivity. A diary study is reported that focuses on exploratory learning. %M C.CHI.93.327 %T Turning Away from Talking Heads: The Use of Video-as-Data in Neurosurgery %S Video Support for Workplace Collaboration %A Bonnie A. Nardi %A Heinrich Schwarz %A Allan Kuchinsky %A Robert Leichner %A Steve Whittaker %A Robert Sclabassi %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 327-334 %K Multimedia, Video, Collaborative work, Task coordination, Computers and medicine %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p327-nardi/p327-nardi.pdf %X 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 participants 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 video 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 operating 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. %M C.CHI.93.335 %T One is Not Enough: Multiple Views in a Media Space %S Video Support for Workplace Collaboration %A William Gaver %A Abigail Sellen %A Christian Heath %A Paul Luff %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 335-341 %K CSCW, Social interaction, Media spaces, Video %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p335-gaver/p335-gaver.pdf %X 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. %M C.CHI.93.342 %T How Fluent is Your Interface? Designing for International Users %S Perspectives and Illusions %A Patricia Russo %A Stephen Boor %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 342-347 %K User interface design, Internationalization, Localization, Cross-cultural differences %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p342-russo/p342-russo.pdf %X To successfully build bridges between worlds, user interface designers 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 product functionality. 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. %M C.CHI.93.348 %T Representation in Virtual Space: Visual Convention in the Graphical User Interface %S Perspectives and Illusions %A Loretta Staples %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 348-354 %K User interfaces, Representation, Design, Three-dimensional graphics, Methodology, Art, Art history %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p348-staples/p348-staples.pdf %X 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 three-dimensionally. 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. %M C.CHI.93.355 %T Principles, Techniques, and Ethics of Stage Magic and Their Potential Application to Human Interface Design %S Perspectives and Illusions %A Bruce Tognazzini %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 355-362 %K HCI design, Illusion, Design, Misdirection, Simulation, Dissimulation, Time, Response time, Magic, Magician, Principle, Technique, Ethics, Anthropomorphism, Characters, Theater %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p355-tognazzini/p355-tognazzini.pdf %X 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 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 applicability of magic, go further on their own to explore its domain. %M C.CHI.93.363 %T Perceptual vs. Hardware Performance in Advanced Acoustic Interface Design %S Panel %A Elizabeth M. Wenzel %A William W. Gaver %A Scott H. Foster %A Haim Levkowitz %A Roger Powell %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 363-366 %K Acoustic displays, Multimedia, Auditory perception, User-interface design issues, Human performance issues %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p363-wenzel/p363-wenzel.pdf %X This panel brings together experts in the field of non-speech auditory displays with points of view ranging from long-term basic research in human perception to the timely production of useable tools in commercial systems. The panel will examine issues of perceptual validity and engineering performance from several different perspectives representative of current work in the field, and discuss how such issues can or should impact decisions made during technology development. Panelists' perspectives include: levels of analysis in designing and using auditory interfaces (Gaver), an example of what can be learned about implementation requirements from low-level psychophysical studies (Wenzel), designing integrated systems to encompass sonification in a three-dimensional environment (Foster), issues in the study of information transfer in representational acoustic signals (Levkowitz), and the design of a generalized technology platform for acoustic signal presentation (Powell). %M C.CHI.93.367 %T Separations of Concerns in the Chiron-1 User Interface Development and Management System %S Model-Based UI Development Systems %A Richard N. Taylor %A Gregory F. Johnson %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 367-374 %K User interface management systems (UIMS), Modularization of UIMS, Concurrency, Event-based integration, Artists, GUI construction, Design %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p367-taylor/p367-taylor.pdf %X The development of user interfaces for large applications is subject to a series of well-known problems including cost, maintainability, and sensitivity to changes in the operating environment. The Chiron user interface development system has been built to address these software engineering concerns. Chiron introduces a series of layers that insulate components of an application from other components that may experience change. To separate application code from user interface code, user interface agents called artists are attached to application abstract data types. Operations on abstract data types within the application implicitly trigger user interface activities. Chiron also provides insulation between the user interface layer and the underlying system, artist code is written in terms of abstract depiction libraries that insulate the code from the specifics of particular windowing systems and toolkits. Concurrency is pervasive in the Chiron architecture. Inside an application there can be multiple execution threads; there is no requirement for a user interface listening/dispatching routine to have exclusive control. Multiple artists can be attached to a single application abstract data type, providing alternative forms of access by a single user or coordinated access and manipulation by multiple users. %M C.CHI.93.375 %T A Second Generation User Interface Design Environment: The Model and the Runtime Architecture %S Model-Based UI Development Systems %A Piyawadee "Noi" Sukaviriya %A James D. Foley %A Todd Griffith %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 375-382 %K Application model, User interface model, User interface generation, User interface design environment, Automatic help generation %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p375-sukaviriya/p375-sukaviriya.pdf %X 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 specifications of 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. %M C.CHI.93.383 %T Beyond Interface Builders: Model-Based Interface Tools %S Model-Based UI Development Systems %A Pedro Szekely %A Ping Luo %A Robert Neches %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 383-390 %K UIMS, Design process, Interface builders, Model-based interface tools %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p383-szekely/p383-szekely.pdf %X 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. %M C.CHI.93.391 %T Tivoli: An Electronic Whiteboard for Informal Workgroup Meetings %S Meetings and Collaborative Writing %A Elin Ronby Pedersen %A Kim McCall %A Thomas P. Moran %A Frank G. Halasz %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 391-398 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p391-pedersen/p391-pedersen.pdf %X This paper describes Tivoli, an electronic whiteboard application designed to support informal workgroup meetings and targeted to run on the Xerox Liveboard, a large screen, pen-based interactive display. Tivoli strives to provide its users with the simplicity, facile use, and easily understood functionality of conventional whiteboards, while at the same time taking advantage of the computational power of the Liveboard to support and augment its users' informal meeting practices. The paper presents the motivations for the design of Tivoli and briefly describes the current version in operation. It then reflects on several issues encountered in designing Tivoli, including the need to reconsider the basic assumptions behind the standard desktop GUI, the use of strokes as the fundamental object in the system, the generalized wipe interface technique, and the use of meta-strokes as gestural commands. %M C.CHI.93.399 %T The User-Centred Iterative Design of Collaborative Writing Software %S Meetings and Collaborative Writing %A Ronald M. Baecker %A Dimitrios Nastos %A Ilona R. Posner %A Kelly L. Mawby %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 399-405 %K Computer-supported cooperative work, Groupware, User-centred design, Iterative design, Behavioural research, Collaborative writing, Writing software, Synchronous and asynchronous writing %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p399-baecker/p399-baecker.pdf %X 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 a laboratory study of writing teams linked by a variety of communications media. The resulting taxonomy of collaborative writing is summarized 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. %M C.CHI.93.406 %T Take CoVer: Exploiting Version Support in Cooperative Systems %S Meetings and Collaborative Writing %A Anja Haake %A Jorg M. Haake %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 406-413 %K CSCW, Versioning, Cooperation modes, Alternative object states, Group awareness, Hypertext %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p406-haake/p406-haake.pdf %X 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 whole range 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. %M C.CHI.93.414 %T Comparative Design Review: An Exercise in Parallel Design %S Panel %A Jakob Nielsen %A Randy Kerr %A Dan Rosenberg %A Gitta Salomon %A Heather Desurvire %A Rolf Molich %A Tom Stewart %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 414-417 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p414-nielsen/p414-nielsen.pdf %X Three user interface designers were asked to design interfaces for a given problem. These designs were made available to a group of usability specialists for heuristic evaluation. The reviewers will lead off the panel with specific questions to the designers regarding the usability aspects of their designs. The panel will feature a lively discussion of the designers' various approaches and solutions. %M C.CHI.93.418 %T Generating User Interfaces from Data Models and Dialogue Net Specifications %S Automated UI Generation %A Christian Janssen %A Anette Weisbecker %A Jurgen Ziegler %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 418-423 %K Automatic user interface design, Dialogue specification, Dialogue nets, User interface management systems %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p418-janssen/p418-janssen.pdf %X 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. %M C.CHI.93.424 %T Encapsulating Knowledge for Intelligent Automatic Interaction Objects Selection %S Automated UI Generation %A Jean M. Vanderdonckt %A Francois Bodart %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 424-429 %K Automatic user interface generation, Decision tree, Intelligent user interface, Interaction objects, Rule-based system %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p424-vanderdonckt/p424-vanderdonckt.pdf %X TRIDENT is a set of interactive tools that automatically generates a user interface for highly-interactive business-oriented applications. It includes an 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 into 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 this specified, abstract interaction objects are mapped into concrete interaction objects to produce the observable interface. %M C.CHI.93.430 %T Providing High-Level Control and Expert Assistance in the User Interface Presentation Design %S Automated UI Generation %A Won Chul Kim %A James D. Foley %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 430-437 %K Automatic layout, Knowledge-based tool, Ul design process %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p430-kim/p430-kim.pdf %X Current user interface builders provide only low-level assistance, because they have knowledge of neither the application, nor the principles by which interface elements are combined effectively. We have developed a framework that unites the knowledge components essential for effective user interface presentation design. The framework consists of an application model (both a data model and a control model), a design process model that supports top-down iterative development, and graphic design knowledge that is used both to place dialog box elements such that their application dependent logical relationships are visually reinforced and to control design symmetry and balance. To demonstrate the framework's 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. %M C.CHI.93.438 %T Orienteering in an Information Landscape: How Information Seekers Get from Here to There %S Searching: Tools and Strategies %A Vicki L. O'Day %A Robin Jeffries %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 438-445 %K Information search, Information use, Intermediaries, Collaborative work %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p438-oday/p438-oday.pdf %X 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. %M C.CHI.93.446 %T Using Icons to Find Documents: Simplicity is Critical %S Searching: Tools and Strategies %A Michael D. Byrne %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 446-453 %K Screen design, Icons, Empirical evaluation, Formal models of the user %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p446-byrne/p446-byrne.pdf %X 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. %M C.CHI.93.454 %T Queries-R-Links: Graphical Markup for Text Navigation %S Searching: Tools and Strategies %A Gene Golovchinsky %A Mark Chignell %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 454-460 %K Querying, Text retrieval, Navigation, Hypertext, Pen-based interaction %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p454-golovchinsky/p454-golovchinsky.pdf %X 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 no more difficult 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. %M C.CHI.93.461 %T The Applied Ergonomics Group at Philips %S Overviews %A Ian McClelland %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 461-462 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p461-mcclelland/p461-mcclelland.pdf %X The Applied Ergonomics (AE) group functions as a specialist support group within Corporate Design (CD). In January 1993 the AE group had 10 ergonomists, serving a staff of over 200 in CD. CD has responsibility for the industrial design of all Philips products. Philips has a diverse product portfolio covering consumer and professional applications, and operates in markets worldwide. Almost all the work of the AE group is for products using embedded software, some of which are called 'computers'. %M C.CHI.93.463 %T Information Design Methods and the Applications of Virtual Worlds Technology at WORLDESIGN, Inc. %S Overviews %A Robert Jacobson %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 463-464 %K Information design, Virtual worlds technology, Information environments, Industry, Applications, Collaborative design, Craft guilds %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p463-jacobson/p463-jacobson.pdf %X Information design is a new professional practice that systematically applies the lessons of human-computer interaction and human factors studies, communication theory, and information science to the presentation of complex data. WORLDESIGN, Inc., an information design studio, practices information design with an emphasis on virtual worlds technology in the service of its corporate, mostly industrial customers. %M C.CHI.93.465 %T The Silicon Graphics Customer Research and Usability Group %S Overviews %A Mike Mohageg %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 465-466 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p465-mohageg/p465-mohageg.pdf %X Silicon Graphics Computer Systems, Inc. is a leading supplier of visual processing computer systems. Our goal is to pioneer true 3D computing, to define new classes of visual computing, and to provide practical, beneficial, and cost-effective solutions for a variety of industries. The Customer Research and Usability Group provides usability consulting services to improve the competitive value and ease of use of products. We have been in existence since June of 1990. %M C.CHI.93.467 %T Filtered Suggestions %S Demonstrations %A Joris Verrips %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 467 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p467-verrips/p467-verrips.pdf %X MTYP is a program that helps to select texts or macros with very few keystrokes using Filtered Selections. Each newly typed in letter filters suggestions that contain it with a priority for uppercase letters. %M C.CHI.93.468 %T From Undo to Multi-User Applications -- The Demo %S Demonstrations %A Michael Spenke %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 468-469 %K User interface management systems, CSCW, Command objects, Undo, Dialog history %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p468-spenke/p468-spenke.pdf %X The object-oriented history mechanism of the GINA application framework and its relevance for multi-user applications are demonstrated. The interaction history of a document is represented as a tree of command objects. Synchronous cooperation is supported by replicating the document state and exchanging command objects. Asynchronous cooperation leads to different branches of the history tree which can later be merged. %M C.CHI.93.470 %T Common Elements in Today's Graphical User Interfaces: The Good, the Bad, and the Ugly %S Panel %A A. Brady Farrand %A Marc Rochkind %A Jean-Marie Chauvet %A Bruce "Tog" Tognazzini %A David C. Smith %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 470-473 %K Graphical user interface design, Common GUI, Design esthetics %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p470-farrand/p470-farrand.pdf %X This panel will identify some of the similarities amongst the different familiar graphical user interfaces that make them seem so indistinguishable. This panel will then identify some of the similarities that don't belong in any modern user interface. %M C.CHI.93.474 %T Human Performance Using Computer Input Devices in the Preferred and Non-Preferred Hands %S Hands, Menus and Dr. Fitts %A Paul Kabbash %A I. Scott MacKenzie %A William Buxton %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 474-481 %K Hand comparisons, Computer input, Fitts' law %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p474-kabbash/p474-kabbash.pdf %X 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 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 hand is more than a poor approximation of the preferred hand. The hands are complementary, 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. %M C.CHI.93.482 %T The Limits of Expert Performance Using Hierarchic Marking Menus %S Hands, Menus and Dr. Fitts %A Gordon Kurtenbach %A William Buxton %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 482-487 %K Marking menus, Pie menus, Gestures, Pen based input, Accelerators, Input devices %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p482-kurtenbach/p482-kurtenbach.pdf %X 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 the 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. %M C.CHI.93.488 %T Lag as a Determinant of Human Performance in Interactive Systems %S Hands, Menus and Dr. Fitts %A I. Scott MacKenzie %A Colin Ware %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 488-493 %K Human performance modeling, Lag, Feedback delay, Visual reality, Fitts' law, Speed-accuracy tradeoff %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p488-mackenzie/p488-mackenzie.pdf %X 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. %M C.CHI.93.494 %T Computer Image Retrieval by Features: Suspect Identification %S Finding and Keeping Information %A Eric Lee %A Thom Whalen %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 494-499 %K Computer image retrieval, Information retrieval, Feature retrieval %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p494-lee/p494-lee.pdf %X 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 similarity to witnesses' descriptions, attempt to increase identification success by reducing this number. A 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. %M C.CHI.93.500 %T Empirically-Based Re-Design of a Hypertext Encyclopedia %S Finding and Keeping Information %A Keith Instone %A Barbee Mynatt Teasley %A Laura Marie Leventhal %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 500-506 %K Hypertext, Design, Experiment, Empirical results, Usability, Navigation, Electronic encyclopedia %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p500-instone/p500-instone.pdf %X 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. %M C.CHI.93.507 %T Bridging the Paper and Electronic Worlds: The Paper User Interface %S Finding and Keeping Information %A Walter Johnson %A Herbert Jellinek %A Leigh Klotz, Jr. %A Ramana Rao %A Stuart Card %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 507-512 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p507-johnson/p507-johnson.pdf %X Since its invention millenia ago, paper has served as one of our primary communications media. Its inherent physical properties make it easy to use, transport, and 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 moves beyond the workstation and onto paper itself. We describe paper user interface technology and its implementation in a particular system called XAX. %M C.CHI.93.513 %T Integrated CSCW Tools within a Shared 3D Virtual Environment %S Demonstrations %A Christer Carlsson %A Lennart E. Fahlen %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 513 %K CSCW, Virtual reality, Interactive 3D graphics, User interface %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p513-carlsson/p513-carlsson.pdf %X With the advance of computer graphics hardware and computer communication technology it is now possible to build personal interactive 3D interfaces. Our research goal is to use this technology to create CSCW environments. There are several problems with existing CSCW applications and environments. We specifically address three intimately connected problem areas: * awareness (what are other users doing?) * focus (where is my attention directed?) * interaction metaphors (how do I do something?) Our approach is to let each user be represented by a 3D icon ("body icon" and graphically model the user's input devices in 3D space. Users navigate between applications in 3D space and can meet and collaborate in the environment. There is a direct correspondence between a user's body icon, input devices and the actions taken by the user. We claim that this gives users a more detailed and natural understanding of other users activities than in conventional CSCW systems. By using direct (real world) metaphors in the interaction with applications, it is our hope that the cognitive load on the users is reduced and the awareness and focus effects are increased. %M C.CHI.93.514 %T The Paper Model for Computer-Based Writing %S Demonstrations %A Ann Fatton %A Staffan Romberger %A Kerstin Severinson Eklundh %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 514 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p514-fatton/p514-fatton.pdf %X When writing or reading on paper, we usually have a robust perception of the text as a spatial object with inherent structure. By a quick visual inspection of a book in our hands, and by flipping the pages for a few seconds, we get a preliminary feel for the size, structure and content of the text material. Not only are we guided by those physical cues in the process of approaching a new text, they also enable us to remember the text by its appearance and spatial arrangement (see e.g. [2]). In contrast, during on-screen writing and reading with a word processor, users often lack a global perspective of the text. In fact, the use of word processors has been shown to cause problems for writers in reading and evaluating long documents on the screen. The word processor is usually used on a small screen, showing only a very restricted part of the text at a time. Moreover, when the user makes revisions or shifts position in the text, the location of the text relative to the screen window varies. This contributes to writers lacking an adequate "sense of the text" when writing a long document [1]. %M C.CHI.93.515 %T The Human Guidance of Automated Design %S Formal Video Programme: Visualisation %A Lynn Colgan %A Robert Spence %A Paul Rankin %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 515 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p515-colgan/p515-colgan.pdf %X This 5-minute video describes the potential of automated design ('optimisation') and identifies associated difficulties which can be overcome by an interface allowing the designer to guide the automated design process. Within the context of electronic circuit design the video then shows a system, called CoCo, for the Control and Observation of Circuit Optimisation. Illustrations focus on graphical interfaces used for (a) describing the circuit, (b) describing the required performance and (c) the human guidance of the automated design of that circuit. Jargon has been suppressed so that workers in related fields can see the implications of the idea. %M C.CHI.93.516 %T Browsing Graphs Using a Fisheye View %S Formal Video Programme: Visualisation %A Marc H. Brown %A James R. Meehan %A Manojit Sarkar %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 516 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p516-brown/p516-brown.pdf %X The accompanying videotape demonstrates a system for viewing large graphs [2]. It's one of many possible implementations of a general framework for graphical fisheye views that we have developed. The graph in the video represents direct routes between major cities in the United States. An obvious way to see more detail about an area is to zoom into the graph. However, as the user zooms into an area, less of the graph is visible so the global structure of the graph is lost. This becomes more acute as the user pans the zoomed image. An alternate way to browse the graph is to use the graphical fisheye view technique. In a fisheye view, the area of interest is shown with detail while the rest of the structure is shown with successively less detail [1]. %M C.CHI.93.517 %T High Interaction Data Visualization Using Seesoft to Visualize Program Change History %S Formal Video Programme: Visualisation %A Joseph L. Stephen %A Stephen G. Eick %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 517 %K Direct manipulation, Graphical user interface, Scientific visualization %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p517-steffen/p517-steffen.pdf %X A problem in developing large software systems is understanding the source code. This problem is difficult because of the volume of code. The listing for a moderately sized system with 100,000 lines, printed 50 lines per page, would run 2,000 pages. This video shows a new software tool, Seesoft, that applies scientific visualization techniques to visualizing code. The visualization approach is to represent files in a directory in columns and the source code lines as rows of colored pixels. The indentation and length of each row of pixels corresponds to the actual code. The color of each row of pixels is determined by a statistic such as the age, programmer, or type of line, that we obtain from the change management system. The visual impression is that of a miniature picture of the source code with the indentation showing the usual C controls structure and the color showing the spatial distribution of the statistic. A user may adjust the display using direct manipulation techniques to discover interesting patterns in the code. Software engineering concepts such as complexity and bug fix on fix density can be visualized. The main interest of this work to the human factors community is the use of graphical user interface for selecting and combining statistics from a database, the effective use of hundreds of colors to display a mass of data, and the reduction of the pint-and-click direct manipulation metaphor to just pointing, e.g. something of interest will occur where ever the mouse points to on the display. %M C.CHI.93.518 %T Exploring Remote Images: A Telepathology Workstation %S Formal Video Programme: Visualisation %A Catherine Plaisant %A David A. Carr %A Hiroaki Hasegawa %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 518 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p518-plaisant/p518-plaisant.pdf %X Telemedicine is the practice of medicine over communication links. The physician being consulted and the patient are in two different locations. A first telepathology system has been developed by Corabi Telemetrics. It allows a pathologist to render a diagnosis by examining tissue samples or body fluids under a remotely located microscope. %M C.CHI.93.519 %T QOC in Action: Using Design Rationale to Support Design %S Formal Video Programme: Visualisation %A Diane McKerlie %A Allan MacLean %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 519 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p519-mckerlie/p519-mckerlie.pdf %X Design Rationale emphasises working with explicit representations not only of possible design solutions, but also of the reasons and processes behind them. Although the arguments for using Design Rationale are compelling, there is still very little experience of supplying the current approaches in practice. To explore its use in a practical setting we have been collaborating with the Open University using QOC (Questions, Options, Criteria) to design hypermedia interfaces for presenting course material (currently text books, course notes, and videos). This video illustrates some of the ways in which we have used QOC to support our activities. %M C.CHI.93.520 %T Touch-Typing with a Stylus %S Formal Video Programme: Novel Technologies %A David Goldberg %A Cate Richardson %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 520 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p520-goldberg/p520-goldberg.pdf %X Our approach to developing touch-typing for a stylus is based on introducing a special alphabet of unistrokes. Like touch-typing for keyboards, unistrokes have to be learned. Unistrokes have the following advantages over ordinary printing: * They are designed somewhat like error correcting codes. When written sloppily, they can still be distinguished from one another. * Each unistroke is a single pen-down/pen-up motion hence the name unistroke. Not only does this mean that recognition cannot have segmentation errors (that is, errors in determining which sets of strokes belong to a single multi-stroke letter), but it means that letters can unambiguously be written one on top of another. Thus unistrokes can be entered in a small box just big enough to hold one letter. * The unistrokes associated with the most common letters ('e', 'a', 't', 'i', 'r') are all straight lines, and hence arc fast to write. The unistroke design is being evaluated by having users send several e-mail messages per day using a stylus front-end to the Unix mail program. Based on measurements from this program, it appears that unistrokes may be able to support an entry rate as high as 3.5 letters/sec (touch typing is typically 6-7 letters/sec). The video gives the motivation for unistrokes, briefly shows text entry using a conventional pen-based interface [1], discusses the unistroke alphabet and how it was designed to be easy to learn, and then shows a skilled writer using unistrokes. %M C.CHI.93.521 %T ARGOS: A Display System for Augmenting Reality %S Formal Video Programme: Novel Technologies %A David Drascic %A Julius J. Grodski %A Paul Milgram %A Ken Ruffo %A Peter Wong %A Shumin Zhai %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 521 %K Stereoscopic displays, 3-D, Virtual reality, Remote manipulation, Teleoperation %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p521-drascic/p521-drascic.pdf %X This video describes the development of the ARGOS (Augmented Reality through Graphic Overlays on Stereovideo) system, as a tool for enhancing human-telerobot interaction, and as a more general tool with applications in a variety of areas, including image enhancement, simulation, sensor fusion, and virtual reality. %M C.CHI.93.522 %T Talking to Machines %S Formal Video Programme: Speech %A Christopher K. Cowley %A Dylan M. Jones %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 522 %K Speech, Recognition, Interfaces %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p522-cowley/p522-cowley.pdf %X The film shows how dialogue design and error correction strategies, informed by human factors research, can lead to the development of usable and profitable systems. It starts with a simulation of a truly conversational machine to show the level of performance necessary to compete with human recognition. Template matching recognition is clearly explained so that viewers can see how most devices actually work. The film then shows the Digital Equipment Corporation's DECvoice in a number of voice input and output scenarios which highlight typical design problems and solutions. It concludes with a set of guidelines which will help designers make reasoned decisions about when and how to use speech recognition and avoid the typical problems experienced by users. The film ends with an example of a system which, having been designed with the guidelines in mind, is usable, efficient, and practical within the constraints of contemporary technology. %M C.CHI.93.523 %T The ALFRESCO Interactive System %S Formal Video Programme: Speech %A Oliviero Stock %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 523 %K Natural language processing, Artificial intelligence, Multimediality %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p523-stock/p523-stock.pdf %X This work is aimed at building a dialogue system in which natural language is the basic communication channel, but the computer is seen as an active agent that allows a multimedia type interaction. In this way the means of communication are amplified, with the possibility of referring to images and other texts. ALFRESCO is an interactive system for a user interested in frescoes. It runs on a SUN 4 connected to a videodisc unit and a touchscreen. The particular videodisc in use includes images about Fourteenth Century Italian frescoes and monuments. The system, beside understanding and using language, shows images and combines film sequences. Images are active in that the user may refer to items by combining pointing with the use of linguistic demonstratives; for example, the user can point to a detail of a fresco and say "can I see another painting representing this^ saint?" Also, the system's linguistic output includes buttons that allow the user to enter in an hypertextual modality. The dialog may cause zooming into details or changing the focus of attention into other frescoes. The overall aim is not only to provide information, but also to promote other masterpieces that may attract the user. %M C.CHI.93.524 %T Hyperspeech %S Formal Video Programme: Speech %A Barry Arons %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 524 %K Speech user interfaces, Speech applications, Hypermedia, Speech as data, Speech recognition, Speech synthesis, Conversational interfaces %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p524-arons/p524-arons.pdf %X Hyperspeech is a speech-only hypermedia application that explores issues of speech user interfaces, navigation, and system architecture in a purely audio environment without a visual display. The system uses speech recognition input and synthetic speech feedback to aid in navigating through a database of digitally recorded speech segments. %M C.CHI.93.525 %T IMPACT: Interactive Motion Picture Authoring System for Creative Talent %S Formal Video Programme: Hypermedia and Multimedia %A Hirotada Ueda %A Takafumi Miyatake %A Satoshi Yoshizawa %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 525 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p525-ueda/p525-ueda.pdf %X We are developing a multimedia authoring system, called IMPACT [1]. It is not easy for non-professional users to get good quality motion pictures and to edit them, for instance, in order to create multimedia presentations that express their concepts. To make this kind of tasks feasible for everyone, image-recognition technology is applied. Visualization of the structure of motion pictures is also very important [2]. A couple of visualization technique are developed for time axis editing. %M C.CHI.93.526 %T Microcosm: An Open Hypermedia System %S Formal Video Programme: Hypermedia and Multimedia %A Hugh Davis %A Wendy Hall %A Adrian Pickering %A Rob Wilkins %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 526 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p526-davis/p526-davis.pdf %X Microcosm is an open hypermedia system within which it is possible to make and follow links from one multimedia document to another. The open nature of the system gives rise to a number of difficult user interface issues which are demonstrated in the video. %M C.CHI.93.527 %T Multimedia Documents as User Interfaces %S Formal Video Programme: Hypermedia and Multimedia %A M. Cecelia Buchanan %A Polle T. Zellweger %A Ken Pier %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 527-528 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p527-buchanan/p527-buchanan.pdf %X Previous work has demonstrated the use of documents as user interfaces, in which static document elements, such as words and pictures, become user interface interaction elements, such as menus and buttons [Bier 90]. In this videotape, we demonstrate our extension of this concept to dynamic multimedia documents, allowing user interface designers to create multimedia documents and to specify dynamic interaction elements within them. This video was taped from the screen of a Sun Microsystems SPARCstation 2. The audio portions of the multimedia documents were recorded and played back using TiogaVoice and the Etherphone voice management system [Zellweger 88]. %M C.CHI.93.529 %T Graphical Editing by Example %S Formal Video Programme: Programming by Example and Demonstration %A David Kurlander %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 529 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p529-kurlander/p529-kurlander.pdf %X Graphical editing, like many applications facilitated by computers, often involves repetitive tasks. To reduce repetition, programmers can write procedures to automate these tasks, however most users do not know how to program, and the repetitive tasks that they perform are frequently too specialized for the application programmer to anticipate. End users would benefit from the ability to customize and extend their applications for the tasks they usually perform. Programming by example systems and demonstrational interfaces aim to give end users this capability. Such systems are programmed simply by using the applications, rather than through an ancillary extension language. Innovative systems such as Pygmalion, Tinker, SmallStar, Peridot, Metamouse, and Eager have all explored ways of bringing more power to the non-programming end user [1]. The accompanying videotape demonstrates Chimera, a system built to explore new demonstrational techniques in the domains of graphical editing and interface building. %M C.CHI.93.530 %T Guiding Automation with Pixels: A Technique for Programming in the User Interface %S Formal Video Programme: Programming by Example and Demonstration %A Richard Potter %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 530 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p530-potter/p530-potter.pdf %X The video demonstrates how a user can program Triggers to automate the wrapping of a properly sized rounded rectangle around a preexisting text field in an unmodified copy of MacDraw II. MacDraw II conveniently places a gray bounding box around a selected field. Pixel pattern searches using pieces of this bounding box as the pattern give enough data access to determine the size and location of the text field. Triggers then simulates a series of keystrokes and mouse actions that create the rounded rectangle. Other examples from graphic and text domains are briefly shown. %M C.CHI.93.531 %T Inferring Graphical Constraints with Rockit %S Formal Video Programme: Programming by Example and Demonstration %A Solange Karsenty %A Chris Weikart %A James A. Landay %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 531 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p531-karsenty/p531-karsenty.pdf %X Graphical constraints define relations among graphical objects that must be maintained by an underlying system. The automatic maintenance of these relations has become important in increasing the functionality of graphical editors and user interface builders. Yet this increase in functionality has also brought the users of these tools the difficult task of specifying the constraints -- generally by writing mathematical equations that define the relations which must hold. The purpose of Rockit [2] is to identify the possible graphical constraints between objects in a scene and allow the user to quickly and easily choose and apply the desired constraints. Rockit is embedded in a graphical editor that allows the creation of application objects by direct manipulation. The user creates graphical objects and applies constraints to them. Typical objects include diagrams, circuits, flowcharts, and also standard application widgets. The supported constraints include connectors, aligners, and spacers. In this videotape, we illustrate our system through the construction of a slider. %M C.CHI.93.532 %T Tourmaline: Macrostyles by Example %S Formal Video Programme: Programming by Example and Demonstration %A Andrew J. Werth %A Brad A. Myers %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 532 %K Text formatting, Demonstrational interfaces, Programming by example, Inferences, Heuristics, Microstyles %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p532-werth/p532-werth.pdf %X Tourmaline is a system that simplifies the formatting of complicated headings and captions in a WYSIWYG word processor. The style systems of typical commercial word processors, although very useful, are too limited when a user needs to format items such as paper headings, which may contain many different styles within a single heading. The style systems of some batch oriented systems give the user more power by providing macro facilities to automatically format text, but these systems are extremely difficult to learn and use. Tourmaline uses demonstrational techniques [2] to combine the ease-of-use of WYSIWYG with the power of batch oriented text formatters. The system allows users to define macrostyles by example. A macrostyle is an abstract representation of a text object that allows different parts of the object to have completely different formatting attributes. %M C.CHI.93.533 %T The Active Badge System %S Formal Video Programme: CSCW %A Andy Hopper %A Andy Harter %A Tom Blackie %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 533-534 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p533-hopper/p533-hopper.pdf %X The Active Badge is used to provide information about where people are [Want et al. 1992, Want and Hopper 1992. It is battery powered, transmits in the infra-red spectrum and is approximately 60x60x8 millimetres. The transmissions take place every 15 seconds and identify the badge. Receivers are linked by wire to a computer and are placed so as to define cells for the coverage required. Normally they correspond to spaces occupied by one or a number of people. The badge has a light-dependent resistor used to reduce power consumption by decreasing the frequency of transmissions when in the dark. This also means that the user can switch the badge off by placing it in a pocket or face down on the table. Not all badge transmissions are picked up by a receiver, but by using simple algorithms in the receiving software the system can be made sufficiently accurate to be very useful. As well as transmitting the Active Badge can receive which makes possible a more secure system by using a one-way authentication function. Two buttons, two visible LEDs and a tone generator are available for simple interactions. Reciprocity of use is ensured by making badge information available to all computer screens in the organisation. %M C.CHI.93.535 %T IMAGINE: A Vision of Health Care in 1997 %S Formal Video Programme: Future Scenarios %A Steve Anderson %A Shiz Kobara %A Barry Mathis %A Ev Shafrir %B Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems %D 1993 %P 535 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/169059/p535-anderson/p535-anderson.pdf %X IMAGINE is a vision of health care in the year 1997 augmented by a variety of integrated information technologies. The film is not a literal prediction, but rather a projection of where current technologies are headed and what changes they will produce in the fields of medical diagnosis, patient care and hospital administration. Though produced at Hewlett-Packard, IMAGINE represents the capabilities of many companies and is a demonstration of open systems and their integration. The film's three scenarios highlight a range of situations. All pose problems in patient treatment or cost control, and in each it is information, delivered when and where it's needed, that provides the solutions. All of the medical procedures, information presentations, and interaction techniques were reviewed by experts in the fields concerned. Cardiologists, neurologists, pathologists, nurses and administrators provided abundant critical review to ensure accuracy. While this process was time consuming for such a fast paced film, it was felt to be essential for acceptance by the medical community. %M C.CHI.94.1.3 %T Scandinavian Design: Users in Product Development %S Design in the Workplace %A Morten Kyng %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 3-9 %K Cooperative design, Participatory design, Product development, Computer supported cooperative work %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p3-kyng/p3-kyng.pdf %X This paper presents an approach to user involvement in product development that has grown out of a Scandinavian tradition for cooperation with end-users in design. This tradition emphasizes early and continuing end-user involvement, and has over the last decade been applied successfully in several projects. Most of these projects have, however, been research projects or of the type in-house or contract development, and the claim is often made that this way of involving users is not suited for product development. In this paper I sketch the ideas behind involving users in the design process, and then present and discuss a case of product development in the CSCW area, where more traditional development activities were integrated with intensive cooperation with end-users. %M C.CHI.94.1.10 %T Designing Workscape: An Interdisciplinary Experience %S Design in the Workplace %A Joseph M. Ballay %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 10-15 %K Design, Documents, Interdisciplinary %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p10-ballay/p10-ballay.pdf %X Workscape is a clean-slate design for an office document management product. It was developed through a unique collaboration among the staffs of Digital and MAYA. From earliest concepts to current refinements and productization, Workscape has benefited from interdisciplinary design methods involving specialists from the fields of human factors, computer science, and visual design. Extensive use of mockups, in a variety of media, proved particularly effective in bridging differences of terminology and methodology between these three disciplines. %M C.CHI.94.1.16 %T An Improved Interface for Tutorial Dialogues: Browsing a Visual Dialogue History %S Accessing and Exploring Information %A Benoit Lemaire %A Johanna Moore %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 16-22 %K Tutorial interactions, Dialogue history, Information visualization %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p16-lemaire/p16-lemaire.pdf %X When participating in tutorial dialogues, human tutors freely refer to their own previous explanations. Explanation is an inherently incremental and interactive process. New information must be highlighted and related to what has already been presented. If user interfaces are to reap the benefits of natural language interaction, they must be endowed with the properties that make human natural language interaction so effective. This paper describes the design of a user interface that enables both the system and the user to refer to the past dialogue. The work is based on the notion that the dialogue history is a source of knowledge that can be manipulated like any other. In particular, we describe an interface that allows students to visualize the dialogue history on the screen, highlight its relevant parts and query and manipulate the dialogue history. We expect that these facilities will increase the effectiveness of the student learning of the tasks. %M C.CHI.94.1.23 %T Using Aggregation and Dynamic Queries for Exploring Large Data Sets %S Accessing and Exploring Information %A Jade Goldstein %A Steven F. Roth %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 23-29 %K Interactive techniques, Data exploration, Data visualization, Large data sets, Graphics presentation, Intelligent interfaces %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p23-goldstein/p23-goldstein.pdf %X When working with large data sets, users perform three primary types of activities: data manipulation, data analysis, and data visualization. The data manipulation process involves the selection and transformation of data prior to viewing. This paper addresses user goals for this process and the interactive interface mechanisms that support them. We consider three classes of data manipulation goals: controlling the scope (selecting the desired portion of the data), selecting the focus of attention (concentrating on the attributes of data that are relevant to current analysis), and choosing the level of detail (creating and decomposing aggregates of data). We use this classification to evaluate the functionality of existing data exploration interface techniques. Based on these results, we have expanded an interface mechanism called the Aggregate Manipulator (AM) and combined it with Dynamic Query (DQ) to provide complete coverage of the data manipulation goals. We use real estate sales data to demonstrate how the AM and DQ synergistically function in our interface. %M C.CHI.94.1.30 %T An Image Retrieval System Considering Subjective Perception %S Accessing and Exploring Information %A Haruhiko Nishiyama %A Sumi Kin %A Teruo Yokoyama %A Yutaka Matsushita %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 30-36 %K Image database, Subjective perception, Graphical user interface, Spatial relationship, Image expression model, Visual language %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p30-nishiyama/p30-nishiyama.pdf %X Human interface plays an important role in information retrieval system. Visual information is a good man-machine communication medium. Therefore, it is necessary to design a visual interface to interpret the pictorial information. Such a visual interface provides user-friendly operations. It is important to design advanced image database systems from a visual aspect. The algorithms of image retrieval operations have to suit user's subjective viewpoint, such as a similarity measure, etc. This paper proposes an image retrieval scheme based on the assumption that end-users make use of image database systems. When a human being looks graphical materials like artistic paintings, he/she memorizes them using two patterns in his/her visual memory: the first pattern is that of looking roughly the whole image, the second is that of paying attention to specific objects such as a man or a desk. A user can divide the canvas into several area with appropriate color freely and put icons for representing objects. Moreover, the user can set detailed attributes of each object in order to reduce the number of candidates. Thus, by means of specifying the feature of a picture in the three levels (area, objects, attributes), an image retrieval system suited for humans' sense can be realized. %M C.CHI.94.1.37 %T Montage: Providing Teleproximity for Distributed Groups %S Supporting Distributed Work %A John C. Tang %A Monica Rua %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 37-43 %K Awareness, Remote collaboration, Media spaces, Video, Computer-supported cooperative work %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p37-tang/p37-tang.pdf %X Montage is a research prototype that explores using video to help collaborators find opportune times to interact with each other. Physical proximity with colleagues affords walking down hallways and peeking into offices in order to find a good time to contact someone. By helping members of distributed work groups more naturally find opportunities to interact with each other, Montage aims to provide a sense of teleproximity. Montage uses momentary, reciprocal glances among networked workstations to make it easy to peek into someone's office. From a Montage glance, users can quickly start a full-featured desktop video conference. If the glance shows that the person is not in her office, Montage provides quick access to browse her on-line calendar, send her e-mail, or send her an electronic note that pops up on her screen. Preliminary usage data show that users had short, lightweight interactions through Montage, although most glances did not result in an interactive communication. %M C.CHI.94.1.44 %T Courtyard: Integrating Shared Overview on a Large Screen and Per-User Detail on Individual Screens %S Supporting Distributed Work %A Masayuki Tani %A Masato Horita %A Kimiya Yamaashi %A Koichiro Tanikoshi %A Masayasu Futakawa %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 44-50 %K Computer-supported cooperative work, Shared large display, Per-user detail %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p44-tani/p44-tani.pdf %X The operation of complex real-world systems, such as industrial plants, requires that multiple users cooperate in monitoring and controlling large amounts of information to supervise complex processes. The Courtyard system supports such cooperative work by integrating an overview on a shared large screen and detail on individual screens. This integration is realized by two approaches: (1) providing an implicit way of transferring mouse and keyboard control between the shared and individual screens, and (2) supporting association between the overview on the shared screen and per-user detail on individual screens. Courtyard allows a user to move a mouse pointer between the shared and individual screens as though they were contiguous, and to access per-user detailed information on the user's individual screen simply by pointing to an object on the shared screen. Courtyard selects the detailed information according to the tasks assigned to the pointing user under a division of labor. The former approach results in an interface that is as simple, intuitive and consistent to use as that for a single screen. The latter enables a user to retrieve easily and quickly detailed information needed for performing the assigned tasks without being distracted by information for others. %M C.CHI.94.1.51 %T Distributed Collaborative Writing: A Comparison of Spoken and Written Modalities for Reviewing and Revising Documents %S Supporting Distributed Work %A Christine M. Neuwirth %A Ravinder Chandhok %A Davida Charney %A Patricia Wojahn %A Loel Kim %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 51-57 %K Computer-supported cooperative work, Collaborative writing, Annotations, Voice %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p51-neuwirth/p51-neuwirth.pdf %X Previous research indicates that voice annotation helps reviewers to express the more complex and social aspects of a collaborative writing task. Little direct evidence exists, however, about the effect of voice annotations on the writers who must use such annotations. To test the effect, we designed an interface intended to alleviate some of the problems associated with the voice modality and undertook a study with two goals: to compare the nature and quantity of voice and written comments, and to evaluate how writers responded to comments produced in each mode. Writers were paired with reviewers who made either written or spoken annotations from which the writers revised. The study provides direct evidence that the greater expressivity of the voice modality, which previous research suggested benefits reviewers, produces annotations that writers also find usable. Interactions of modality with the type of annotation suggest specific advantages of each mode for enhancing the processes of review and revision. %M C.CHI.94.1.58 %T Marquee: A Tool for Real-Time Video Logging %S Multimedia in Use %A Karon Weber %A Alex Poon %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 58-64 %K Video indexing, Video annotation, Gestural interfaces, Pen-based computing, User interfaces, User studies, Multimedia %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p58-weber/p58-weber.pdf %X We describe Marquee, a pen-based video logging tool which enables users to correlate their personal notes and keywords with a videotape during recording. We present our observations about coordinating the task of logging in real time and describe the three phase, user-centered approach we took in designing the tool. Our early work explored the functionalities needed by users to successfully create a log. In the second phase we focused on testing our intuitions about logging by conducting user studies with paper mock-ups. In the final phase, we implemented a working prototype system and placed it in a setting to see if it supported people logging in real time. %M C.CHI.94.1.65 %T A Comparison of the Use of Text and Multimedia Interfaces to Provide Information to the Elderly %S Multimedia in Use %A Virginia Z. Ogozalek %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 65-71 %K Multimedia, Elderly users, Health care, Information search and retrieval, Interactive video, User interface, Aging, User study, Computers and medicine %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p65-ogozalek/p65-ogozalek.pdf %X This report describes an experiment in which 64 elderly participants, average age 71, used (1) a text-only or (2) a multimedia computer interface to obtain information -- in this case, about prescription drugs. The participants, none of whom had used a computer before, compared the computerized information systems to a more traditional "interface" of words printed on paper. Results indicate that, for this group of elders, who were recruited from a seniors' group at a college, a multimedia presentation was better than a text-only screen or a printed leaflet, on both performance and preference measures. Difficulty with reading due to vision problems associated with aging was the most commonly cited reason for preferring the multimedia system. While men preferred both computer interfaces to the leaflet, women liked only the multimedia system and expressed very negative feelings about the text-only interface. %M C.CHI.94.1.72 %T Computers are Social Actors %S Expressive Interfaces %A Clifford Nass %A Jonathan Steuer %A Ellen R. Tauber %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 72-78 %K Anthropomorphism, Agents, Voice, Speech, Social psychology, Gender, Design %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p72-nass/p72-nass.pdf %X This paper presents a new experimental paradigm for the study of human-computer interaction. Five experiments provide evidence that individuals' interactions with computers are fundamentally social. The studies show that social responses to computers are not the result of conscious beliefs that computers are human or human-like. Moreover, such behaviors do not result from users' ignorance or from psychological or social dysfunctions, nor from a belief that subjects are interacting with programmers. Rather, social responses to computers are commonplace and easy to generate. The results reported here present numerous and unprecedented hypotheses, unexpected implications for design, new approaches to usability testing, and direct methods for verification. %M C.CHI.94.1.79 %T Form-Giving: Expressing the Nonobvious %S Expressive Interfaces %A Gerda Smets %A Kees Overbeeke %A William Gaver %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 79-84 %K Interface design, Visualization, Form-giving, Affordances, Ecological approaches %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p79-smets/p79-smets.pdf %X The design of richly informative interfaces would benefit from an account of how visual forms convey information. In this paper we suggest that the study of form-giving in Industrial Engineering might provide a foundation for such an account. We present three studies of designed synesthesia, in which objects' forms indicate non-visible attributes such as taste or smell. These studies illustrate the rich possibilities for conveying information with form, possibilities which are routinely exploited in industrial design. We believe that similar opportunities exist for interface design, and that further studies of form-giving may help in taking advantage of them. Results of a student exercise expressing computer metaphors in 3D forms will be discussed. %M C.CHI.94.1.85 %T Using a Human Face in an Interface %S Expressive Interfaces %A Janet H. Walker %A Lee Sproull %A R. Subramani %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 85-91 %K User interface design, Multimodal interfaces, Anthropomorphism, Facial expression, Facial animation, Personable computers %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p85-walker/p85-walker.pdf %X We investigated subjects' responses to a synthesized talking face displayed on a computer screen in the context of a questionnaire study. Compared to subjects who answered questions presented via text display on a screen, subjects who answered the same questions spoken by a talking face spent more time, made fewer mistakes, and wrote more comments. When we compared responses to two different talking faces, subjects who answered questions spoken by a stern face, compared to subjects who answered questions spoken by a neutral face, spent more time, made fewer mistakes, and wrote more comments. They also liked the experience and the face less. We interpret this study in the light of desires to anthropomorphize computer interface and suggest that incautiously adding human characteristics, like face, voice, and facial expressions, could make the experience for users worse rather than better. %M C.CHI.94.1.92 %T Designing Presentation in Multimedia Interfaces %S Multimedia Interfaces %A Alistair Sutcliffe %A Peter Faraday %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 92-98 %K Multimedia, Design guidelines, Methodology %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p92-sutcliffe/p92-sutcliffe.pdf %X Current Multimedia interfaces are created primarily by intuition. Development of a method for analysis and design of Multimedia presentation interfaces is described. The study investigates task based information analysis, persistence of information, selective attention and concurrency in presentation. The method gives an agenda of issues, diagrams and techniques for specification, and guidelines for media selection and presentation scripting. Use of the method is illustrated with an example from a shipboard emergency management system. %M C.CHI.94.1.99 %T The "Starfire" Video Prototype Project: A Case History %S Multimedia Interfaces %A Bruce Tognazzini %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 99-105 %K Film, Video, Video prototype, Prototype, Observation, Guideline, Drama, Story, Interaction, Gesture, Stylus, Mouse, Voice recognition, Anthropomorphic agent, Agent, Feedback, Social, Ethics, Privacy, Future %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p99-tognazzini/p99-tognazzini.pdf %X Developing a new working computer system can now cost hundreds of millions of dollars, all expended at great risk. Company managers who must take responsibility for making development decisions are loath to do so without being able to see and understand the system they will be "buying." When Sunsoft launched the Starfire project to develop a next-generation interface, we turned to video prototyping, in the form of a short 35 mm film delivered in video. Not only were we thus able to show in mature form many key specifics of our new interface design, but we were able to communicate a strong sense of the resulting overall user experience. This paper describes observations and guidelines we developed during the early stages of the film, and what our experiences were in applying them. %M C.CHI.94.1.106 %T Creating Charts by Demonstration %S Active Support for Interaction %A Brad A. Myers %A Jade Goldstein %A Matthew A. Goldberg %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 106-111 %K Data visualization, Demonstrational interfaces, Interactive techniques, Business charts %* (c) Copyright 1994 Association for Computing Machinery %O Color plates on page 475 %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p106-myers/p106-myers.pdf %X "Gold" is a new interactive editor that allows a user to draw examples of the desired picture for business graphics and the system automatically produces a visualization. To specify a custom visualization in other systems, code must be written or a bewildering array of dialog boxes and commands must be used. In Gold, as the user is drawing an example of the desired visualization, knowledge of properties of the data and the typical graphics in business charts are used to generalize the example and create a picture for the actual data. The goal is to make designing a complex, composite chart almost as easy as sketching a picture on a napkin. %M C.CHI.94.1.112 %T Interactive Graphic Design Using Automatic Presentation Knowledge %S Active Support for Interaction %A Steven F. Roth %A John Kolojejchick %A Joe Mattis %A Jade Goldstein %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 112-117 %K Graphic design, Data visualization, Automatic presentation systems, Intelligent interfaces, Design environments, Interactive techniques %* (c) Copyright 1994 Association for Computing Machinery %O Color plates on page 476 %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p112-roth/p112-roth.pdf %X We present three novel tools for creating data graphics: (1) Sagebrush, for assembling graphics from primitive objects like bars, lines and axes, (2) SageBook, for browsing previously created graphics relevant to current needs, and (3) SAGE, a knowledge-based presentation system that automatically designs graphics and also interprets a user's specifications conveyed with the other tools. The combination of these tools supports two complementary processes in a single environment: design as a constructive process of selecting and arranging graphical elements, and design as a process of browsing and customizing previous cases. SAGE enhances user-directed design by completing partial specifications, by retrieving previously created graphics based on their appearance and data content, by creating the novel displays that users specify, and by designing alternatives when users request them. Our approach was to propose interfaces employing styles of interaction that appear to support graphic design. Knowledge-based techniques were then applied to enable the interfaces and enhance their usability. %M C.CHI.94.1.118 %T Repeat and Predict -- Two Keys to Efficient Text Editing %S Active Support for Interaction %A Toshiyuki Masui %A Ken Nakayama %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 118-123 %K Text editing, Predictive interface, Programming by example, PBE, Programming by demonstration, PBD, Keyboard macro, Dynamic macro creation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p118-masui/p118-masui.pdf %X We propose a simple and powerful predictive interface technique for text editing tasks. With our technique called the dynamic macro creation, when a user types a special "repeat" key after doing repetitive operations in a text editor, an editing sequence corresponding to one iteration is detected, defined as a macro, and executed at the same time. Although being simple, a wide range of repetitive tasks can be performed just by typing the repeat key. When we use another special "predict" key for conventional prediction techniques in addition to the repeat key, wider range of prediction schemes can be performed depending on the order of using these two keys. %M C.CHI.94.1.124 %T Communicating About Communicating: Cross-Disciplinary Design of a Media Space Interface %S Studies of Communication and Cooperative Work %A Beverly Harrison %A Marilyn Mantei %A Garry Beirne %A Tracy Narine %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 124-130 %K User interface design, Interdisciplinary design, Desktop videoconferencing, Videoconferencing, Media space %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p124-harrison/p124-harrison.pdf %X This paper describes both the benefits and the challenges that result from differing perspectives and methodologies in an interdisciplinary team. Our team of user interface designers, engineers, psychologists, and sociologists designed and implemented a desktop videoconferencing system for a local company. We shared a common goal of smoothly installing the technology which would support and enhance current work practices within the company. Because the project involved supporting human-human communication and work cooperation, the sociologists had much more impact on the user interface design than had been anticipated. Furthermore, since any interface design impacted subsequent work behavior in the study population, sociologists needed to understand aspects of the interface design and to regulate the HCI group's influence on and access to the user population. %M C.CHI.94.1.131 %T Informal Workplace Communication: What is It Like and How Might We Support It? %S Studies of Communication and Cooperative Work %A Steve Whittaker %A David Frohlich %A Owen Daly-Jones %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 131-137 %K Informal communication, Audio, Video, CSCW, Workplace activity, Ethnography %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p131-whittaker/p131-whittaker.pdf %X We present new findings about the nature of informal communications, derived from a naturalistic study of people's everyday working activities. We identify why such interactions are so common, and valuable and how they are achieved in the workplace. We also address weaknesses in current systems that support such interactions remotely and identify further requirements for better support. We also discuss the implications of this work for conversational theories. %M C.CHI.94.1.138 %T A Room of Our Own: Experiences from a Direct Office Share %S Studies of Communication and Cooperative Work %A Annette Adler %A Austin Henderson %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 138-144 %K Audio/video connections, Direct office share, Architecture of use, Technology in use, Descriptions of work %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p138-adler/p138-adler.pdf %X For nine months, the authors worked in a "direct office share" -- two offices joined by unswitched audio/video connections. This paper describes that experience. While working together, the authors were engaged in developing and architecture of use for techno-social systems -- a framework for describing distributed technology and people together at work. The paper therefore also seeks to achieve a second purpose: to present, mostly by demonstrating its use, the beginnings of such an architecture. This description comprises three complementary "sightings" on the direct office share, labeled 1, 1+1, and (1+1)+others. Each sighting captures selected aspects of technology (audio/video connections) in use by the authors at work. This capturing of experience demonstrates by example that multiple sightings provide a powerful form for describing techno-social systems, that current patterns of use both support and interfere with the use of new technology, and that only in a description that encompasses both the technical and social can the use of technology be comprehended. %M C.CHI.94.1.145 %T Methods in Search of Methodology -- Combining HCI and Object Orientation %S Tools for Design %A Susan E. McDaniel %A Gary M. Olson %A Judith S. Olson %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 145-151 %K Object-oriented methods, Human computer interaction, User-centered design, Business process redesign %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p145-mcdaniel/p145-mcdaniel.pdf %X Software design and user interface design and analysis methods are each insufficient methods for ensuring good software development. We propose a combination of object-oriented analysis and design, human computer interaction, and process redesign forged into one methodology. We describe the use of these methods in a project case study and conclude with a synopsis of how the methods worked and lessons we learned. %M C.CHI.94.1.152 %T Enhancing the Explanatory Power of Usability Heuristics %S Tools for Design %A Jakob Nielsen %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 152-158 %K Heuristic evaluation, Usability problems %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p152-nielsen/p152-nielsen.pdf %X Several published sets of usability heuristics were compared with a database of existing usability problems drawn from a variety of projects in order to determine what heuristics best explain actual usability problems. Based on a factor analysis of the explanations as well as an analysis of the heuristics providing the broadcast explanatory coverage of the problems, a new set of nine heuristics were derived: visibility of system status, match between system and real world, user control and freedom, consistency and standards, error prevention, recognition rather than recall, flexibility and efficiency of use, aesthetic and minimalist design, and helping users recognize, diagnose, and recover from errors. %M C.CHI.94.1.159 %T Development and Evaluation of a Taxonomical Model of Behavioral Representation Techniques %S Tools for Design %A J. D. Chase %A Robert S. Schulman %A H. Rex Hartson %A Deborah Hix %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 159-165 %K Usability, Behavioral representation techniques, Interaction development, Model, Empirical evaluation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p159-chase/p159-chase.pdf %X A user-centered approach to interactive system development requires a way to represent the behavior of a user interacting with an interface. While a number of behavioral representation techniques exist, not all provide the capabilities necessary to support the interaction development process. Based on observations of existing representation techniques and comments from the users of the User Action Notation (UAN), a user- and task-centered behavioral representation technique, we have developed a taxonomical model of behavioral representation techniques. Our model is an epistemological framework for discussing, analyzing, extending, and comparing existing behavioral representation techniques, as well as being a springboard for developing and evaluating new techniques. We present the model and results of our evaluation demonstrating the model's reliability and utility within the context of behavioral representation techniques. %M C.CHI.94.1.166 %T Nonvisual Presentation of Graphical User Interfaces: Contrasting Two Approaches %S Auditory Information Interfaces %A Elizabeth D. Mynatt %A Gerhard Weber %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 166-172 %K Nonvisual HCI, Blind users, Graphical user interfaces, Auditory interfaces, Tactile interfaces %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p166-mynatt/p166-mynatt.pdf %X Users who are blind currently have limited access to graphical user interfaces based on MS Windows or X Windows. Past access strategies have used speech synthesizers and braille displays to present text-based interfaces. Providing access to graphical applications creates new human interface design challenges which must be addressed to build intuitive and efficient nonvisual interfaces. Two contrasting designs have been developed and implemented in the projects Mercator and GUIB. These systems differ dramatically in their approaches to providing nonvisual interfaces to GUIs. This paper discusses four main interface design issues for access systems, and describes how the Mercator and GUIB designs have addressed these issues. It is hoped that the exploration of these interfaces will lead to better nonvisual interfaces used in low visibility and visually overloaded environments. %M C.CHI.94.1.173 %T The Design and Evaluation of an Auditory-Enhanced ScrollBar %S Auditory Information Interfaces %A Stephen A. Brewster %A Peter C. Wright %A Alistair D. N. Edwards %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 173-179 %K Auditory interfaces, Multi-modal interfaces, Earcons, Sonification, Auditory-enhanced widgets %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p173-brewster/p173-brewster.pdf %X A structured method is described for the analysis of interactions to identify situations where hidden information may exist and where non-speech sound might be used to overcome the associated problems. Interactions are considered in terms of events, status and modes to find any hidden information. This is then categorised in terms of the feedback needed to present it. An auditory-enhanced scrollbar, based on the method described, was then experimentally tested. Timing and error rates were used along with subjective measures of workload. Results from the experiment show a significant reduction in time to complete one task, a decrease in the mental effort required and an overall preference for the auditory-enhanced scrollbar. %M C.CHI.94.1.180 %T Protofoil: Storing and Finding the Information Worker's Paper Documents in an Electronic File Cabinet %S Accessing and Using Stored Documents %A Ramana Rao %A Stuart K. Card %A Walter Johnson %A Leigh Klotz %A Randall H. Trigg %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 180-185 %K Document imaging, Paper user interface, Information retrieval, Filing of paper documents, Ad hoc information work %* (c) Copyright 1994 Association for Computing Machinery %O Color plates on page 477 %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p180-rao/p180-rao.pdf %X Although the document imaging industry has taken off in the last few years, document image filing for the individual information worker is still not widespread or effective. In this paper, we focus on building an electronic filing system for paper documents that supports the ad hoc, multifarious work of information workers. Motivated by interviews with researchers and a survey of descriptive studies of paper document filing, we have focussed on minimizing or delaying costs of document filing and supporting a rich variety of methods for assessing and using stored documents. We have implemented a prototype system called Protofoil for storing, retrieving, and manipulating paper documents as electronic images that integrates many user interface -- paper and workstation -- and information retrieval technologies. Protofoil has been tested through use in our laboratory, and has been deployed in a field study at a lawyer's office. %M C.CHI.94.1.186 %T The Marks are on the Knowledge Worker %S Accessing and Using Stored Documents %A Alison Kidd %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 186-191 %K Knowledge workers, Information appliances, Writing, Memory %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p186-kidd/p186-kidd.pdf %X A study of twelve knowledge workers showed that their defining characteristic is that they are changed by the information they process. Their value lies in their diversity -- companies exploit the fact that these people make different sense of the same phenomena and therefore respond in diverse ways. Knowledge workers do not carry much written information with them when they travel and rarely consult their filed information when working in their offices. Their desks are cluttered and seemingly function as a spatial holding pattern for current inputs and ideas. My explanation is that once informed (ie. given form) by some written material, these workers have no particular need to retain a copy of the informing source. However, if a piece of written material has not yet informed them, then they cannot sensibly file it anyway because its subsequent use or role in their world is still undetermined. I conclude that the valuable marks are on the knowledge worker rather than on the paper or on the electronic file and suggest how computer support for knowledge work might be better targeted on the act of informing rather than on passively filing large quantities of information in a "disembodied" form. %M C.CHI.94.1.192 %T Raison d'Etre: Capturing Design History and Rationale in Multimedia Narratives %S Social Aspects of Design %A John M. Carroll %A Sherman R. Alpert %A John Karat %A Mary Van Deusen %A Mary Beth Rosson %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 192-197 %K Documentation, Design history, Collaboration, Multimedia database, Hypermedia %* (c) Copyright 1994 Association for Computing Machinery %O Color plates on page 478 %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p192-carroll/p192-carroll.pdf %X Raison d'Etre is a hypermedia design history application. It provides access to a database of video clips containing stories and personal perspectives of design team members recorded at various times through the course of a project. The system is intended to provide a simple framework for recording and organizing the informal history and rationale that design teams create and share in the course of their collaboration. This paper describes (1) the scenarios of use we are trying to support, (2) the methods we used collecting and organizing the database, and (3) the status of our prototype. %M C.CHI.94.1.198 %T Facilitating Effective HCI Design Meetings %S Social Aspects of Design %A John L. Bennett %A John Karat %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 198-204 %K Methodologies, Design, Software engineering, Design process, Group work %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p198-bennett/p198-bennett.pdf %X Over several years we have participated as facilitators in many Human-Computer Interaction (HCI) design meetings. Our focus has been on developing team results needed to achieve user-centered design of software for computer systems. We describe frameworks for partnership, stages of meetings, and team conversations that we have found useful. In order to illustrate our general approach, we select one design meeting experience as a case study. We close with observations on how facilitation skills might be developed by design team participants. This is needed in response to an emerging requirement for effective collaborative teamwork in HCI design activities. %M C.CHI.94.1.205 %T Interface Techniques for Minimizing Disfluent Input to Spoken Language Systems %S Designing Spoken Language Systems %A Sharon Oviatt %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 205-210 %K Speech disfluency, Predictive modeling, Interface design, Spoken language systems, Robust processing %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p205-oviatt/p205-oviatt.pdf %X This research examines spontaneous spoken disfluencies during human-computer interaction, presents a predictive model accounting for their occurrence, and outlines interface techniques for minimizing disfluent input. Data were collected during two empirical studies in which people spoke or wrote to a highly interactive simulated system. The studies were based on a within-subject factorial design in which input modality and presentation format were varied. Two separate factors were found to be associated with an increase in speech disfluency rates: length of utterance, and lack of structure in the presentation format. A linear model based on utterance length alone was able to predict 77% of all spoken disfluencies in this research. Therefore, design techniques capable of channeling users' speech into briefer sentences potentially could eliminate most spoken disfluencies. Furthermore, changing the structure of the presentation format successfully eliminated 70% of all disfluent spoken input. The long-term goal of this research is to provide empirical guidance for the design of robust spoken language technology, which eventually may be formulated as a set of user interface guidelines. %M C.CHI.94.1.211 %T An Object-Oriented Approach to Dialogue Management in Spoken Language Systems %S Designing Spoken Language Systems %A Randall Sparks %A Lori Meiskey %A Hans Brunner %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 211-217 %K Dialog management, Spoken language system, Object-oriented design, User interface %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p211-sparks/p211-sparks.pdf %X We describe an object-oriented approach to dialog management for the design of spoken language interfaces to information services. Sophisticated dialogue management is important when relatively complex information must be accessed using relatively simple interfaces, as in the case with speech over the telephone. In our approach, dialog states are abstract objects that encapsulate the information and behavior the system needs to interact successfully with the user at any given point in an extended dialog. An inheritance hierarchy determines the properties of particular dialog states, which are instantiated dynamically during the user-system dialog as they are needed. Dialog management rules are methods that respond to different types of user inputs in a manner appropriate for the current dialog state. This approach has been used to implement a prototype of a dialogue-based information service, called the Voice Navigation System, which gives users driving directions in the Denver metropolitan area. %M C.CHI.94.1.218 %T Automatic Generation of Interactively Consistent Search Dialogs %S Automatic Support in Design and Use %A Dan R. Olsen, Jr. %A Walter Holladay %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 218-224 %K User interface, Tool-kits, Searching, Automatic transformation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p218-olsen/p218-olsen.pdf %X The problem of creating search dialogs which are consistent with normal user interface dialogs is posed. The ART user interface tool kit is presented. The features of top-down filtering of interactive events and the modeling of interactor semantics as editing variables are discussed. Two special interactor filters are described which when wrapped around an editing dialog will transform that dialog into one which edits search patterns for the same class of objects. %M C.CHI.94.1.225 %T Automatic Generation of Help from Interface Design Models %S Automatic Support in Design and Use %A Roberto Moriyon %A Pedro Szekely %A Robert Neches %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 225-231 %K Automatic help generation, Model-based interface design, Hypertext-based help, Help customization, Help generation rules %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p225-moriyon/p225-moriyon.pdf %X Model-based interface design can save substantial effort in building help systems for interactive applications by generating help automatically from the model used to implement the interface, and by providing a framework for developers to easily refine the automatically-generated help texts. This paper describes a system that generates hypertext-based help about data presented in application displays, commands to manipulate data, and interaction techniques to invoke commands. The refinement component provides several levels of customization, including programming-by-example techniques to let developers edit directly help windows that the system produces, and the possibility to refine help generation rules. %M C.CHI.94.1.232 %T Automating Interface Evaluation %S Automatic Support in Design and Use %A Michael D. Byrne %A Scott D. Wood %A Piyawadee "Noi" Sukaviriya %A James D. Foley %A David Kieras %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 232-237 %K GOMS, Usability, User interface design environment, Interface evaluation, Formal models of the user, UIMS %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p232-byrne/p232-byrne.pdf %X One method for user interface analysis that has proven successful is formal analysis, such as GOMS-based analysis. Such methods are often criticized for being difficult to learn, or at the very least an additional burden for the system designer. However, if the process of constructing and using formal models could be automated as part of the interface design environment, such models could be of even greater value. This paper describes an early version of such a system, called USAGE (the UIDE System for semi-Automated GOMS Evaluation). Given the application model necessary to drive the UIDE system, USAGE generates an NGOMSL model of the interface which can be "run" on a typical set of user tasks and provide execution and learning time estimates. %M C.CHI.94.1.238 %T The Cost-of-Knowledge Characteristic Function: Display Evaluation for Direct-Walk Dynamic Information Visualizations %S Evaluation Methods %A Stuart K. Card %A Peter Pirolli %A Jock D. Mackinlay %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 238-244 %K Information visualization, Dynamic displays, Methodology, Evaluation, 3D user interfaces, Information Visualizer %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p238-card/p238-card.pdf %X In this paper we present a method, the Cost-of-Knowledge Characteristic Function, for characterizing information access from dynamic displays. The paper works out this method for a simple, but important, class of dynamic displays called direct-walk interactive information visualizations, in which information is accessed through a sequence of mouse selections and key selections. The method is used to characterize a simple calendar task for an application of the Information Visualizer, to compute the changes in characterization as the result of possible program variants, and to conduct empirical comparison between different systems with the same function. %M C.CHI.94.1.245 %T Comparative Usability Evaluation: Critical Incidents and Critical Threads %S Evaluation Methods %A Jurgen Koenemann-Belliveau %A John M. Carroll %A Mary Beth Rosson %A Mark K. Singley %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 245-251 %K User interfaces, Evaluation methodology, Formative evaluation, Usability evaluation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p245-koenemann-belliveau/p245-koenemann-belliveau.pdf %X Empirical usability evaluations (particularly formative evaluations [13]) hinge on observing and interpreting critical incidents [8] of use. We proposed [3,5] augmenting critical incident methods by analysis of what we called critical threads: sets of causally related user episodes that, taken together, define major usability themes. This paper extends this work to the comparative usability analysis of a related artifact. We discuss how our earlier claims analysis was used to orient and simplify our current evaluation efforts. %M C.CHI.94.1.252 %T Usability Testing in the Field: Bringing the Laboratory to the User %S Evaluation Methods %A David E. Rowley %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 252-257 %K Usability testing, Formative evaluation, Field testing, Cooperative evaluation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p252-rowley/p252-rowley.pdf %X Usability testing is not always best accomplished within the confines of a specially equipped usability laboratory. Logistics and resource constraints sometimes necessitate taking the testing out on the road. Field testing provides an opportunity to sample from a distributed customer base -- a requirement of significant relevance when competing in a global market. What's more, usability testing in the field can offer benefits in both marketing and public relations that in-house testing may miss. This paper describes some of the issues surrounding a field testing program, and gives suggestions about how such an undertaking can be accomplished under strict financial, resource and schedule limitations. A case study is presented to help illustrate the planning and evaluation process, and to provide insights into the types of problems such an endeavor is likely to encounter, as well as some valuable lessons learned along the way. %M C.CHI.94.1.258 %T User Learning and Performance with Marking Menus %S Pen Input %A Gordon Kurtenbach %A William Buxton %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 258-264 %K Marking menus, Pie menus, Gestures, Pen based input, Accelerators, Input devices, Multimedia %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p258-kurtenbach/p258-kurtenbach.pdf %X A marking menu is designed to allow 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 the desired menu item without popping-up the menu. Previous evaluations in laboratory settings have shown the potential for marking menus. This paper reports on a case study of user behavior with marking menus in a real work situation. The study demonstrates the following: First, marking menus are used as designed. When users become expert with the menus, marks are used extensively. However, the transition to using marks is not one way. Expert users still switch back to menus to refresh their memory of menu layout. Second, marking is an extremely efficient interaction technique. Using a mark on average was 3.5 times faster than using the menu. Finally, design principles can be followed that make menu item/mark associations easier to learn, and interaction efficient. %M C.CHI.94.1.265 %T T-Cube: A Fast, Self-Disclosing Pen-Based Alphabet %S Pen Input %A Dan Venolia %A Forrest Neiberg %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 265-270 %K Stylus, Text entry, Pen-based computing, Audio feedback %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p265-venolia/p265-venolia.pdf %X An interface for entering text to a pen-based computer is described. The technique proposes a new alphabet, where each letter is a flick gesture. These flick gestures are self-disclosing using pie menus. An experiment determined the speeds of executing the flick gestures and the transition speeds between gestures. An assignment of characters to gestures is developed and evaluated. Audio feedback is used to convey whether a gesture was well- or badly-formed. A longitudinal study showed clear progress on a learning curve. The method is compared to soft keyboards, handwriting recognition systems, and unistrokes. %M C.CHI.94.1.271 %T Filochat: Handwritten Notes Provide Access to Recorded Conversations %S Pen Input %A Steve Whittaker %A Patrick Hyland %A Myrtle Wiley %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 271-277 %K Audio, "Speech-as-data", Retrieval, Handwriting, Notes, Indexing %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p271-whittaker/p271-whittaker.pdf %X We present a novel application which integrates handwriting and recorded audio in a semi-portable device: It allows users to straightforwardly access particular points in recorded spontaneous speech via handwritten notes using temporal indexing. Initial interviews with 23 users and 28 non-users of office audio showed a requirement for supplementing handwritten meeting notes with a verbatim speech record of the conversation, as well as problems in accessing particular points in long audio recordings. On the basis of this, we built a prototype system that combined co-indexed handwritten notes and recorded audio in a digital notebook. The prototype was tested on 67 users in field and laboratory trials. Laboratory studies showed objective benefits of combined notes and audio over notes alone. The utility of the access method was shown by improved performance over current audio technology such as dictaphones. We also found perceived benefits of higher quality meeting minutes in field trials. An unforeseen benefit was the use of this device as an audio editing tool. We discuss further technical extensions and user issues in relation to the prototype. %M C.CHI.94.1.278 %T A Preliminary Analysis of the Products of HCI Research, Using Pro Forma Abstracts %S HCI Research? %A William Newman %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 278-284 %K Human-computer interaction, Research methods, Research products, System design, Abstracts, Radical solutions %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p278-newman/p278-newman.pdf %X A classification scheme for the products of engineering research is described, involving three principal categories of product: improved modelling techniques, solutions and tools. These categories can be linked to the contributions they make to engineering design. A set of pro forma abstracts are proposed as a reliable means of identifying the three categories. A preliminary sample of published engineering papers indicates that normally at least 90 percent of the papers fall into these three categories. For recent CHI and InterCHI conferences, however, only about 30 percent of papers can be thus categorized. The remainder appear mostly to describe radical solutions (solutions not derived from incremental improvements to solutions to the same problem), and experience and/or heuristics gained mostly from studies of radical solutions. Some comments are made about the reasons for these departures from normal engineering research practice. %M C.CHI.94.1.285 %T Supporting Knowledge-Base Evolution with Incremental Formalization %S Design Evaluation %A Frank M. Shipman, III %A Raymond McCall %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 285-291 %K Formalization, Structure, Hypermedia, Knowledge-based systems, Knowledge representation, Knowledge acquisition %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p285-shipman/p285-shipman.pdf %X Computers require formally represented information to support users but users often cannot provide it. This paper looks at an approach called "incremental formalization", when users express information informally and the system supports them in formalizing it. Incremental formalization requires a system architecture that can integrate formal and informal representations and enable and support moving information upward in formality. The system should include tools to capture naturally available informal information and knowledge-based techniques to suggest possible formalizations of this informal information. The Hyper-Object Substrate (HOS), a system with these characteristics, has been applied to a variety of domains, including network design, archeological site analysis and neuroscience education. Users were successful in adding information informally and in incrementally formalizing that information. In particular, informal text was added, which later had attributes added and partook in inheritance relationships. %M C.CHI.94.1.292 %T Seeding, Evolutionary Growth and Reseeding: Supporting the Incremental Development of Design Environments %S Design Evaluation %A Gerhard Fischer %A Ray McCall %A Jonathan Ostwald %A Brent Reeves %A Frank Shipman %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 292-298 %K Design, Design environments, Domain-orientation, Evolution of information spaces, Seeds, Reseeding, Annotation, Incremental formalization, Tacit knowledge, Situated cognition, End-user modifiability, Collaborative design %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p292-fischer/p292-fischer.pdf %X We describe an approach to acquiring information during the creation and use of domain-oriented environments. Our model consists of three phases: seeding, evolutionary growth, and reseeding. A seed for a domain-oriented design environment is created through a participatory design process between environment developers and domain designers by incorporating domain-specific knowledge into a domain-independent architecture for design environments. Evolutionary growth takes place as domain designers use the seeded environment to undertake specific projects. Reseeding is a process that reinvolves the environment developers to help domain designers better organize, formalize, and generalize knowledge added during the use phases. %M C.CHI.94.1.299 %T Talking Through Design: Requirements and Resistance in Cooperative Prototyping %S Design Evaluation %A John Bowers %A James Pycock %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 299-305 %K Requirements, Participatory design, Interaction analysis %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p299-bowers/p299-bowers.pdf %X Some analyses are presented of talk between designers and a potential user in a participatory design session where a prototype application was worked with to determine future requirements. We explore the ways in which design suggestions are formulated and argued for, and how requirements emerge as a negotiated product of interaction. On this basis, we re-examine user participation in design and the relationship between prototyping and user requirements. We conclude by offering a notion (gradients of resistance in design space) to help understanding the interplay of the social and the technical in design. %M C.CHI.94.1.306 %T The Movable Filter as a User Interface Tool %S Information Visualization %A Maureen C. Stone %A Ken Fishkin %A Eric A. Bier %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 306-312 %K Computer graphics, Methodology and techniques, Interaction techniques, Information interfaces and presentation, User interfaces, Interaction styles, Computer graphics, Picture/image generation, Viewing algorithms, Computer graphics, Graphics utilities, Graphics editors, Viewing filter, Lens, Transparent, Visualization, Editing, Macro, Graphics %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p306-stone/p306-stone.pdf %X Magic Lens filters are a new user interface tool that combine an arbitrarily-shaped region with an operator that changes the view of objects viewed through that region. These tools can be interactively positioned over on-screen applications much as a magnifying glass is moved over a newspaper. They can be used to help the user understand various types of information, from text documents to scientific visualizations. Because these filters are movable and apply to only part of the screen, they have a number of advantages over traditional window-wide viewing modes: they employ an attractive metaphor based on physical lenses, show a modified view in the context of the original view, limit clutter to a small region, allow easy construction of visual macros and provide a uniform paradigm that can be extended across different types of information and applications. This paper describes these advantages in more detail and illustrates them with examples of magic lens filters in use over a variety of applications. %M C.CHI.94.1.313 %T Visual Information Seeking: Tight Coupling of Dynamic Query Filters with Starfield Displays %S Information Visualization %A Christopher Ahlberg %A Ben Shneiderman %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 313-317 %K Database query, Dynamic queries, Information seeking, Tight coupling, Starfield displays %* (c) Copyright 1994 Association for Computing Machinery %O Color plates on pages 479-480 %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p313-ahlberg/p313-ahlberg.pdf %X This paper offers new principles for visual information seeking (VIS). A key concept is to support browsing, which is distinguished from familiar query composition and information retrieval because of its emphasis on rapid filtering to reduce result sets, progressive refinement of search parameters, continuous reformulation of goals, and visual scanning to identify results. VIS principles developed include: dynamic query filters (query parameters rapidly adjusted with sliders, buttons, maps, etc.), starfield displays (two-dimensional scatterplots to structure result sets and zooming to reduce clutter), and tight coupling (interrelating query components to preserve display invariants and support progressive refinement combined with an emphasis on using search output to foster search input). A FilmFinder prototype using a movie database demonstrates these principles in a VIS environment. %M C.CHI.94.1.318 %T The Table Lens: Merging Graphical and Symbolic Representations in an Interactive Focus+Context Visualization for Tabular Information %S Information Visualization %A Ramana Rao %A Stuart K. Card %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 318-322 %K Information visualization, Exploratory data analysis, Graphical representations, Focus+context technique, Fisheye technique, Tables, Spreadsheets, Relational tables %* (c) Copyright 1994 Association for Computing Machinery %O Color plates on pages 481-482 %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p318-rao/p318-rao.pdf %X We present a new visualization, called the Table Lens, for visualizing and making sense of large tables. The visualization uses a focus+context (fisheye) technique that works effectively on tabular information because it allows display of crucial label information and multiple distal focus areas. In addition, a graphical mapping scheme for depicting table contents has been developed for the most widespread kind of tables, the case-by-variables table. The Table Lens fuses symbolic and graphical representations into a single coherent view that can be fluidly adjusted by the user. This fusion and interactivity enables an extremely rich and natural style of direct manipulation exploratory data analysis. %M C.CHI.94.1.323 %T Evaluating the Influence of Interface Styles and Multiple Access Paths in Hypertext %S Access to Organized Data Structures %A Pawan R. Vora %A Martin G. Helander %A Valerie L. Shalin %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 323-329 %K Hypertext, Usability, Design guidelines, Graphical vs. textual interfaces, Single vs. multiple organizations %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p323-vora/p323-vora.pdf %X No specific guidelines exist to assist in designing usable hypertext systems. In this paper, we discuss three experiments to study usability issues in hypertext design. In the first experiment, we investigated usability of four types of hypertext interfaces: graphical with labeled links (GL), graphical with unlabeled links (GU), textual with embedded links (TE), and textual with a separate list of related items/links (TS). The results favored GL interface for novice users. However, most subjects suggested incorporating multiple access pathways to facilitate search. To determine how hypertext designers could establish, a priori, these multiple structures, we extracted organization schemes from domain experts in the second experiment. Distinctly different organization structures emerged from experts with different professional backgrounds. Therefore, we modified the hypertext to incorporate multiple organization structures. In experiment 3, we compared subjects' performance using multiple and single organization structures. Multiple structures, contrary to previous evidence, enhanced search performance. The benefits of multiple structures, however, diminished over time. These experiments provide empirical evidence in favor of GL interfaces and incorporation of multiple organization structures to improve hypertext usability. %M C.CHI.94.1.330 %T Multitrees: Enriching and Reusing Hierarchical Structure %S Access to Organized Data Structures %A George W. Furnas %A Jeff Zacks %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 330-336 %K Information graphs, Representation, Hierarchies, Reuse, Directed graphs, Hypertext structures, Graphical browsers %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p330-furnas/p330-furnas.pdf %X This paper introduces multitrees, a new type of structure for representing information. Multitrees are a class of directed acyclic graphs (DAGs) with the unusual property that they have large easily identifiable substructures that are trees. These subtrees have a natural semantic interpretation providing alternate hierarchical contexts for information, as well as providing a natural model for hierarchical reuse. The numerous trees found within multitrees also afford familiar, tree-based graphical interactions. %M C.CHI.94.1.337 %T A Keystroke Level Analysis of a Graphics Application: Manual Map Digitizing %S GOMS Analysis %A Peter Haunold %A Werner Kuhn %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 337-343 %K Keystroke-level model, Graphics, Map digitizing, Geographic information systems, Interface design optimization %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p337-haunold/p337-haunold.pdf %X Transforming analog graphic data, such as maps, into digital format by manual digitizing is slow and expensive, but is nevertheless widely performed. Studies of digitizing methods to find opportunities for optimization are therefore warranted. The work reported here investigates the possibility of applying the Keystroke-Level Model to the modeling and optimization of manual map digitizing tasks. We tested the suitability of the model for manual digitizing at a national mapping agency and determined unit tasks with their performance times. The paper describes the design of an experiment to measure performance times under production conditions. Two new keystroke level operators are defined for manual digitizing. The use and suitability of the model are demonstrated by analyzing the differences between predicted and measured performance times for unit tasks. The results confirm the applicability and the economic importance of keystroke-level analyses of real world tasks. %M C.CHI.94.1.344 %T A GOMS Analysis of the Advanced Automated Cockpit %S GOMS Analysis %A Sharon Irving %A Peter Polson %A J. E. Irving %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 344-350 %K Formal models, GOMS, "Glass-cockpit", Air crew training %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p344-irving/p344-irving.pdf %X Using models developed to analyze office automation (e.g. [3]), we identified skills needed to perform tasks using the flight management computer on advanced commercial aircraft. Our GOMS analysis showed that all tasks carried out on the device can be described in terms of three methods. Novices who received instruction in a part-task computer based training guided by the GOMS analysis were tested in a flight simulator. Their performance was compared with pilots who received an integrated type of training representing three to ten times the amount of time on task and with pilots who had been using this equipment on the line for at least one year ("experts"). Inconsistencies revealed by the analysis were reflected in the performance of novices (experimentally and professionally trained) as well as the experts. %M C.CHI.94.1.351 %T A Validation of the GOMS Model Methodology in the Development of a Specialized, Commercial Software Application %S GOMS Analysis %A Richard Gong %A David Kieras %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 351-357 %K GOMS, Analytical methods, Interface design, Usability, User testing, Performance prediction %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p351-gong/p351-gong.pdf %X A formal GOMS model approach was applied to the design and evaluation of the user interface for a specialized, commercial software application. This approach was able to identify significant usability problems embedded in the procedures by which users interact with the interface. A redesign of the interface based on the GOMS approach resulted in a 46% reduction in learning time and a 39% reduction in execution time during a formal evaluation, differences predicted by the GOMS analysis. Corrections to the GOMS time estimation techniques were necessary to obtain accurate (within 9%) predictions of absolute learning and execution times. %M C.CHI.94.1.358 %T A Taxonomy of See-Through Tools %S Visual Interaction Techniques %A Eric A. Bier %A Maureen C. Stone %A Ken Fishkin %A William Buxton %A Thomas Baudel %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 358-364 %K Computer graphics, Methodology and techniques, Interaction techniques, Information interfaces and presentation, User interfaces, Interaction styles, Computer graphics, Picture/image generation, Viewing algorithms, Computer graphics, Graphics utilities, Graphics editors, User interface, Control panel, Transparent, Multi-hand, Viewing filter, Button, Lens, Menu, Macro %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p358-bier/p358-bier.pdf %X In current interfaces, users select objects, apply operations, and change viewing parameters in distinct steps that require switching attention among several screen areas. Our See-Through Interface software reduces steps by locating tools on a transparent sheet that can be moved over applications with one hand using a blackball, while the other hand controls a mouse cursor. The user clicks through a tool onto application objects, simultaneously selecting an operation and an operand. Tools may include graphical filters that display a customized view of application objects. Compared to traditional interactors, these tools save steps, require no permanent screen space, reduce temporal modes, apply to multiple applications, and facilitate customization. This paper presents a taxonomy of see-through tools that considers variations in each of the steps they perform. As examples, we describe particular see-through tools that perform graphical editing and text editing operations. %M C.CHI.94.1.365 %T The Alphaslider: A Compact and Rapid Selector %S Visual Interaction Techniques %A Christopher Ahlberg %A Ben Shneiderman %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 365-371 %K Alphaslider, Widget, Selection technology, Menus, Dynamic queries %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p365-ahlberg/p365-ahlberg.pdf %X Research has suggested that rapid, serial, visual presentation of text (RSVP) may be an effective way to scan and search through lists of text strings in search of words, names, etc. The Alphaslider widget employs RSVP as a method for rapidly scanning and searching lists or menus in a graphical user interface environment. The Alphaslider only uses an area less than 7 cm x 2.5 cm. The tiny size of the Alphaslider allows it to be placed on a credit card, on a control panel for a VCR, or as a widget in a direct manipulation based database interface. An experiment was conducted with four Alphaslider designs which showed that novice Alphaslider users could locate one item in a list of 10,000 film titles in 24 seconds on average, an expert user in about 13 seconds. %M C.CHI.94.1.372 %T Specification of Interface Interaction Objects %S Designing Interaction Objects %A David A. Carr %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 372-378 %K User interface specification, User interface design %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p372-carr/p372-carr.pdf %X User Interface Management Systems have significantly reduced the effort required to build a user interface. However, current systems assume a set of standard "widgets" and make no provisions for defining new ones. This forces user interface designers to either do without or laboriously build new widgets with code. The Interface Object Graph is presented as a method for specifying and communicating the design of interaction objects or widgets. Two sample specifications are presented, one for a secure switch and the other for a two dimensional graphical browser. %M C.CHI.94.1.379 %T Recursive Interfaces for Reactive Objects %S Designing Interaction Objects %A Michael Travers %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 379-385 %K Programming environments, Objects, Direct manipulation, Visual object-oriented programming, Agents, Rules %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p379-travers/p379-travers.pdf %X LiveWorld is a graphical environment designed to support research into programming with active objects. It offers novice users a world of manipulable objects, with graphical objects and elements of the programs that make them move integrated into a single interaction framework. LiveWorld is designed to support a style of programming based on rule-like agents that allow objects to be responsive to their environment. In order to make this style of programming accessible to novices, computational objects such as behavioral rules need to be just as concrete and accessible as the graphic objects. LiveWorld fills this need by using a novel object system, Framer, in which the usual structures of an object-oriented system (classes, objects, and slots) are replaced with a single one, the frame, that has a simple and intuitive graphic representation. This unification enables the construction of an interface that achieves elegance, simplicity and power. Allowing graphic objects and internal computational objects to be manipulated through an integrated interface can provide a conceptual scaffolding for novices to enter into programming. %M C.CHI.94.1.386 %T The Value of a Baseline in Determining Design Success %S HCI in the Real World %A Brenda Burkhart %A Darold Hemphill %A Scott Jones %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 386-391 %K Comparative testing, Baseline, CUI, Design principles, GUI, Usability testing, Usability goals %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p386-burkhart/p386-burkhart.pdf %X This paper examines the value of a baseline for usability testing in a software development organization and the specific issues that arose during the implementations of the usability test. Specifically, this testing involved the transitioning of a character-based user interface to a graphical user interface. In order to assess the efficacy of the new design and to determine if performance improvements were achieved with the new interface, a baseline was established to enable a comparative usability assessment. This usability test focused on comparing performance on similar tasks for both interfaces. Results indicated that the new interface was faster than the old interface for similar tasks. Usability goals were established at an arbitrary 50% improvement in task time over the old system. An average of 56% improvement was achieved. Advantages of the comparative design, namely better identification of tasks to target for improvement and establishment of an archive of data, are discussed. In addition, recommendations for reducing the effort involved in staging a comparative usability test are discussed. %M C.CHI.94.1.392 %T User Preferences for Task-Specific vs. Generic Application Software %S HCI in the Real World %A Bonnie A. Nardi %A Jeff A. Johnson %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 392-398 %K Task-specificity, Task analysis, Slidemaking, End user computing, Interoperability, Collaborative work %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p392-nardi/p392-nardi.pdf %X We conducted an ethnographic study to investigate the use of generic vs. task-specific application software by people who create and maintain presentation slides. Sixteen people were interviewed to determine how they prepare slides; what software they use; and how well the software supports various aspects of the task. The informants varied in how central slide preparation was to their jobs. The study was motivated by our beliefs that: 1) some software programs are task-generic, intended for use in a wide variety of tasks, while others are task-specific, intended to support very specific tasks; 2) task-specific software is preferable, but is often not used because of cost, learning effort, or lack of availability; and 3) people who infrequently perform a task tend to use generic tools, while people who frequently perform a task tend to use task-specific tools. Our findings suggest that the truth is more complex: 1) task-specificity/genericness is not a simple continuum; 2) a task cannot be looked at in isolation without reference to a higher level goal; and 3) an alternative to task-specific programs is a modular collection of independent interoperable services supporting small subtasks. %M C.CHI.94.1.399 %T Surrogate Users: Mediating Between Social and Technical Interaction %S HCI in the Real World %A Deborah Lawrence %A Michael E. Atwood %A Shelly Dews %A Technology %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 399-404 %K Dialogue analysis, System evaluation, Surrogate users, Database retrieval %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p399-lawrence/p399-lawrence.pdf %X Although human machine interaction is typically studied in the context of one person interacting with a computer, people often interact with computers in support of their communication with other people. Telephone operators are an excellent example of such "surrogate users"; they use workstations to carry out a goal for a customer, such as finding a telephone number. As the customer's intermediary, the operator must construct an accurate and well-specified search, though the information offered may be incomplete or inaccurate. We have examined both the social interaction and the human-computer interaction in such situations using several different types of analysis, first in CPM-GOMS models [1,2] and more recently in dialogue analysis and analysis of dialogue timelines. Our work has alerted us to the special human performance requirements of surrogate user tasks. %M C.CHI.94.1.405 %T Children's Use of Mouse-Based Interfaces to Control Virtual Travel %S Evaluating Pointing Devices %A Erik Strommen %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 405-410 %K Children, Interface, Virtual travel %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p405-strommen/p405-strommen.pdf %X Children's performances using three different mouse interfaces to control point-of-view (POV) navigation in a prototype of a CD-ROM based "virtual forest" were assessed. Results indicate that while children readily understood POV movement and were able to use all three interfaces successfully, each interface was less than optimal for different reasons. An assessment of the strengths and weaknesses of each interface in light of the intended usage scenario was conducted, and the least problematic of the three was selected for the system. %M C.CHI.94.1.411 %T The Effect of Reducing Homing Time on the Speed of a Finger-Controlled Isometric Pointing Device %S Evaluating Pointing Devices %A Sarah A. Douglas %A Anant Kartik Mithal %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 411-416 %K Fitts' law, Pointing devices, Homing time, Keystroke level model, Index of difficulty, Index of performance, Mouse, Joystick %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p411-douglas/p411-douglas.pdf %X This paper describes a study of a new pointing device. Subjects' performance with two pointing devices was compared in two tasks. One task required pointing, the other both pointing and typing. One group used the standard keyboard and mouse combination. The other used a keyboard with a joystick under the 'J' key. The mouse was faster for both tasks despite the reduction in homing time shown by the joystick and keyboard combination. The experiment shows that the mouse is the faster pointing device, and that a finger controlled device complies with Fitts' law. In addition, we show that efforts to design faster pointing devices should focus on increasing the Fitts' Law Index of Performance rather than reducing the homing time. %M C.CHI.94.1.417 %T Two-Handed Input in a Compound Task %S Evaluating Pointing Devices %A Paul Kabbash %A William Buxton %A Abigail Sellen %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 417-423 %K Two-handed input, GUIs, Toolglass, Palette menus, Compound tasks %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p417-kabbash/p417-kabbash.pdf %X Four techniques for performing a compound drawing/color selection task were studied: a unimanual technique, a bimanual technique where different hands controlled independent subtasks, and two other bimanual techniques in which the action of the right hand depended on that of the left. We call this latter class of two-handed technique "asymmetric dependent," and predict that because tasks of this sort most closely conform to bimanual tasks in the everyday world, they would give rise to the best performance. Results showed that one of the asymmetric bimanual techniques, called the Toolglass technique, did indeed give rise to the best overall performance. Reasons for the superiority of the technique are discussed in terms of their implications for design. These are contrasted with other kinds of two-handed techniques, and it is shown how, if designed inappropriately, two hands can be worse than one. %M C.CHI.94.1.424 %T In Search of Design Principles for Programming Environments %S Analysis of Programming Environments %A Stephanie Houde %A Royston Sellman %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 424-430 %K Programming environments, Authoring tools, User-centered design %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p424-houde/p424-houde.pdf %X Software development environments are becoming progressively more advanced in their support for construction of large software applications. However, it is still tedious and time consuming for programmers to build even simple applications. This paper describes an exploratory study which identifies some common problems experienced by programmers working with a range of currently available tools. Eight professional programmers were observed while each built the same simple application using a different software development environment. Problems encountered during the authoring process were noted. Four categories of common problems emerged. Design principles implied by these categories are suggested. %M C.CHI.94.1.431 %T Programmable Design Environments: Integrating End-User Programming with Domain-Oriented Assistance %S Analysis of Programming Environments %A Michael Eisenberg %A Gerhard Fischer %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 431-437 %K Programmable design environments, End-user programming, Programmable applications, Domain-oriented design environments, Critics %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p431-eisenberg/p431-eisenberg.pdf %X Programmable design environments (PDEs) are computational environments that integrate the conceptual frameworks and components of (a) design environments and (b) programmable applications. The integration of these two approaches provides elements (such as software "critics" and "query-able objects") that assist users in learning both the application and its domain; in addition, an interactive "application-enriched" end-user programming environment stresses the values of expressiveness and modifiability. By way of illustration, we present a newly-developed programmable design environment, SchemeChart, for the domain of charting and information displays. %M C.CHI.94.1.438 %T "Why is a Raven Like a Writing Desk?" Lessons in Interface Consistency and Analogical Reasoning from Two Cognitive Architectures %S Cognitive Models %A John Rieman %A Clayton Lewis %A Richard M. Young %A Peter G. Polson %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 438-444 %K User models, Consistency, Exploratory learning, Analogy, Metaphor %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p438-rieman/p438-rieman.pdf %X Users who have worked with just a few pieces of application software on a computer system are often faced with the need to use a new program on the same system. Consistency between program interfaces is intended to make the new program easier to learn in this situation, but how "consistency" should be defined is not always clear. We present a model of analogical reasoning that describes how users rely on interface consistency to induce correct actions in a new situation. Versions of the model are implemented in ACT-R and Soar. The model yields a clearer and more principled understanding of design guidelines that recommend interface consistency. %M C.CHI.94.1.445 %T A Model of the Acquisition of Menu Knowledge by Exploration %S Cognitive Models %A Andrew Howes %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 445-451 %K Exploratory learning, Cognitive models, Working memory, Practice, Menus, Display-based knowledge %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p445-howes/p445-howes.pdf %X This paper reports a mechanism that learns how to use a menu structure by exploration. The model, called Ayn, starts without any knowledge of the menus but when given a goal, explores and tries out options until the goal has been achieved. During this process it constructs a long-term, recognition-oriented, memory of its behavior so that on future occasions it will be able to achieve the same goal without exploration. The mechanism captures three aspects of human behaviour: it learns whilst interacting with the device, it speeds up with practice, and it acquires display-based knowledge. %M C.CHI.94.1.452 %T Passive Real-World Interface Props for Neurosurgical Visualization %S Interacting in 3-D %A Ken Hinckley %A Randy Pausch %A John C. Goble %A Neal F. Kassell %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 452-458 %K Three-dimensional interaction, Gesture input, Two-handed interaction, Haptic input, Neurosurgery, Visualization %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p452-hinckley/p452-hinckley.pdf %X We claim that physical manipulation of familiar real-world objects in the user's real environment is an important technique for the design of three-dimensional user interfaces. These real-world passive interface props are manipulated by the user to specify spatial relationships between interface objects. By unobtrusively embedding free-space position and orientation trackers within the props, we enable the computer to passively observe a natural user dialog in the real world, rather than forcing the user to engage in a contrived dialog in the computer-generated world. We present neurosurgical planning as a driving application and demonstrate the utility of a head viewing prop, a cutting-plane selection prop, and a trajectory selection prop in this domain. Using passive props in this interface exploits the surgeon's existing skills, provides direct action-task correspondence, eliminates explicit modes for separate tools, facilitates natural two-handed interaction, and provides tactile and kinesthetic feedback for the user. Our informal evaluation sessions have shown that with a cursory introduction, neurosurgeons who have never seen the interface can understand and use it without training. %M C.CHI.94.1.459 %T The "Silk Cursor": Investigating Transparency for 3D Target Acquisition %S Interacting in 3-D %A Shumin Zhai %A William Buxton %A Paul Milgram %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 459-464 %K 3D interface, Interaction technique, Target acquisition, Virtual reality, Fitts' law, Input, Depth perception %* (c) Copyright 1994 Association for Computing Machinery %O Color plates on page 483 %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p459-zhai/p459-zhai.pdf %X This study investigates dynamic 3D target acquisition. The focus is on the relative effect of specific perceptual cues. A novel technique is introduced and we report on an experiment that evaluates its effectiveness. There are two aspects to the new technique. First, in contrast to normal practice, the tracking symbol is a volume rather than a point. Second, the surface of this volume is semi-transparent, thereby affording occlusion cues during target acquisition. The experiment shows that the volume/occlusion cues were effective in both monocular and stereoscopic conditions. For some tasks where stereoscopic presentation is unavailable or infeasible, the new technique offers an effective alternative. %M C.CHI.94.1.465 %T Direct and Intuitive Input Device for 3-D Shape Deformation %S Interacting in 3-D %A Tamotsu Murakami %A Naomasa Nakajima %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 1 %P 465-470 %K Human interface, Computer graphics, Input device, Computer-aided design, Free-form deformation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/191666/p465-murakami/p465-murakami.pdf %X Standard input devices such as a mouse and a keyboard in present computer-aided design systems do not provide users with direct and intuitive facilities for highly 3-D shape manipulation. To solve the problem, this paper proposes a new interface system for 3-D shape manipulation by adopting a real elastic object as an input device. By deforming the device with bare hands with a tactile feedback, users can manipulate a 3-D shape modeled and displayed on a computer screen quite directly and intuitively. A prototype with a cubical input device made of electrically conductive polyurethane foam is also presented. %M C.CHI.94.2.1 %T Introduction to the Technical Program %S Introduction %A Thomas Landauer %A Wendy W. Mackay %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 1 %* (c) Copyright 1994 Association for Computing Machinery %M C.CHI.94.2.5 %T A Toolset for Systematic Observation and Evaluation of Computer-Human Interaction %S DEMONSTRATIONS: Evaluation %A James Hicinbothom %A Mark Watanabe %A William Weiland %A James Boardway %A Wayne Zachary %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 5-6 %K Evaluation, Observation, Tools, Dialogue analysis, Exploratory sequential data analysis (ESDA), Usability testing %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p5-hicinbothom/p5-hicinbothom.pdf %X The software engineering community is in need of tools that can provide useful, affordable usability testing and evaluation of design concepts throughout the software system life-cycle. Rapid interface prototyping tools help develop software products for potential users, but they are unable to perform the needed usability testing. The Intelligent Interface Construction (IICON) Evaluator solves this problem for advanced software systems that are built using OSF/Motif and the X Window System. It provides a systematic means of collecting objective observations of the computer-human interaction dialogue of interest, an extensive database capability supporting all phases of the evaluation process, and an extensible set of analysis tools. %M C.CHI.94.2.7 %T Timelines, A Tool for the Gathering, Coding and Analysis of Temporal HCI Usability Data %S DEMONSTRATIONS: Evaluation %A Russell N. Owen %A Ronald M. Baecker %A Beverly Harrison %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 7-8 %K User interface evaluation, Usability studies, Data visualization, Video analysis %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p7-owen/p7-owen.pdf %X The gathering and analysis of temporal data is an important and difficult step in evaluating interactive systems. Generation of large sets of data using keystroke capture or video tape is deceptively simple. The real difficulty lies in analyzing this data. Timelines addresses this problem of coding the video and searching such temporal data for patterns. %M C.CHI.94.2.9 %T Workscape: A Scriptable Document Management Environment %S DEMONSTRATIONS: Information Retrieval %A Peter Lucas %A Lauren Schneider %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 9-10 %K Document management, Three dimensional interface, Unifying data sources, Objectification, Scriptability %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p9-lucas/p9-lucas.pdf %X Workscape is a prototype office document management system designed to break the barriers between various types of electronic documents. It provides users with a common user interface for direct and scripted manipulation of information of heterogeneous forms and from diverse sources. Workscape is comprised of a client/server architecture, a three-dimensional direct manipulation interface, and an asynchronous scripting environment. The system provides a platform for the cost-effective development of highly customized applications in many task domains. %M C.CHI.94.2.11 %T InfoCrystal: A Visual Tool for Information Retrieval & Management %S DEMONSTRATIONS: Information Retrieval %A Anselm Spoerri %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 11-12 %K Information visualization, Visual query language, Information retrieval, Graphical user interface %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p11-spoerri/p11-spoerri.pdf %X This demonstration introduces the InfoCrystal that can be used both as a visualization tool and a visual query language to help users search for information. The InfoCrystal visualizes all the possible binary as well as continuous relationships among N concepts. Users can assign relevance weights to the concepts and set a threshold to select relationships of interest. The InfoCrystal allows users to specify Boolean as well as vector-space queries graphically. Arbitrarily complex queries can be created by using the InfoCrystals as building blocks and organizing them in a hierarchical structure. The InfoCrystal enables users to explore and filter information in a flexible, dynamic and interactive way. %M C.CHI.94.2.13 %T Studying Motion with KidVid, A Data Collection and Analysis Tool for Digitized Video %S DEMONSTRATIONS: Education/Training %A Andee Rubin %A Dewi Win %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 13-14 %K Video-based laboratories, Digitized video, Motion velocity, Change over time, Multimedia, Data collection, Data analysis, Middle school mathematics %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p13-rubin/p13-rubin.pdf %X With the support of a grant from the Applications of Advanced Technologies Program of the National Science Foundation, the VIEW project at TERC investigates how to use the power of video to help middle school students learn the mathematical concepts of change over time. Video is an appropriate medium for studying processes that take place over time since it renders transient events permanent, making them available for analysis and replication. By using video as a data collection device, students explore previously inaccessible aspects of the world, such as the motion of animals walking, plants growing, or wheels spinning. Video also provides a means for students to apply graphical, kinesthetic, and linguistic representations of mathematical relationships to obtain more solid understandings of motion. Toward this end, VIEW is designing software tools for students to extract measurements from digitized video. %M C.CHI.94.2.15 %T DIME: Distributed Intelligent Multimedia Education %S DEMONSTRATIONS: Education/Training %A Bob Radlinski %A Michael E. Atwood %A Michael Villano %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 15-16 %K Intelligent tutoring, Distance learning, CSCW, Training, Multimedia %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p15-radlinski/p15-radlinski.pdf %X The DIME (Distributed Intelligent Multimedia Education) system is a desktop learning environment that provides computer-based instruction, regardless of the students' or instructors' physical location. The DIME system currently has four components: an intelligent tutor; a CSCW facility; an on-line video library; and a two-way video link. Collectively, these components provide students with the ability to independently review and practice newly learned concepts and to collaborate with remote instructors or with other students. %M C.CHI.94.2.17 %T Media Fusion: An Application of Model-Based Communication %S DEMONSTRATIONS: Multimedia and Education %A R. D. Borovoy %A E. B. W. Cooper %A R. K. E. Bellamy %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 17-18 %K Collaboration, Learning, Multimedia %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p17-borovoy/p17-borovoy.pdf %X Model-Based Communication (MBC) is a technology that enhances electronic communication with "conversational props". This technology has been applied to the educational domain, the resulting application is called Media Fusion. Media Fusion seeks to support learning by linking video and text messaging to data analysis tools in order to encourage communication and reflection. %M C.CHI.94.2.19 %T The Development of an Interactive Multimedia Courseware Program Highlighting Visual Momentum %S DEMONSTRATIONS: Multimedia and Education %A Wayne C. Neale %A Pamela Kurstedt %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 19-20 %K Multimedia, Interface design, Courseware, Cognition, Learning, Visual momentum %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p19-neale/p19-neale.pdf %X In an application serving a freshman engineering course, visual momentum is used to demonstrate the conceptual integration of information that exists in tabular, mathematical, and graphical form. Visual momentum is a design technique that cognitively integrates information across displays. The increasingly complex and novel multimedia interfaces require new research and new techniques that will ensure usability. Furthermore, when an interface is used to instruct, additional effort and new techniques are required to create a learning situation. The concept of visual momentum is introduced to the interface of a multimedia courseware program named "World of Quality." %M C.CHI.94.2.21 %T The Upper Atmospheric Research Collaboratory %S DEMONSTRATIONS: CSCW %A S. E. McDaniel %A G. M. Olson %A T. E. Weymouth %A C. E. Rasmussen %A A. Prakash %A C. R. Clauer %A D. E. Atkins %A L. R. Penmetsa %A N. R. Manohar %A H. S. Shim %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 21 %K Collaboratory, Graphical user interface, Computer supported collaborative work (CSCW) %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p21-mcdaniel/p21-mcdaniel.pdf %X This is a demonstration of a computer-based science collaboratory which provides real-time remote access to instruments located in Greenland and their data to space physicists located in the US and Denmark. The demonstration will include a connection to the instruments as well as to scientists using the software. %M C.CHI.94.2.23 %T The Collaborative Desktop: An Environment for Computer Supported Cooperative Work %S DEMONSTRATIONS: CSCW %A Konrad Tollmar %A Hans Marmolin %A Yngve Sundblad %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 23-24 %K Computer supported cooperative work -- CSCW, Knowledge organisation, User-centred design, Distributed systems, Multimedia communication, Direct manipulation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p23-tollmar/p23-tollmar.pdf %X The Collaborative Desktop, CoDesk, consists of a set of generic tools for CSCW, Computer Supported Cooperative Work. The Collaborative Desktop is an attempt to make collaboration a natural part of the daily use of a computer. Our way to achieve this is to put the user in the center of the computing in a similar way that applications and documents are defined and visualized in Apples Finders metaphor of the daily-work desktop. TheKnowledgeNet is a vision of a system for collaboration in teams where the members have access to a common base of information, including knowledge about who-knows-what. The design of CoDesk is based on its function as an interface to TheKnowledgeNet. Basic principles in the CoDesk interface are object orientation, direct manipulation, a structured room metaphor, generic communication and co-editing tools. %M C.CHI.94.2.25 %T The Garnet User Interface Development Environment %S DEMONSTRATIONS: Demonstrational Interfaces %A Brad A. Myers %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 25-26 %K User interface management systems, User interface development environments, Toolkits, Interface builders, Demonstrational interfaces %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p25-myers/p25-myers.pdf %X The Garnet User Interface Development Environment contains a comprehensive set of tools that make it significantly easier to design and implement highly-interactive, graphical, direct manipulation user interfaces. The toolkit layer of Garnet provides a prototype-instance object system, automatic constraint maintenance, an efficient retained-object graphics output model, a novel input model, two complete widget sets, and complete debugging tools. Garnet also contains a set of interactive user interface editors that aim to make it possible to create the user interface without programming. Instead, the user draws examples of the desired graphics and demonstrates their behaviors. The demonstration will show the various parts of Garnet. %M C.CHI.94.2.27 %T SAGE Tools: A Knowledge-Based Environment for Designing and Perusing Data Visualizations %S DEMONSTRATIONS: Demonstrational Interfaces %A Steven F. Roth %A John Kolojejchick %A Joe Mattis %A Mei C. Chuah %A Jade Goldstein %A Octavio Juarez %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 27-28 %K Graphic design, Data visualization, Automatic presentation systems, Intelligent interfaces, Design environments, Interactive techniques %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p27-roth/p27-roth.pdf %X We present three novel tools for creating data graphics: (1) SageBrush, for assembling graphics from primitive objects like bars, lines and axes, (2) SageBook, for browsing previously created graphics relevant to current needs, and (3) SAGE, a knowledge-based presentation system that automatically designs graphics and also interprets a user's specifications conveyed with the other tools. The combination of these tools supports two complementary processes in a single environment: design as a constructive process of selecting and arranging graphical elements, and design as a process of browsing and customizing previous cases. SAGE enhances user-directed design by completing partial specifications, by retrieving previously created graphics based on their appearance and data content, by creating the novel displays that users specify, and by designing alternatives when users request them. Our approach was to propose interfaces employing styles of interaction that appear to support graphic design. Knowledge-based techniques were then applied to enable the interfaces and enhance their usability. This paper summarizes a more detailed presentation of work contained in [4]. %M C.CHI.94.2.29 %T Demonstrating Raison d'Etre: Multimedia Design History and Rationale %S DEMONSTRATIONS: Design %A John M. Carroll %A Sherman R. Alpert %A John Karat %A Mary S. Van Deusen %A Mary Beth Rosson %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 29-30 %K Documentation, Design history, Collaboration, Multimedia database, Hypermedia %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p29-carroll/p29-carroll.pdf %X Raison d'Etre is a hypermedia design history application. It provides access to a database of video clips containing stories and personal perspectives of design team members recorded at various times through the course of a project. The system is intended to provide a simple framework for recording and organizing the informal history and rationale that design teams create and share in the course of their collaboration. %M C.CHI.94.2.31 %T Repeat and Predict -- Two Keys to Efficient Text Editing %S DEMONSTRATIONS: Design %A Toshiyuki Masui %A Ken Nakayama %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 31-32 %K Text editing, Predictive interface, Programming by example, PBE, Programming by demonstration, PBD, Keyboard macro, Dynamic macro creation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p31-masui/p31-masui.pdf %X We demonstrate a simple and powerful predictive interface technique for text editing tasks. With our technique called the dynamic macro creation, when a user types a special "repeat" key after doing repetitive operations in a text editor, an editing sequence corresponding to one iteration is detected, defined as a macro, and executed at the same time. When we use another special "predict" key in addition to the repeat key, wider range of prediction schemes can be performed depending on the order of using these two keys. %M C.CHI.94.2.33 %T DesignSpace: A Manual Interaction Environment for Computer Aided Design %S DEMONSTRATIONS: Virtual Reality Multimedia %A William L. Chapin %A Timothy A. Lacey %A Larry Leifer %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 33-34 %K CAD, Virtual environment, Dexterous manipulation, Interactive simulation, Presence, Spatial acoustics, Manual and gestural communication, Teleconference, Collaboration %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p33-chapin/p33-chapin.pdf %X DesignSpace is a computer-aided-design (CAD) system that facilitates dexterous manipulation of mechanical design representations. The system consists of an interactive simulation programmed with a seamless extended model of the designer's physical environment and driven with continuous instrumentation of the designer's physical actions. The simulation displays consistent visual and aural images of the virtual environment without occluding the designer's sensation of the physical surroundings. Developed at Stanford University's Center for Design Research (CDR), DesignSpace serves as an experimental testbed for design theory and methodology research. DesignSpace includes significant contributions from recent CDR development projects: TalkingGlove, CutPlane, VirtualHand, TeleSign, and VirtualGrasp. The current DesignSpace prototype provides modeling facility for only crude conceptual design and assembly, but can network multiple systems to share a common virtual space and arbitrate the collaborative interaction. The DesignSpace prototype employs three head-tracked rear projection images, head-coupled binaural audio, hand instrumentation, and electromagnetic position tracking. %M C.CHI.94.2.35 %T Man-Machine Integration Design and Analysis System (MIDAS) %S DEMONSTRATIONS: Virtual Reality Multimedia %A Sherman W. Tyler %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 35-36 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p35-tyler/p35-tyler.pdf %X This demonstration illustrates a system to support the early stages in the design of complex human-machine systems. One of its major contributions derives from modeling both the hardware devices and human cognitive and physical behavior in software, obviating the need for expensive simulators or human-in-the-loop testing during early design. This demonstration highlights the dynamic simulation capability of MIDAS and points to the variety of areas where this system has been applied (cockpit design for rotor- and fixed-wing aircraft, nuclear power plant control, 911 emergency operations consoles). %M C.CHI.94.2.37 %T LiveWorld: A Construction Kit for Animate Systems %S DEMONSTRATIONS: CSCW %A Michael Travers %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 37-38 %K Programming environments, Objects, Direct manipulation, Visual object-oriented programming, Agents, Rules %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p37-travers/p37-travers.pdf %X LiveWorld is a graphical environment designed to support research into programming with active objects. It offers novice users a world of manipulable objects, with graphical objects and elements of the programs that make them move integrated into a single framework. LiveWorld is designed to support a style of programming based on rule-like agents that allow objects to be responsive to their environment. In order to make this style of programming accessible to novices, computational objects such as behavioral rules need to be just as concrete and accessible as the graphic objects. LiveWorld fills this need by using a novel object system, Framer, in which the usual structures of an object-oriented system (classes, objects, and slots) are replaced with a single one, the frame, that has a simple and intuitive graphic representation. This unification enables the construction of an interface that achieves elegance, simplicity and power. Allowing graphic objects and internal computational objects to be manipulated through an integrated interface can provide a conceptual scaffolding for novices to enter into programming. %M C.CHI.94.2.39 %T ReActor: A System for Real-Time, Reactive Animations %S DEMONSTRATIONS: CSCW %A J. Eugene Ball %A Daniel T. Ling %A David Pugh %A Tim Skelly %A Andrew Stankosky %A David Thiel %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 39-40 %K Interactive animation, 3D-graphics, Real-time scheduling, Synchronization %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p39-ball/p39-ball.pdf %X Real-time, reactive 3D animation is a basic technology needed to implement a diverse range of user interfaces, from simulation-based virtual realities, to interactive games, to visually expressive, personal assistants. However, there has been little support for the creation of animations which have real-time specifications, synchronized across multiple time-based modalities, and having complex behavior in response to user input. ReActor is a run-time environment which provides a hierarchical set of abstractions to support real-time, reactive animations. These abstractions support the animation of geometric and abstract properties and the specification of behavior in real and relative time. They also facilitate the construction of user interfaces with interactive animations exhibiting complex, procedure-driven behaviors. This demonstration will illustrate these abstractions and the power that they provide through a series of examples. %M C.CHI.94.2.41 %T List of Students Selected to Participate in the Doctoral Consortium %S DOCTORAL CONSORTIUM %A Marilyn Mantei %A Andrew Monk %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 41 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p41-mantei/p41-mantei.pdf %Y Exploring Electronically Mediated Communication Owen Daly-Jones The Design of Animated Signs for Graphical User Interfaces Claire Dormann A Framework for Information Sharing in Collaborative Applications Keith Edwards Exploration, Acquisition and Retention of Skill Marita Franzke Designing Computer-Based Instruction Nagi Kodali Hierarchical Events in Graphical User Interfaces David Kosbie Wayfinding and the Formation of Mental Models for LANs Richard Mander The Effects of Operator Cost on the Planfulness of Action Kenton O'Hara Gestural Human-Machine Interaction for People with Severe Speech and Motor Impairment David Roy DJASA: An Interactive Notation for the Development of Dynamic Applications Erica Sadun Observing Users in Human-Computer Interaction Daniel Salber The Group Story Writer Karl Steiner Exploratory Learning of Interactive Devices Carol Trudel Automatic Generation of Interfaces for Highly Interactive Business-Oriented Applications Jean Vanderdonckt Input Techniques for HCI in a 3D Environment Shumin Zhai %X The Doctoral Consortium is a closed session in which Ph.D. students have a chance to discuss their thesis work with each other and a panel of CHI experts. This year the panel consists of: * Bill Buxton * Joan Greenbaum * Marilyn Mantei * Andrew Monk * Dan Olsen, Jr. %M C.CHI.94.2.45 %T 3-D Interactive Percussion: The Virtual Drum Kit %S INTERACTIVE EXPERIENCE %A David Burgess %A Elizabeth Mynatt %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 45-46 %K Acoustic displays, Spatial sound, Auditory perception, Virtual displays %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p45-burgess/p45-burgess.pdf %X This interactive experience places the user in an auditory virtual environment which combines computed models of natural sound sources with spatial audio. The user wears headphones and a lightweight head-tracking receiver. A second receiver is held in the user's hand and used as a mallet for striking various virtual objects, or drums. When struck, each drum generates a particular percussive sound. Each sound is specialized to appear to come from the direction of the virtual drum that generates it. The drums are also responsive to the manner (velocity, angle, etc.) in which they are struck and may sound different when heard from different angles. %M C.CHI.94.2.47 %T DesignSpace: A Manual Interaction Environment for Computer Aided Design %S INTERACTIVE EXPERIENCE %A William L. Chapin %A Timothy A. Lacey %A Larry Leifer %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 47-48 %K CAD, Virtual environment, Dexterous manipulation, Interactive simulation, Presence, Spatial acoustics, Manual and gestural communication, Teleconference, Collaboration %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p47-chapin/p47-chapin.pdf %X DesignSpace is a computer-aided-design (CAD) system that facilitates dexterous manipulation of mechanical design representations. The system consists of an interactive simulation programmed with a seamless extended model of the designer's physical environment and driven with continuous instrumentation of the designer's physical actions. The simulation displays consistent visual and aural images of the virtual environment without occluding the designer's sensation of the physical surroundings. Developed at Stanford University's Center for Design Research (CDR), DesignSpace serves as an experimental testbed for design theory and methodology research. DesignSpace includes significant contributions from recent CDR development projects: TalkingGlove, CutPlane, VirtualHand, TeleSign, and VirtualGrasp. The current DesignSpace prototype provides modeling facility for only crude conceptual design and assembly, but can network multiple systems to share a common virtual space and arbitrate the collaborative interaction. The DesignSpace prototype employs three head-tracked rear projection images, head-coupled binaural audio, hand instrumentation, and electromagnetic position tracking. %M C.CHI.94.2.49 %T The Future of Programming Interactive Experience %S INTERACTIVE EXPERIENCE %A Chris DiGiano %A Clayton Lewis %A Chris Hurtt %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 49-50 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p49-digiano/p49-digiano.pdf %X The Future of Programming Interactive Experience is a multimedia exhibit about future directions in the field of computer programming. Visitors to the exhibit will be able to explore visions resulting from a recent Future of Programming Workshop. They will also be able to contribute their own commentary on these visions, which will become part of the exhibit for subsequent visitors. %M C.CHI.94.2.51 %T Half-QWERTY: Typing with One Hand Using Your Two-Handed Skills %S INTERACTIVE EXPERIENCE %A Edgar Matias %A I. Scott MacKenzie %A William Buxton %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 51-52 %K Input devices, Input tasks, Human performance, One-handed keyboard, QWERTY, Portable computers, Disabled users, Skill transfer %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p51-matias/p51-matias.pdf %W http://www.dgp.toronto.edu/people/ematias/papers/chi94/ %X 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 (with modified software), or a special half keyboard (with full-sized keys). Experiments have shown [2] that it is possible for QWERTY touch-typists to achieve high one-handed typing rates (40+ wpm) in a relatively short period of time (<10 hr) using the Half-QWERTY technique. These speeds are 2-3 times the rates achievable using compact keyboards, and exceed handwriting speeds. Half-QWERTY is important in providing access to disabled users, and for the design of compact computers. %M C.CHI.94.2.53 %T Making it Macintosh: Process, People and Product %S INTERACTIVE EXPERIENCE %A Lauralee Alben %A Jim Faris %A Harry J. Saddler %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 53-54 %K Design, Interface design, Graphic design, Multimedia, Guidelines, Design process, Visual design, Interdisciplinary collaboration %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p53-alben/p53-alben.pdf %X This exhibit is designed to provide a look into the process of interface design, specifically the design of an interactive CD-ROM title called Making It Macintosh: The Macintosh Human Interface Guidelines. The exhibit follows three congruent themes: the interactive, instructional product itself; the history of the design and development process; and interdisciplinary collaboration. %M C.CHI.94.2.55 %T Memory Map: An Interactive Installation that Maps Memory Space to Physical Space %S INTERACTIVE EXPERIENCE %A Stephen Wilson %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 55-56 %K 3-D sound, Visualization, Mapping of conceptual space %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p55-wilson/p55-wilson.pdf %X Memory Map is an interactive installation in which the memories, reflections, and anticipations of visitors become critical aesthetic elements. The physical space of a hall becomes a metaphor for the collective memory space of those who have visited the installation -- for example, with the voices of those older than the present viewer coming from in front and those younger coming from behind. The installation explores interface issues of 3-D sound and the mapping of conceptual abstractions to physical space. %M C.CHI.94.2.57 %T The Pantograph: A Large Workspace Haptic Device for Multi-Modal Human-Computer Interaction %S INTERACTIVE EXPERIENCE %A Christophe Ramstein %A Vincent Hayward %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 57-58 %K Multimodal human-computer interaction, Haptic device, Physical model %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p57-ramstein/p57-ramstein.pdf %X A multi-modal user interface taking advantage of kinesthesia, force display, sound, and graphics, to improve human-computer interaction is described. This design primarily addresses the needs of visually impaired persons working in an office situation, but is presently applied to numerous other instances of human-machine interaction; such as operator workstations in control rooms or cockpits. The main technological item introduced here is the haptic interface itself (nicknamed the "Pantograph") which measures position and velocity of a manipulated knob and displays forces in two dimensions over a wide frequency range. Programmed mechanical models are used to kinesthetically describe the features of the interface. These models are analogous to ironic representations in conventional graphic interfaces. Users, acting and perceiving through the haptic channel, simultaneously perceive simulated objects through the visual and auditory channels. Further developments are briefly reported. %M C.CHI.94.2.59 %T Portraits of People Living with AIDS: An Interactive Documentary %S INTERACTIVE EXPERIENCE %A Hazen Reed %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 59-60 %K Interactive documentary, Interactive ethnography, Social construction of knowledge, Self, User, Non-dogmatic, Non-domineering, Collaborative %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p59-reed/p59-reed.pdf %X "Portraits of People Living With AIDS" seeks to involve users in an active understanding of the AIDS condition. This interactive documentary introduces participants to four people living with AIDS (a male painter, a woman activist, a male inner-city AIDS councilor, and twenty-five year old college woman) via audio, video clips, and photographic essays digitally stored on a Macintosh computer. Each new user of "Portraits of People Living With AIDS" has the opportunity to contribute to the evolution of the documentary by leaving their own digitally recorded message (via a video camera attached to a digitizer card in the computer), allowing both interviewee and end users to have a voice in the process of constructing knowledge about AIDS. %M C.CHI.94.2.61 %T StillDancing: Interacting Inside the Dance %S INTERACTIVE EXPERIENCE %A Thecla Schiphorst %A Sang Mah %A John Crawford %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 61-62 %K User interface design, Motion tracking system, Gestural interface, Dance, Choreography, Human animation, Interaction, Input devices, Virtual reality, Composition, Design %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p61-schiphorst/p61-schiphorst.pdf %X StillDancing is a system in which a participant's physical whole body movement defines interactions with a 3D graphical movement composition system. The Ascension Technologies Flock of Birds, a six degree of freedom motion capture system, will provide input to LifeForms [1,2], a computer choreographic design tool for human movement. A participant is able to select their own movement samples displayed in real time and projected in a life-size scale, and also to use other characteristics of their gesture to provide a mechanism to compose and position themselves within an ongoing dance created from movement images and the collective movement of other participants who "enter the dance" during CHI 94. %M C.CHI.94.2.63 %T Tabletop and Tabletop Jr.: Two Tools for Hands-On Data Exploration for Kids %S INTERACTIVE EXPERIENCE %A Laura Bagnall %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 63-64 %K K-12 education, Databases, Visual representation, Statistics, Data analysis, Data visualization %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p63-bagnall/p63-bagnall.pdf %X The Tabletop programs are exploratory environments and personal tools for students to learn about organizing and representing information, and about data analysis and statistics. Both programs share the same visual representation of data in which records appear as animated, movable icons. In Tabletop Jr., children can build "data" in the form of objects that carry visible features. Tabletop (aka Tabletop Sr.) combines general database capabilities with a powerful, flexible graphing facility based on an intuitive system of spatial representation. %M C.CHI.94.2.65 %T Video Streamer %S INTERACTIVE EXPERIENCE %A Eddie Elliott %A Glorianna Davenport %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 65-66 %K Time, Digital video, Video capture, Video editing, Video parsing, Visual thinking %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p65-elliott/p65-elliott.pdf %X Motion images are usually conveyed full-screen, coming to life through a rapid sequence of individual frames. The tools presented here allow a viewer to step back from the full-screen view to gain perspective of time, and then to transfer from sequential image streams to collages of parallel images. The Video Streamer presents motion picture time as a three dimensional block of images flowing away from us in distance and in time. The Streamer's rendering reveals a number of temporal aspects of a video stream. The accompanying shot parser automatically segments any given video stream into separate shots, as the streamer flows. The Collage provides an environment for arranging clips plucked from a sequential stream as associations of parallel elements. This process of arranging motion images is posed as an engaging viewing activity. The focus is on viewing utensils, but these tools provide an alternative perspective to video elements that also has bearing on editing. %M C.CHI.94.2.69 %T The Effect of Evaluation and Redesign %S INTERACTIVE POSTERS %A Thomas K. Landauer %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 69-70 %K Usability engineering, Usefulness, Productivity, Iterative design, Iteration, Efficiency, Measurement, Assessment, Evaluation, History of UCD, Benefits, Progress, Testing, Improvement, UCD, User centered design, Comparisons %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p69-landauer/p69-landauer.pdf %X It is clear that formative evaluation and redesign holds great promise for rapid progress. Projections suggest that ten years of widespread application of these methods could yield more than 20 times the gains that would be expected otherwise. %M C.CHI.94.2.71 %T The HCI Bibliography: Past, Present, and Future %S INTERACTIVE POSTERS %A Gary Perlman %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 71-72 %K Human-computer interaction, Bibliographic information, Research aids, Distributed group work, Networks, Information sharing, Online/electronic publication %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p71-perlman/p71-perlman.pdf %X The HCI Bibliography is a free-access online bibliographic database on Human-Computer Interaction. The basic goal of the project is to put an electronic bibliography for most of HCI on the screens of all researchers, developers, educators and students in the field through anonymous ftp access, mail servers, and Macintosh and DOS floppy disks. In 1994, through the efforts of over 100 volunteers from 13 nations, the bibliography has grown to a resource of over 10,000 entries occupying over 10 megabytes, used by over 350 sites in 23 nations. This notice describes the contents of the database, how to access it, and its history. %M C.CHI.94.2.73 %T The ACM SIGCHI Education Survey %S INTERACTIVE POSTERS %A Gary Perlman %A Jean Gasen %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 73-74 %K Computer and information science education, Curriculum, Human-computer interaction, Electronic / online survey administration %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p73-perlman/p73-perlman.pdf %X The HCI Education survey describes 68 programs, 162 faculty, and 139 courses in graduate-level education in human-computer interaction. In addition to the data files on each program, summary reports of programs, faculty, courses and other information have been generated. The survey was designed, conducted, analyzed, and distributed entirely online using Internet mail and ftp. The low cost and active nature of the medium of the survey administration and distribution makes it possible to have continuously updated information. %M C.CHI.94.2.75 %T Exploratory Learning of Interactive Devices %S INTERACTIVE POSTERS %A Carol-Ina Trudel %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 75-76 %K Exploratory learning, User behaviour, Individual differences %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p75-trudel/p75-trudel.pdf %X The locus of this research is on the nature of exploratory learning of interactive devices. Exploratory Learning is a commonplace activity when people are faced with novel devices. It basically consists of "pressing buttons" and observing what happens. In this first series of experiments the performance of subjects exploring the various functions of a computer simulated digital watch was observed under three conditions: Unstructured (free exploration), Structured (given a list of goals) and Key Press Limit (restricted to 250 key presses). The main finding was that the latter group performed significantly better than the other two groups on a post-exploration questionnaire, and completed tasks significantly more efficiently on a post-exploration test. This finding is interpreted in terms of reflection: a limit on the number of moves permitted may encourage reflection, which is more beneficial to learning than the "mindless" exploration allowed on certain devices. %M C.CHI.94.2.77 %T Pointing in Entertainment-Oriented Environments: Appreciation versus Performance %S INTERACTIVE POSTERS %A J. H. D. M. Westerink %A K. van den Reek %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 77-78 %K Multi-media, Consumer products, Pointing devices, Fitts' Law, User appreciation, Performance measures %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p77-westerink/p77-westerink.pdf %X Pointing in multi-media applications for entertainment is investigated, more specifically the relation between (subjective) user appreciation of pointing devices and (objective) performance measures like time-to-target. %M C.CHI.94.2.79 %T Why You Can't Program Your VCR, or, Predicting Errors and Performance with Production System Models of Display-Based Action %S INTERACTIVE POSTERS %A Wayne D. Gray %A Haresh Sabnani %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 79-80 %K Cognitive models, GOMS, D-TAG, ACT-R, VCR, Production systems, Errors, Performance, Display-based action, Symbolic theories of interactive tasks %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p79-gray/p79-gray.pdf %X We present a production rule model of display-based action for a humble yet error-prone task: programming a VCR. The system is data-driven in that the task goal is achieved in spite of partially specified plans by relying on changes in the display to trigger the creation of new goals. Knowledge in the system is partitioned into Task Knowledge, Display-Based Knowledge, and Device Specific Knowledge. Predictions are made regarding novice-level errors that are then compared to empirical data. The system is implemented in ACT-R, and uses Apple events to communicate with a VCR simulated in HyperCard. %M C.CHI.94.2.81 %T "FingeRing": A Full-Time Wearable Interface %S INTERACTIVE POSTERS %A Masaaki Fukumoto %A Yasuhito Suenaga %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 81-82 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p81-fukumoto/p81-fukumoto.pdf %X A new interface concept for mobile computing, the "Full-time Wearable Interface", is proposed. By wearing tiny interface devices similar to watches or glasses all the time, the user can operate PDAs at any time desired. As the first study of such an interface, we propose the finger ring style chord keyboard named "FingeRing". FingeRing can be used with any typing surface such as the waist or thigh; no subsidiary devices like keys or pads are needed. FingeRing can be used anytime, anywhere, and in any situation including standing or walking. %M C.CHI.94.2.83 %T Virtual Hand Tool with Force Feedback %S INTERACTIVE POSTERS %A Ravin Balakrishnan %A Colin Ware %A Tim Smith %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 83-84 %K Force feedback, Haptics, Human performance, Virtual worlds %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p83-balakrishnan/p83-balakrishnan.pdf %X We present a system which simulates working with a hand held machine tool on a piece of soft material. A two degree-of-freedom force reflecting joystick allows the user to feel the reactive forces between the virtual toolkit and material. An experiment to investigate the effects on performance in a high precision task when the standard visual display is augmented by our force display system shows a 44% (p < 0.01) improvement in accuracy but with time to completion also increased (by 64%). Users of the system find force feedback to be useful and feel that the system is a realistic simulation of the real world task. %M C.CHI.94.2.85 %T Input Techniques for HCI in 3D Environments %S INTERACTIVE POSTERS %A Shumin Zhai %A Paul Milgram %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 85-86 %K Input devices, Virtual reality, 3D interfaces, Psychomotor behaviour, Telerobotics %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p85-zhai/p85-zhai.pdf %X This poster is a summary of a long-term systematic investigation of 6 DOF input techniques for human computer interaction in 3D environments. It presents a taxonomic design space model and the major results of three experiments on various 6DOF input techniques. %M C.CHI.94.2.87 %T Electronic Meeting Assistance %S INTERACTIVE POSTERS %A Stefanie Rather %A Michael Stupperich %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 87-88 %K CSCW, Electronic conferencing, Mobile computing, Electronic WhiteBoard, Wireless communication %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p87-rather/p87-rather.pdf %X An electronic Meeting Assistance tool is being developed as part of the ESPRIT Project 5233 [TELESTATION]. This tool has a general purpose approach for electronic assistance of people during meetings. The most frequent tasks carried out during meetings, and therefore assisted by the tool, are exchanging information, supporting presentations and jointly editing documents. To demonstrate this new way of handling information, a first prototype has been realized and a field test is performed in a hospital environment. %M C.CHI.94.2.89 %T A Framework for Information Sharing in Collaborative Applications %S INTERACTIVE POSTERS %A W. Keith Edwards %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 89-90 %K Collaborative applications, CSCW, Collaboration support environments %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p89-edwards/p89-edwards.pdf %X Collaborative applications can potentially have a great positive impact on the way groups of people work together. Unfortunately, collaborative applications are very hard to build. At the most basic level all collaborative applications facilitate information sharing. This project is looking at mechanisms for a particular class of information sharing in an attempt to make the construction of collaborative software easier. This work deals with the sharing of "coordinating" information. Coordinating information is information used to link a set of applications or processes together into a unified collaborative environment. The implementation portion of this work, called Intermezzo, provides programming models and runtime support to facilitate the sharing of coordinating information in collaborative applications. %M C.CHI.94.2.91 %T Using Cognitive Walkthrough for Evaluating a CSCW Application %S INTERACTIVE POSTERS %A Anna-Lena Ereback %A Kristina Hook %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 91-92 %K Evaluation, Cognitive walkthrough, CSCW-applications, Meeting booking system %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p91-ereback/p91-ereback.pdf %X We studied the usefulness of the Cognitive Walkthrough method for evaluating an interface to a meeting booking system. We found that cognitive walkthrough is a useful method, but some alterations is needed. Specifically we found that the underlying theory of the method must be expanded, since goals may not be given in the same way as in single-user applications -- one user's goal is often affected by other users. We also found that the user descriptions should preferably be richer since there are several users involved, but that this makes the walkthrough very cumbersome. For comparison a video study was conducted. The studies proved that the Cognitive Walkthrough method was roughly as efficient in finding problems related to groupwork as the user study. %M C.CHI.94.2.93 %T Characterising the Social Salience of Electronically Mediated Communication %S INTERACTIVE POSTERS %A Owen Daly-Jones %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 93-94 %K Communication media, Social salience, Conversational structure and process %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p93-daly-jones/p93-daly-jones.pdf %X A study was conducted to explore the impact of communication media on conversational structure, and to identify markers of the social salience of ensuing discussion. Sixteen subjects took part in a collaborative role-play exercise over two modes of communication; an audio link, and a video link with audio capabilities. Self-report measures highlighted the advantages of having a visual channel, in terms of assessing a partner's focus of attention and as an aid to teamwork. The value of a range of other measures (e.g. backchannel acknowledgements, and equivocal phrasings) are also reported on. In particular, there was some indication that collaborators in the audio condition found it harder to monitor understanding, being more likely to resort to explicitly questioning the remote partner. %M C.CHI.94.2.95 %T Conveying Emotion in Remote Computer-Mediated-Communication %S INTERACTIVE POSTERS %A Krisela Rivera %A Nancy J. Cooke %A Anna L. Rowe %A Jeff A. Bauhs %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 95-96 %K Groupware, Computer-mediated-communication, Computer-supported-cooperative work, Distributed cognition %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p95-rivera/p95-rivera.pdf %X Having the capability to express emotion via remote Computer-Mediated-Communication (CMC) systems may enhance decision making. Thirty-two subjects participated in a simulated remote CMC group-decision-making session. Seventeen subjects had emotional icons available, although use of these icons was optional. The remaining 15 subjects did not have icons available. Dependent measures included frequency of icon usage, conformity, quality of decision, and responses to a subjective questionnaire. The results indicated that subjects used icons when available and liked using them. Finally, subjective questionnaire data indicated that having emotional icons available seemed to make geographically-dispersed CMC more appealing. %M C.CHI.94.2.97 %T A Comparison of Verbal Interaction in Literal and Virtual Shared Learning Environments %S INTERACTIVE POSTERS %A Karl E. Steiner %A Thomas G. Moher %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 97-98 %K Computer supported cooperative work, Shared workspaces, Computer supported cooperative learning, Interactive learning environments, Constructive learning %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p97-steiner/p97-steiner.pdf %X We performed a study to examine the differences in verbal interaction between groups of young users working together at a single computer and groups working on a shared workspace at individual computers. Pairs of Kindergarten and First Grade students worked with the Graphic Story Writer (an interactive learning environment) at a single computer or at two networked computers running a shared workspace. A review of the student's verbal interactions showed that students in the shared workspace participated in fewer total verbal interactions, and participated in significantly fewer questions and answers. %M C.CHI.94.2.99 %T Is Knowing More Really Better? Effects of System Development Information in Human-Expert System Interactions %S INTERACTIVE POSTERS %A Jeff A. Bauhs %A Nancy J. Cooke %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 99-100 %K Expert systems, Trust in machines, Human-expert system interactions %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p99-bauhs/p99-bauhs.pdf %X With the time, cost and effort involved in the development of expertise, expert systems have become more commonplace in the work environment. It has been suggested that in order to enhance human-expert system interactions, it is necessary to provide users with system development information. This research empirically examined the role that providing this information plays in new user interactions with expert systems. Results indicate that system information aided in calibrating users' confidence in accord with system reliability, but that it had little effect on users' willingness to take expert system advice and may even hunt users' willingness to continue consulting a particular expert system. %M C.CHI.94.2.101 %T Multiple Methods Mean More Minutes %S INTERACTIVE POSTERS %A Marita Franzke %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 101-102 %K Display based systems, Multiple methods, Exploration, Retention, Versions %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p101-franzke/p101-franzke.pdf %X An experiment was conducted to produce a low-level description of the initial acquisition of skill with a display-based application. This experiment constituted of a situation in which interface-literate users explored new functionality in two versions of a graphing system. Performance on initial exploration trials is compared to performance on subsequent structure-equivalent trials that profit from previous experiences with the system, both at short and long time delays. Performance times for exploration and two different delay conditions are discussed. Preliminary data analyses indicate that several interactions were difficult to discover, but are well retained even after a one-week interval. Comparisons between the two versions suggest that the availability of more functions and multiple methods inflated our subjects' performance times during exploration and during later trials. %M C.CHI.94.2.103 %T Observing Users in Multimodal Interaction %S INTERACTIVE POSTERS %A Daniel Salber %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 103-104 %K Multimodal interaction, Evaluation, Usability, Formal methods, Observation of users, Video, Groupware, CSCW, MediaSpace %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p103-salber/p103-salber.pdf %X My doctoral research focuses on the usability and usage of new computer technology such as interactive systems that support the combination different input media such as voice, gesture and video. I have contributed to the study of these systems in four complementary ways: the MSM framework helps classifying and reasoning about current and future "interactionally-rich" systems; I have also used formal methods to specify multimodal interaction; I have designed and developed the NEIMO multimodal Wizard of Oz platform, a tool for observing users using multimodal interaction and assessing usability issues; I am now working on computer-mediated communication and collaboration through audio and video. %M C.CHI.94.2.105 %T Cost of Operations Affects Planfulness of Problem-Solving Behaviour %S INTERACTIVE POSTERS %A Kenton O'Hara %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 105-106 %K Problem solving, Planning, Operator cost, 8-puzzle, Jump-slide puzzle, System response time, Error recovery %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p105-ohara/p105-ohara.pdf %X There is currently a debate in cognitive psychology between plan-based theories of action and more 'situated' accounts. I argue instead that there is a continuum between planned and situated action along which people shift according to various properties of the task. One such factor may be the cost of performing an action. This paper reports three experiments that examine this factor within the domain of problem solving. These manipulate different aspects of the user interface, each with a high profile as determinants of usability in the HCI literature. In all three experiments, the high cost condition was seen to encourage people to engage in advance planning, resulting in more efficient solutions, in terms of number of operations. %M C.CHI.94.2.107 %T User Acceptance of Handwritten Recognition Accuracy %S INTERACTIVE POSTERS %A Mary J. LaLomia %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 107 %K Pen-based computers, Handwriting, Recognition accuracy %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p107-lalomia/p107-lalomia.pdf %X One disadvantage for an individual using handwriting to communicate with a computer is that their handwriting may not always be recognized correctly by current recognition technologies. We are attempting to answer the question of how high does recognition accuracy have to be for people to find the technology useful. We used a "Wizard of Oz" methodology to simulate different recognition accuracy rates that were output to a participant writing on a pen-based computer. Mode of presentation, type of writing pad and recognition rate were varied. After reviewing the errors, participants ruled the acceptability of the recognition rate under different conditions. In general, participants found a handwriting recognition rate of 97% or higher to be acceptable, however, this relationship was modulated by the different evaluation conditions. %M C.CHI.94.2.109 %T A Comparison of Usability Evaluations Conducted by Different Teams %S INTERACTIVE POSTERS %A Anna L. Rowe %A Tammy Lowry %A Shannon L. Halgren %A Nancy J. Cooke %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 109-110 %K Usability, Interface evaluation, User interface, Design process %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p109-rowe/p109-rowe.pdf %X The wide variety of usability methods available to usability engineers offer many approaches to usability testing. However, different evaluation methodologies may lead to the identification of varying interface issues, and different interface designs may result. This study examined how different usability teams approach the same interface evaluation. The results indicate that different teams begin their evaluations in similar manners but tend to diverge after this point. Furthermore, different interface problems are identified by the teams. However, when similar issues are identified, the teams' redesign recommendations are similar. In general, the results indicate that several evaluators and several methods should be utilized to optimize the identification of interface issues. %M C.CHI.94.2.111 %T Wizard: Non-Wimp Oriented Prototyping of Direct Manipulative Behavior %S INTERACTIVE POSTERS %A Martina Manhartsberger %A Manfred Tscheligi %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 111-112 %K Prototyping, User interface design tools, Direct manipulation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p111-manhartsberger/p111-manhartsberger.pdf %X In spite of the number of user interface design and development systems developed in the past years there is still a lack of real prototyping tools supporting the iterative development of user interface design alternatives. The behavioral part of a user interface is often neglected or has to be implemented by low level programming. The Wizard Tool supports the prototyping of interface behavior especially for Non-WIMP interfaces at a very high level of abstraction. %M C.CHI.94.2.113 %T CHIRP: The Computer Human Interface Rapid Prototyping and Design Assistant Toolkit %S INTERACTIVE POSTERS %A Robert J. Remington %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 113-114 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p113-remington/p113-remington.pdf %X This presentation includes a description and a demonstration video of the Computer Human Interface Rapid Prototyping (CHIRP) Toolkit. The CHIRP Toolkit architecture, planned capabilities, and the way in which computer human interface (CHI) designers interact with it to build and modify functional interactive scenarios are described. The presentation includes a sample of case studies that illustrate how the evolving CHIRP toolkit is being used to support CHI design for real world systems. %M C.CHI.94.2.115 %T Participatory Design for Sensitive Interface Parameters: Contributions of Traumatic Brain Injury Patients to Their Prosthetic Software %S INTERACTIVE POSTERS %A Elliot Cole %A Parto Dehdashti %A Linda Petti %A Marlene Angert %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 115-116 %K Participatory design, Users with disabilities %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p115-cole/p115-cole.pdf %X Interface design is important in the design of prosthetic software for brain injury patients. Personal productivity modules demonstrated their ability to help patients when other rehabilitation methods had failed. However, the software was typically very sensitive to what are considered relatively minor design parameters. Patients were able to guide designers and their therapists in constructing highly effective interfaces. In some instances, the dimension which the patient was optimizing was not readily apparent, and consequently could not be achieved by other means. The research and poster has relevance the broader area of learning disabilities. %M C.CHI.94.2.117 %T Using a Game to Teach a Design Process %S INTERACTIVE POSTERS %A Jared M. Spool %A Carolyn Snyder %A Don Ballman %A Will Schroeder %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 117-118 %K Usability testing, Usability evaluation, Prototyping, Low-fidelity prototyping, Process management, Product development, Practical techniques %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p117-spool/p117-spool.pdf %X The gap between theory and practice presents a perennial problem in teaching good interface design. To bridge this gap, we have developed a game that allows participants to prove to themselves how paper prototyping and usability testing can be used to quickly and effectively iterate the design of a product interface. It is an intense, fun, and thought-provoking experience. Participants not only learn new skills, but also how to apply them as a team to a complex problem under time and resource constraints. %M C.CHI.94.2.119 %T Actors, Hairdos & Videotape -- Informance Design: Using Performance Techniques in Multi-Disciplinary, Observation Based Design %S INTERACTIVE POSTERS %A Colin Burns %A Eric Dishman %A William Verplank %A Bud Lassiter %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 119-120 %K Collaborative design, Iterative design, Participatory design, User-centred design, User interface design, User observations, Wizard of Oz, Role-play, Scenarios, Storyboards, Rapid prototyping %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p119-burns/p119-burns.pdf %X We have been developing a visualisation technique that we call Informance Design. We render scenarios as plays and interactive environments. Designer "actors" role-play as users with simple prototypes employed as "props". These performances open up informed dialogues between designers and an audience, to further explore the design issues raised. The use of performance techniques such as improvisation can promote multi-disciplinary, collaborative design work in ways that are as much visceral and experiential as intellectual and reflective. Informances, like user testing, are enactive and evaluative. Unlike user testing, they are intended to explore design ideas in ways that are generative rather than analytic. %M C.CHI.94.2.121 %T Visual Layout Techniques in Multimedia Applications %S INTERACTIVE POSTERS %A Francois Bodart %A Jean Vanderdonckt %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 121-122 %K Graphical arts, Interaction objects, Interactive objects, Layout frame, Layout grid, Multimedia applications, Visual design, Visual techniques %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p121-bodart/p121-bodart.pdf %X The aim of this work is to explore and illustrate how techniques for visual communication can serve for laying out interaction and interactive objects in multimedia applications. These techniques have been extracted from visual literacy in order to be adapted to the area of multimedia applications. These applications are generally known and designed for their great feedback and power of interaction between simple interaction objects (e.g. list boxes, radio buttons, push buttons) and interactive objects (e.g. text, image, picture, video motion). Thirty groups of techniques are introduced by defining their opposites on a continuum. Combination of these techniques can provide a particular multimedia layout style as encountered in visual arts. To prove that such visual layout techniques are affordable, several examples are given, compared and discussed. %M C.CHI.94.2.123 %T Automatic Generation of a User Interface for Highly Interactive Business-Oriented Applications %S INTERACTIVE POSTERS %A Jean Vanderdonckt %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 123-124 %K Business-oriented applications, Computer-aided generation, Criteria, Guidelines, Layout, Selection, Styleguide %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p123-vanderdonckt/p123-vanderdonckt.pdf %X The goal of this work is to prove that a designer can be able to generate as systematically as possible a first sketch of the presentation for an ergonomical user interface in the specific area of highly-interactive business-oriented applications. It basically consists of three foundations: (i) the corpus ergonomicus, a multi-purpose high-level styleguide; (ii) the SEGUIA tool which is able to assist the designer in the selection and layout tasks; (iii) the SIERRA tool which an on-line hypermedia documenting linguistic ergonomic criteria and guidelines defined in the corpus ergonomics. This work is integrated in the TRIDENT project which is a methodology and a supporting environment for developing highly-interactive business-oriented applications. %M C.CHI.94.2.125 %T Dual Task Model: An Evaluation Model for the Complex Operation %S INTERACTIVE POSTERS %A Masaaki Kurosu %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 125-126 %K Operation model, Evaluation, Task analysis %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p125-kurosu/p125-kurosu.pdf %X An evaluation model for the dual task situation was developed. The model estimates the total duration of the operation for any bench-mark task based on the unit operations. %M C.CHI.94.2.127 %T An EPIC Model for a High-Performance HCI Task %S INTERACTIVE POSTERS %A Scott D. Wood %A David E. Kieras %A David E. Meyer %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 127-128 %K User models, Cognitive architecture, Performance prediction, Human performance %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p127-wood/p127-wood.pdf %X EPIC is an architecture for computational models of human information processing that incorporates current results and theories from human performance. It combines detailed processors for different modalities with a production-system cognitive processor. An EPIC model was constructed for telephone operator tasks based on one protocol and then was validated against two other protocols for similar tasks. Total execution time and detailed keystroke-level inter-event times were predicted with good accuracy. It should be possible to construct such models on a routine basis to predict performance of interface designs involving multiple modalities and time-critical tasks. %M C.CHI.94.2.129 %T Dilemma -- A Tool for Rapid Manual Translation %S INTERACTIVE POSTERS %A Jussi Karlgren %A Hans Karlgren %A Paul Pettersson %A Magnus Nordstrom %A Bengt Wahrolen %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 129-130 %K Natural language, Translation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p129-karlgren/p129-karlgren.pdf %X Dilemma is a tool built to aid human translators in achieving higher productivity and better quality, by presenting lexical information which is automatically extracted from previous translations. The design decisions have been based on analyses of the human translation process. We present the ideas behind the tool, and outline the functionality. The system described has been used by professional translators with good results. %M C.CHI.94.2.131 %T Hierarchical Events in Graphical User Interfaces %S INTERACTIVE POSTERS %A David S. Kosbie %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 131-132 %K Hierarchical events, Event history, Application interface, Undo, Programming by demonstration %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p131-kosbie/p131-kosbie.pdf %X This poster describes part of the Ph.D. thesis work presented by the author in the 1994 CHI Doctoral Consortium. There are many uses of history mechanisms in modern graphical user interfaces, including Undo, Help, and Programming by Demonstration. Virtually all research into history mechanisms, however, presumes that the history is simply a linear sequence of unstructured events. People, however use computers to perform richly-structured tasks. The basic premise of this thesis is that including the task structure in the event history will allow Undo, PBD, and other history mechanisms to operate more correctly and in more situations. A second premise is that hierarchical event histories can be presented to end users in an understandable and useful manner. This poster describes Katie, an application environment which demonstrates the viability of these premises. %M C.CHI.94.2.133 %T PVAT: Development of a Video Analysis Tool %S INTERACTIVE POSTERS %A Mihriban Whitmore %A Tim McKay %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 133-134 %K Video analysis, User evaluations %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p133-whitmore/p133-whitmore.pdf %X The Posture Video Analysis Tool (PVAT) was developed to provide a structured methodology for classifying microgravity working postures from video footage. A user evaluation was conducted to identify interface issues and required modifications to the software. Two raters were trained to use PVAT for analysis of a Shuttle mission video. Preliminary results indicate that PVAT was acceptable in terms of setup procedure, button labels and locations, and screen layout. However, the raters experienced eyestrain and had to take breaks every 15-25 minutes. As a follow-up, comprehensive usability testing of PVAT will be conducted using a pre-analyzed video to evaluate the inter- and intra-rater reliability. %M C.CHI.94.2.135 %T InHouse: An Information Manipulation Environment for Monitoring Parallel Programs %S INTERACTIVE POSTERS %A Manfred Tscheligi %A Sabine Musil %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 135-136 %K Non-standard interface, Metaphors, User interface design, Prototyping, Non-WIMP paradigm, Parallel systems %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p135-tscheligi/p135-tscheligi.pdf %X Information Manipulation Environments (IME) are user interfaces for non standard application domains. They are visual, metaphor oriented, direct manipulative and problem oriented. This new kind of user interface is described and an example for one actual application of this concept is given. The chosen application domain was that of parallel programming. InHouse provides a user interface for user oriented monitoring of parallel system behaviour. Making the complex concepts of parallel systems as easy as possible for users not familiar with them is one of the main goals in the design of this specific IME. %M C.CHI.94.2.137 %T The Design of Animated Signs as Help %S INTERACTIVE POSTERS %A C. Dormann %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 137-138 %K User interface design, Help, Animation, Visual rhetorics %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p137-dormann/p137-dormann.pdf %X The theory of design might be more useful to graphical user interface design and animation than traditional methods. The rhetoric perspective is applied to the development of animated signs (i.e "icons"), specifically to animated help: the function of the interface sign is shown by a short animation. Then, a few principles of visual rhetorics are introduced such as metaphor, personification, etc. It will be explained how these principles could provide an attractive and enjoyable visual help system for a novice user. %M C.CHI.94.2.139 %T Examining Animated Algorithms: The Role of Problem Domain Experience and Problem Representation in Rule Development %S INTERACTIVE POSTERS %A Faison P. Gibson %A F. Javier Lerch %A Mark Fichman %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 139-140 %K Rule development, Domain experience, Problem representation, Software design %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p139-gibson/p139-gibson.pdf %X One of the key activities in designing software is developing explicit rules or theories about the problem domain. We investigated two factors expected to influence rule development the designer's level of prior experience in the problem domain and the designer's problem representation. Our experimental results indicate that higher problem domain experience enhances subjects' ability to effectively consider multiple problem domain constraints and improves the likelihood of writing correct rules. Alternative problem representations focused subjects' attention toward or away from tractable units of analysis for writing rules. However, our problem representation manipulation did not affect the success rate for writing correct rules. %M C.CHI.94.2.141 %T The Visual Browsing Tool for Astrophysical Data Management %S INTERACTIVE POSTERS %A Paul Pinkney %A Alice Bertini %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 141 %K Human-computer interaction, Graphical user interface, Scientific visualization, Astrophysical data management, Multi-spectral data analysis, Task-centered design, Structured query language, Client-server architecture %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p141-pinkney/p141-pinkney.pdf %X The Visual Browsing Tool (VBT) for Astrophysical Data Management is a software tool that allows interaction and visual exploration of astrophysical science mission databases containing heterogeneous data. The attributes characterizing these data include text, tables, images, and spectra. Visual browsing through a database allows graphical/textual representations of data in their most natural appearance. Such data carry spatial, spectral and temporal relations which are important for the scientists to collect and compare disparate information. The objective of the VBT is to provide a tool for visual exploration of and direct interaction with the content of astrophysical databases. %M C.CHI.94.2.142 %T Visual Access to Hyper-Information: Using Multiple Metaphors with Graphic Affordances %S INTERACTIVE POSTERS %A Eviatar Shafrir %A Jafar Nabkel %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 142 %K Hyper-information, Online help, Metaphor, Affordance, Icon, Visual design, Visual language %* (c) Copyright 1994 Association for Computing Machinery %O Color plates on page 483 %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p142-shafrir/p142-shafrir.pdf %X Finding answers in a maze of hyper-linked information is disorienting and frustrating for computer users. Online help for workstation applications is largely inaccessible, difficult to consume, and rarely used. Confronted by these large volumes, users ask themselves "where am I?" and "is what I'm looking for really here?" The poster presents an integrated product of information design with graphic affordances that together ease user access and exploration. Multiple recognizable metaphors visually couple hyperlinks with topics, helping each user create a predictable cognitive map of the information-space. The collaboration between learning products professionals and visual designers, practicing visual thinking techniques was instrumental in creating this integrated solution. %M C.CHI.94.2.143 %T Library Information Access Client %S INTERACTIVE POSTERS %A J. Ray Scott %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 143-144 %K Information access, Search and retrieve, Library client %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p143-scott/p143-scott.pdf %X The Library Information Access Client is a prototype client designed for the library user. This client allows the user to explore large numbers of information sources, issue queries to multiple information sources, and retrieve the results. The client uses the Workscape scripting capabilities as well as Workscape tools to provide the library patron with a complete information management environment. %M C.CHI.94.2.145 %T V: A Visual Query Language for a Multimodal Environment %S INTERACTIVE POSTERS %A Ivan Bretan %A Robert Nilsson %A Kent Saxin Hammarstrom %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 145-146 %K Visual language, Database query, Multimodal interfaces %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p145-bretan/p145-bretan.pdf %X V is a two-dimensional, visual, direct manipulation query language designed for use in a multimodal environment that includes a natural language processing component. The language has the expressiveness of at least full first order predicate logic, including some higher-order extensions that provide a framework within the language itself for navigating and browsing the query domain. The language focuses on the visualisation of the logic structure of queries and is intended as a complement to natural language, providing reification and persistence of discourse objects, together with support for bidirectional paraphrasing and user controlled discourse management. %M C.CHI.94.2.147 %T Social Action Posters %S INTERACTIVE POSTERS -- Social Action Posters %A Pamerla A. Burke %A Michael J. Muller %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 147 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p147-burke/p147-burke.pdf %X At CHI'92, several hundred people joined a discussion of the events taking place in Los Angeles CA US -- the police actions, the civic demonstrations, and the insurrection in response to the first verdict in the Los Angeles Police - Rodney King beating case. We exchanged our experiences in working for social change. People spoke of their work in providing information access to disadvantaged groups, designing electronic methods for improving the democratic process, supporting community anti-bias commissions, implementing computer (and non-computer) literacy outreach programs, and much more. Many of us were sustained and renewed in our individual work. This meeting contributed to the formation of the SIGCHI Special Interest Area on Social Action. Through the social action posters program, we continue this exchange of information at CHI'94. In the Call for Participation, we encouraged people to submit work that focused on practical projects, solid achievements, and to communicate enough information so that others could develop similar or related projects of their own -- or could join an existing social action project. These criteria guided the review committee in its selection process. %M C.CHI.94.2.148 %T Computer Science Olympiad: Community Project for Disadvantaged Schools %S INTERACTIVE POSTERS -- Social Action Posters %A Donald Cook %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 148 %K Olympiad, Community project, Disadvantaged schools %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p148-cook/p148-cook.pdf %X The project that we established in 1990, has as its goal the introduction of computer technology into black schools, has now run successfully for three years. Our aim to teach a number of black pupils computer programming and problem solving, is being realized. The sub goal; to have at least one programmer among the finalists in the Computer Olympiad within three years, is not within our reach at this stage. The disruptions at the schools has severely impacted our efforts in the last two years. %M C.CHI.94.2.149 %T The Boston Peace and Justice Hotline: A Phone-Based Community Bulletin Board %S INTERACTIVE POSTERS -- Social Action Posters %A Paul Resnick %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 149-150 %K Social impact, Community, Phone-based interface, Bulletin board %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p149-resnick/p149-resnick.pdf %X Touch-tone telephones are the most widely available, best-networked computer terminals. Any civic networking project would do well to consider ways to leverage this resource, since even people who have never used a computer have access to touch-tone phones. I have conducted several tests of telephone bulletin boards, of which the most successful has been an event calendar for Boston area political activists. %M C.CHI.94.2.151 %T CAIS: A University-Based Social Action Project %S INTERACTIVE POSTERS -- Social Action Posters %A Dov Te'eni %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 151-152 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p151-teeni/p151-teeni.pdf %X By providing computer services to local not-for-profit organizations, the Cleveland Arts Information Systems project (CAIS) at Case Western Reserve University (CWRU) is a vehicle for combining social action with teaching and research. Through its work with three target groups (cultural organizations, religious organizations and neighborhood centers), CAIS utilizes the University's resources to assist not-for-profit organizations in identifying and satisfying their computer needs. Therefore, CAIS effectively unites the University's academic mission with its mission to provide service to the surrounding community. %M C.CHI.94.2.153 %T Science-by-Mail %S INTERACTIVE POSTERS -- Social Action Posters %A Ellen A. White %A Marc E. Fusco %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 153-154 %K Science-by-mail, Science, Children, Volunteer, Social action %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p153-white/p153-white.pdf %X Science-by-Mail is a hands-on, experimental science activity program for children in grades 4-9 that is designed to be engaging, educational, and fun! Each participating child is matched with a volunteer pen-pal scientist who provides encouragement and guidance. They receive three "challenge packets" throughout the year containing information and materials related to an issue in science or technology. Communication between students and scientists about the packets forms the core of the interactions. A nationwide program developed by the Museum of Science, Boston, Science-by-Mail currently involves about 25,000 children and 2,500 scientists. %M C.CHI.94.2.157 %T Usability at Digital After 15 Years: Principles and Pitfalls %S ORGANIZATION OVERVIEWS %A Elizabeth M. Comstock %A Dennis R. Wixon %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 157-158 %K Organizational overview, Usability methods %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p157-comstock/p157-comstock.pdf %X This overview describes the evolution of the Usability Expertise Center at Digital Equipment Corporation. %M C.CHI.94.2.159 %T HCI Research in Paderborn, Germany %S ORGANIZATION OVERVIEWS %A Gerd Szwillus %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 159-160 %K 3-D-interaction, Visualization, Virtual reality, CSCW, Task analysis, Work analysis, User interface specification, User interface evaluation, User interface development tools, Graphical constraints, Pen-based interfaces %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p159-szwillus/p159-szwillus.pdf %X Research and development in Human-Computer Interaction in Paderborn is housed within two corporations: the Computer Science Department of the University of Paderborn and the CADLAB Institute, a joint R&D-Institute of the University and the SIEMENS-NIXDORF INFORMATIONSSYSTEME AG (SNI). SNI has evolved from the traditionally Paderborn based computer company NIXDORF AG, by beckoning part of the SIEMENS trust. CADLAB is half funded from SNI and half funded from the University. Its main goal is to provide an effective knowledge and technology transfer between the two organizations. The University of Paderborn has about 18000 students in a large number of mostly technically and pedagogically oriented departments. Paderborn itself is a small city with about 120000 inhabitants, and is situated right in the middle of the united Germany. %M C.CHI.94.2.161 %T "But, How Much Does It Cost?": Selling User Interface Design %S ORGANIZATION OVERVIEWS %A Ingrid K. Towey %A James M. Gill, II %A Kurt W. Morehouse %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 161-162 %K User interface design, User testing, Minimalist manual, Documentation, Task analysis, Directed dialogs %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p161-towey/p161-towey.pdf %X Because Glaxo's purpose is to discover drugs and not to write software, proponents of user interface design and user testing at our company have had to sell the importance of HCI. This presentation outlines the strategies used to convince our management that user interface design and user testing are critical to the role of computing in the pharmaceutical industry. We also discuss how we have learned to use interface design principles in our projects and the approaches used to ensure that our work is cost-effective and contributes to the drug-discovery process. %M C.CHI.94.2.163 %T An Overview of Interval Research Corporation %S ORGANIZATION OVERVIEWS %A David E. Liddle %A Meg Withgott %A Debby Hindus %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 163-164 %K Interaction research, Research organization, Business models %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p163-liddle/p163-liddle.pdf %X This short paper describes the background, philosophy, organization, staff, and business model of Interval Research Corporation. Several of Interval's research directions are briefly presented, including field ethnography, media manipulation, immersive narratives, cultural play, and virtual communities. %M C.CHI.94.2.165 %T Research at The Center for HCI Design -- City University %S ORGANIZATION OVERVIEWS %A Alistair Sutcliffe %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 165-166 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p165-sutcliffe/p165-sutcliffe.pdf %X The Centre was formed in January 1991 as a focus of research excellence for human computer interface design within City University. The Centre concentrates on CHI-in-the-large, i.e. user centred design of complete applications rather than CHI-in-the-small for detailed design of widgets or small scale interactive artefacts. The principle theme is application of theory from cognitive science to the design process by methodological studies and research within the task artefact cycle tradition. Research sub themes are requirements engineering for interactive systems, design methods for graphical user interfaces, including study of complex 3D visualisation, methods and models for assessing human error and failure within the context of system level dependability, and integration of HCI with software engineering methods. Four major projects illustrate this work, the first two conduct basic research into the requirements analysis phase of systems engineering while the latter projects investigate modelling visual human computer communication and development of intelligent user interfaces. %M C.CHI.94.2.167 %T Communication and Cognitive Science Research in Linkoping %S ORGANIZATION OVERVIEWS %A Yvonne Waern %A Sture Hagglund %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 167-168 %K Critiquing systems, Interface design, Natural language, Wizard of Oz %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p167-waern/p167-waern.pdf %X The research reported is interdisciplinary with contributions from psychology, artificial intelligence and linguistics. Questions approached are: design of user interfaces natural language understanding and generation, and critiquing systems. %M C.CHI.94.2.169 %T CMI and Ventana Corporation %S ORGANIZATION OVERVIEWS %A Jay F. Nunamaker, Jr. %A Robert O. Briggs %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 169-170 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p169-nunamaker/p169-nunamaker.pdf %X The Center for the Management of Information (CMI) conducts research on designing, developing, and using electronic technology to make teams more productive. CMI conducts several streams of research: electronic meeting systems, process re-engineering, group interface, group memory, and multimedia support for distributed teams. %M C.CHI.94.2.171 %T The COMIC Research Project on CSCW %S ORGANIZATION OVERVIEWS %A Tom Rodden %A Liam Bannon %A Kari Kuutti %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 171-172 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p171-rodden/p171-rodden.pdf %X This paper provides an overview of the COMIC (COmputer-based Mechanisms of Interaction in Cooperative work) project, an EC ESPRIT-funded Basic Research Project (No. 6225) on CSCW. The project aims to develop the theories and techniques necessary to support the development of future CSCW systems. The development of these systems needs to be informed by a range of disciplines that combine an understanding of the nature of co-operative work with the technology to support it within a real world setting. %M C.CHI.94.2.173 %T The Ontario Telepresence Project %S ORGANIZATION OVERVIEWS %A Ron Riesenbach %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 173-174 %K Desk-top video, Media space, Inter-disciplinary research, User studies, CSCW %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p173-riesenbach/p173-riesenbach.pdf %X The Ontario Telepresence Project is an inter-disciplinary research effort between academics and industry scientists studying sociological issues associated with the deployment of advanced computer and video supported cooperative work systems. The project's focus is on the integration and packaging of existing computer, video and telecommunications systems and on the development of methodologies for their successful deployment in arms-length user sites. %M C.CHI.94.2.177 %T What HCI Designers Can Learn from Video Game Designers %S PANELS %A Randy Pausch %A Rich Gold %A Tim Skelly %A David Thiel %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 177-178 %K Video games, Design process, Direct manipulation, Input devices, Interface design, Design methodology, Consumer acceptance %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p177-pausch/p177-pausch.pdf %X Computer users have tasks they need to perform, and are therefore motivated to overcome poorly designed interfaces. With video games, there is no external motivation for the task -- if the game's interface is not compelling and entertaining, the product fails in the marketplace. Many aspects of game design, such as an attractor mode to draw users toward the game, have direct relevance to other domains, such as information kiosks. This panel will consist of video game designers who will relate their design methodologies, techniques, and other experiences which will help HCI designers create more compelling, engaging, and effective interfaces. The panel will consist of panelists' presentations followed by a large allocation of time for interaction with the audience's questions. The panelists' presentations will include demonstration examples drawn from coin-operated and computer-based games. %M C.CHI.94.2.179 %T Diversified Parallel Design: Contrasting Design Approaches %S PANELS %A Jakob Nielsen %A Tony Fernandes %A Annette Wagner %A Richard Wolf %A Kate Ehrlich %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 179-180 %K Internationalization %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p179-nielsen/p179-nielsen.pdf %X Three leading user interface designers were asked to design interfaces for a given problem. Each designer was asked to optimize the design for certain usage conditions, making this panel into a case study of diversified parallel design. The panel will feature a lively discussion of the designers' various approaches and solutions, including a discussion of their preliminary design solutions and their design process. Furthermore, in preparation for the panel, the designs have been made available to a usability specialist who will critique them and point out possible usability problems inherent in the designs. %M C.CHI.94.2.181 %T Guilty or Not Guilty? Human Factors Structured Methods on Trial %S PANELS %A John Long %A Simon Hakiel %A Leela Damodoran %A Bill Hefley %A Kee Yong Lim %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 181-182 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p181-long/p181-long.pdf %X How well do structured human factors methods meet their requirements and so help solve the 'too-little-too-late' contribution of human factors to system design and development? This panel brings together industrial practitioners and academic researchers to put human factors structured methods on trial and to judge their fitness for purpose. Panelists share the same perspective, but their views differ within that perspective. When experts disagree, non-experts learn most. %M C.CHI.94.2.183 %T Approaches to Managing Deviant Behavior in Virtual Communities %S PANELS %A Amy Bruckman %A Pavel Curtis %A Cliff Figallo %A Brenda Laurel %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 183-184 %K Community, Standards, Behavior, Social versus technological approaches, Virtual communities, MUDs, Bulletin board systems (BBSs) %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p183-bruckman/p183-bruckman.pdf %X It is an unfortunate fact of life that where there are multi-user computer systems, there will be antisocial behavior. On bulletin board systems (BBSs), there are those who persist in being obscene, harassing, and libelous. In virtual worlds such as MUDS, there are problems of theft, vandalism, and virtual rape. Behavior is "deviant" if it is not in accordance with community standards. How are such standards developed? Should standards be established by system administrators and accepted as a condition of participation, or should they be developed by community members? Once a particular person's behavior is deemed unacceptable, what steps should be taken? Should such steps be taken by individuals, such as "filters" or "kill" files on BBSs, and "gagging" or "ignoring" on MUDS? Or should the administrators take action, banning an individual from the system or censoring their postings? What is the appropriate balance between centralized and decentralized solutions? (Figure 1). Figure 1: Approaches to Deviant Behavior: Two Continuums Technological Social Decentralized gagging (MUDs) feedback kill files (BBSs) from peers Centralized banishment (MUDs) feedback from account suspension BBSs) administration Gags and filters are computational solutions to deviant behavior. Are there appropriate social solutions? How effective are approaches like feedback from peers, community forums, and heart-to-heart chats with sympathetic system administrators? Are different approaches effective with communities of different sizes? What is the appropriate balance between social and technological solutions? %M C.CHI.94.2.185 %T Media Spaces and Their Application in K-12 and College Learning Communities %S PANELS %A Louis Gomez %A Rob Fish %A Sara Bly %A Yvonne Andres %A Sergio Canetti %A Barry Fishman %A Joseph Polman %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 185-186 %K Media spaces, Design, Collaborative learning, Education, Networking, Video %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p185-gomez/p185-gomez.pdf %X The CHI community has grappled with the design of media spaces in white collar settings for the past several years [1,2]. This forum is intended to challenge the assumptions made by that research in light of new settings presented by schools. We explore the opportunities that exist in media space research and design for K-12 and college learning communities. %M C.CHI.94.2.187 %T Interaction Paradigms for Human-Computer Cooperation in Design %S PANELS %A Mark Friedell %A Sandeep Kochhar %A Joe Marks %A Steve Sistare %A Louis Weitzman %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 187-188 %K Cooperative design, Human-computer interaction, Interaction techniques, Graphical user interfaces, Design automation, Design methodologies, Automated design of graphical displays, Computer-aided design %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p187-friedell/p187-friedell.pdf %X Computer-aided-design (CAD) systems are now used to design all kinds of artifacts, from jet fighters to works of art. A major challenge in the design of a CAD system itself is the user interface (UI). Developing the UI to a CAD system raises myriad questions about input devices and techniques, display devices and techniques, and the details of the dialogue that relates the two. But these questions are ancillary to one central question: what is the fundamental nature of the interaction between human and computer in the design process supported by the CAD system? Is the design activity essentially manual, with the computer playing the role of passive tool, like a pen or paintbrush? Or is the computer augmenting the human designer by actively restricting available design choices, or by playing the role of critic or "improver"? Or maybe the interaction paradigm is one of "interactive evolution," in which the computer is responsible for generating design alternatives, with the human merely choosing among choices suggested by the machine. Or perhaps the computer performs the design process completely automatically, with a final acceptance check being the only human contribution? The panelists will describe these different paradigms for human-computer cooperation in a set of related CAD systems and prototypes and discuss the conditions under which each paradigm might be most useful. %M C.CHI.94.2.189 %T Is HCI Education Getting a Passing Grade from Industry? %S PANELS %A Gary Perlman %A Arye R. Ephrath %A Thomas T. Hewett %A John Long %A S. Joy Mountford %A Jenny Preece %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 189-190 %K Computer and information science education, Curriculum, Project and people management, Staffing, Training, Human factors, Management, Education %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p189-perlman/p189-perlman.pdf %W http://www.acm.org/~perlman/papers/chi94edu.html %X ACM SIGCHI is expending more and more effort on HCI education, funding a variety of projects, including a curriculum report, an IFIP working group, and a survey of programs. Is SIGCHI directing its resources wisely and effectively? Who are the consumers of HCI education, and who are their employers? What should be the direction of HCI education in the 90's? Panelists from industry and academia will "face off" to debate what industry wants, needs, and is getting from HCI education. %M C.CHI.94.2.191 %T Designing for Diverse Users: Will Just a Better Interface Do? %S PANELS %A Laura Leventhal %A Barbee Teasley %A Daryl Stone %A Ann-Marie Lancaster %A Aaron Marcus %A Bonnie Nardi %A Jakob Nielsen %A Masaaki Kurosu %A Rachelle Heller %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 191-192 %K Diversity, Internationalization, Interface design %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p191-leventhal/p191-leventhal.pdf %X An important challenge to user interface designers is meeting the needs of users who differ in gender, culture, age, and/or abilities. At least two strategies have emerged: to design different interfaces for each group or to just design good interfaces. The panel will discuss approaches to and issues related to accommodating diversity. %M C.CHI.94.2.193 %T Debating the Media Space Design Space %S PANELS %A Victoria Bellotti %A Robert Fish %A Robert Kraut %A Paul Dourish %A Bill Gaver %A Annette Adler %A Sara Bly %A Marilyn Mantei %A Gale Moore %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 193-194 %K Media spaces, Accessibility, Connections models, Communication, Privacy, Social and technical perspectives, User participation, Iterative design, Design rationale %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p193-bellotti/p193-bellotti.pdf %X Why do Audio Video (AV) communications infrastructures differ so widely in sane of their key features? What factors led designers and researchers to choose radically different solutions to the same design problems? This panel brings together users, researchers and key designers to expose their rationale and debate some of the issues which are currently being confronted in the development of such technology. %M C.CHI.94.2.195 %T Beyond Accuracy, Reliability, and Efficiency: Criteria for a Good Computer System %S PANELS %A Batya Friedman %A Nancy Leveson %A Ben Shneiderman %A Lucy Suchman %A Terry Winograd %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 195 %K Computer system design, Information systems, Social implications of computers, Standards %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p195-friedman/p195-friedman.pdf %X This panel invites the CHI community to examine the select set of criteria that we typically use to judge the quality of systems-in-use in society. In addition to accuracy, reliability, and efficiency, panelists draw on their design and research experiences to offer a diversity of perspectives on what makes a good computer system good. Discussion emphasizes safety, computing in the service of human needs, the artful integration of computer systems into their sites of use, and ethical considerations. %M C.CHI.94.2.199 %T Scandinavian Design: Users in Product Development %S PAPER ABSTRACTS: Design in the Workplace %A Morten Kyng %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 199 %K Cooperative design, Participatory design, Product development, Computer supported cooperative work %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p199-kyng/p199-kyng.pdf %X This paper presents an approach to user involvement in product development that has grown out of a Scandinavian tradition for cooperation with end-users in design. This tradition emphasizes early and continuing end-user involvement, and has over the last decade been applied successfully in several projects. Most of these projects have, however, been research projects or of the type in-house or contract development, and the claim is often made that this way of involving users is not suited for product development. In this paper I sketch the ideas behind involving users in the design process, and then present and discuss a case of product development in the CSCW area, where more traditional development activities were integrated with intensive cooperation with end-users. %M C.CHI.94.2.199 %T Designing Workscape: An Interdisciplinary Experience %S PAPER ABSTRACTS: Design in the Workplace %A Joseph M. Ballay %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 199 %K Design, Documents, Interdisciplinary %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p199-ballay/p199-ballay.pdf %X Workscape is a clean-slate design for an office document management product. It was developed through a unique collaboration among the staffs of Digital and MAYA. From earliest concepts to current refinements and productization, Workscape has benefited from interdisciplinary design methods involving specialists from the fields of human factors, computer science, and visual design. Extensive use of mockups, in a variety of media, proved particularly effective in bridging differences of terminology and methodology between these three disciplines. %M C.CHI.94.2.200 %T An Improved Interface for Tutorial Dialogues: Browsing a Visual Dialogue History %S PAPER ABSTRACTS: Accessing and Exploring Information %A Benoit Lemaire %A Johanna Moore %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 200 %K Tutorial interactions, Dialogue history, Information visualization %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p200-lemaire/p200-lemaire.pdf %X When participating in tutorial dialogues, human tutors freely refer to their own previous explanations. This paper describes the design of a user interface for a tutoring system that enables both the system and the user to refer to the past dialogue. The work is based on the notion that the dialogue history is a source of knowledge that can be manipulated like any other. In particular, we describe an interface that allows students to visualize the dialogue history on the screen, highlight its relevant parts and query and manipulate the dialogue history. %M C.CHI.94.2.200 %T Using Aggregation and Dynamic Queries for Exploring Large Data Sets %S PAPER ABSTRACTS: Accessing and Exploring Information %A Jade Goldstein %A Steven F. Roth %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 200 %K Interactive techniques, Data exploration, Data visualization, Large data sets, Graphics presentation, Intelligent interfaces %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p200-goldstein/p200-goldstein.pdf %X We have categorized user goals for exploring large data sets into three classes: data manipulation, data analysis, and data visualization. Data manipulation goals, which involve the selection and transformation of data prior to viewing, consist of three main types: scope goals (for selecting the amount of data), focus of attention goals (for selecting relevant attributes), and level of detail goals (for aggregating and decomposing data groups). Using this classification, we evaluate existing data manipulation techniques and integrate two synergistic interface mechanisms, the Aggregate Manipulator and Dynamic Query. We demonstrate how they successfully achieve data manipulation goals for real estate sales data. %M C.CHI.94.2.201 %T An Image Retrieval System Considering Subjective Perception %S PAPER ABSTRACTS: Accessing and Exploring Information %A Haruhiko Nishiyama %A Sumi Kin %A Teruo Yokoyama %A Yutaka Matsushita %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 201 %K Image database, Subjective perception, Graphical user interface, Spatial relationship, Image expression model, Visual language %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p201-nishiyama/p201-nishiyama.pdf %X The human interface plays an important role in an information retrieval system. Visual information is a good human-machine communication system. This paper proposes an image retrieval scheme based on the assumption that end-users make use of image database systems. When a human being looks at graphical materials such as artistic paintings, he/she memorizes them using two patterns in his/her visual memory: the first pattern is that of looking roughly at the whole image, the second is that of paying attention to specific objects such as a person or a desk. %M C.CHI.94.2.201 %T Montage: Providing Teleproximity for Distributed Groups %S PAPER ABSTRACTS: Supporting Distributed Work %A John C. Tang %A Monica Rua %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 201 %K Awareness, Remote collaboration, Media spaces, Video, Computer-supported cooperative work %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p201-tang/p201-tang.pdf %X Montage is a research prototype that explores using video to help collaborators find opportune times to interact with each other and to provide a sense of teleproximity. Montage uses momentary, reciprocal glances among networked workstations to make it easy to peek into someone's office. From a glance, users can quickly start a full-featured desktop video conference. If the person is not there, Montage provides quick access to browse her on-line calendar, send her email, or send her an electronic note that pops up on her screen. Preliminary usage data shows that users did use Montage to have short, lightweight interactions. %M C.CHI.94.2.202 %T Courtyard: Integrating Shared Overview on a Large Screen and Per-User Detail on Individual Screens %S PAPER ABSTRACTS: Supporting Distributed Work %A Masayuki Tani %A Masato Horita %A Kimiya Yamaashi %A Koichiro Tanikoshi %A Masayasu Futakawa %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 202 %K Computer-supported cooperative work, Shared large display, Per-user detail %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p202-tani/p202-tani.pdf %X The operation of complex real-world systems requires that multiple users cooperate in monitoring and controlling large amounts of information. The Courtyard system supports such cooperative work by integrating an overview on a shared large display and per-user detail on individual displays. Courtyard allows a user to move a mouse pointer between the shared and individual screens as though they were contiguous, and to access per-user detailed information on the user's individual display simply by pointing to an object on the shared display. Courtyard selects the detailed information according to the tasks assigned to the pointing user. %M C.CHI.94.2.202 %T Distributed Collaborative Writing: A Comparison of Spoken and Written Modalities for Reviewing and Revising Documents %S PAPER ABSTRACTS: Supporting Distributed Work %A Christine M. Neuwirth %A Ravinder Chandhok %A Davida Charney %A Patricia Wojahn %A Loel Kim %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 202 %K Computer-supported cooperative work, Collaborative writing, Annotations, Voice %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p202-neuwirth/p202-neuwirth.pdf %X Previous research indicates that voice annotation is valuable for expressing the more complex and social aspects of a collaborative writing task. No direct evidence exists, however, about the effect of voice annotations on the recipients. To test this, we designed an interface intended to alleviate some of the problems associated with voice output and undertook a study with two goals: to compare the nature and quantity of voice and written comments, and to evaluate how writers responded to comments produced in each mode. This study provides direct evidence that the voice modality produces usable annotations and yields user interface insights. %M C.CHI.94.2.203 %T Marquee: A Tool for Real-Time Video Logging %S PAPER ABSTRACTS: Multimedia in Use %A Karon Weber %A Alex Poon %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 203 %K Video indexing, Video annotation, Gestural interfaces, Penbased computing, User interfaces, User studies, Multimedia %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p203-weber/p203-weber.pdf %X We describe Marquee, a pen-based video logging tool which enables users to correlate their personal notes and keywords with a videotape during recording. We present our observations about coordinating the task of logging in real time and describe the three phases, user-centered approach we took in designing the tool. Our early work explored the functionalities needed by users to successfully create a log. In the second phase we focused on testing our intuitions about logging by conducting user studies with paper mock-ups. In the final phase, we implemented a working prototype system and placed it in a setting to see if it supported people logging in real time. %M C.CHI.94.2.203 %T A Comparison of the Use of Text and Multimedia Interfaces to Provide Information to the Elderly %S PAPER ABSTRACTS: Multimedia in Use %A Virginia Z. Ogozalek %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 203 %K Multimedia, Elderly users, Health care, Information search and retrieval, Interactive video, User interface, Aging, User study, Computers and medicine %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p203-ogozalek/p203-ogozalek.pdf %X This report describes an experiment in which 64 elderly participants, average age 71, used (1) a text-only or (2) a multimedia computer interface to obtain information-in this case, about prescription drugs. The participants, none of whom had used a computer before, compared the computerized information systems to a more traditional "interface" of words printed on paper. Results indicate that, for this group of elders, who were recruited from a seniors' group at a college, a multimedia presentation was better than a text-only screen or a printed leaflet, on both performance and preference measures. %M C.CHI.94.2.204 %T Computers Are Social Actors %S PAPER ABSTRACTS: Expressive Interfaces %A Clifford Nass %A Jonathan Steuer %A Ellen R. Tauber %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 204 %K Anthropomorphism, Agents, Voice, Speech, Social psychology, Gender, Design %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p204-nass/p204-nass.pdf %X This paper presents a new experimental paradigm for the study of human-computer interaction. Five experiments provide evidence that individuals' interactions with computers are fundamentally social. The studies show that social responses to computers are not the result of conscious beliefs that computers are human or human-like. Moreover, such behaviors do not result from users' ignorance or from psychological or social dysfunctions, nor from a belief that subjects are interacting with programmers. Rather, social responses to computers are commonplace and easy to generate. The results reported here present numerous and unprecedented hypotheses, unexpected implications for design, new approaches to usability testing, and direct methods for verification. %M C.CHI.94.2.204 %T Form-Giving: Expressing the Nonobvious %S PAPER ABSTRACTS: Expressive Interfaces %A Gerda Smets %A Kees Overbeeke %A William Gaver %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 204 %K Interface design, Visualization, Form-giving, Affordances, Ecological approaches %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p204-smets/p204-smets.pdf %X The design of richly informative interfaces would benefit from an account of how visual forms convey information. In this paper we suggest that the study of form-giving in Industrial Engineering might provide a foundation for such an account. We present three studies of designed synesthesia, in which objects' forms indicate non-visible attributes such as taste or smell. These studies illustrate the rich possibilities for conveying information with form, possibilities which are routinely exploited in industrial design. We believe that similar opportunities exist for interface design, and that further studies of form-giving may help in taking advantage of them. Results of a student exercise expressing computer metaphors in 3D forms will be discussed. %M C.CHI.94.2.205 %T Using a Human Face in an Interface %S PAPER ABSTRACTS: Expressive Interfaces %A Janet H. Walker %A Lee Sproull %A R. Subramani %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 205 %K User interface design, Multimodal interfaces, Anthropomorphism, Facial expression, Facial animation, Personable computers %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p205-walker/p205-walker.pdf %X We investigated subjects' responses to a synthesized talking face displayed on a computer screen in the context of a questionnaire study. Compared to subjects who answered questions presented via text display on a screen, subjects who answered the same questions spoken by a talking face spent more time, made fewer mistakes, and wrote more comments. When we compared responses to two different talking faces, subjects who answered questions spoken by a stern face, compared to subjects who answered questions spoken by a neutral face, spent more time, made fewer mistakes, and wrote more comments. They also liked the experience and the face less. We interpret this study in the light of desires to anthropomorphize computer interface and suggest that incautiously adding human characteristics, like face, voice, and facial expressions, could make the experience for users worse rather than better. %M C.CHI.94.2.205 %T Designing Presentation in Multimedia Interfaces %S PAPER ABSTRACTS: Multimedia Interfaces %A Alistair Sutcliffe %A Peter Faraday %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 205 %K Multimedia, Design guidelines, Methodology %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p205-sutcliffe/p205-sutcliffe.pdf %X Current Multimedia interfaces are created primarily by intuition. Development of a method for analysis and design of Multimedia presentation interfaces is described. The study investigates task based information analysis, persistence of information, selective attention and concurrency in presentation. The method gives an agenda of issues, diagrams and techniques for specifications, and guidelines for media selection and presentation scripting. Use of the method is illustrated with an example from a shipboard emergency management system. %M C.CHI.94.2.206 %T The "Starfire" Video Prototype Project: A Case History %S PAPER ABSTRACTS: Multimedia Interfaces %A Bruce Tognazzini %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 206 %K Film, Video, Video prototype, Prototype, Observation, Guideline, Drama, Story, Interaction, Gesture, Stylus, Mouse, Voice recognition, Anthropomorphic agent, Agent, Feedback, Social, Ethics, Privacy, Future %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p206-tognazzini/p206-tognazzini.pdf %X Developing a new working computer system can now cost hundreds of millions of dollars, all expended at great risk. Company managers who must take responsibility for making development decisions are loath to do so without being able to see and understand the system they will be "buying." When Sunsoft launched the Starfire project to develop a next-generation interface, we turned to video prototyping, in the form of a short 35 mm film delivered in video. Not only were we thus able to show in mature form many key specifics of our new interface design, but we were able to communicate a strong sense of the resulting overall user experience. This paper describes observations and guidelines we developed during the early stages of the film, and what our experiences were in applying them. %M C.CHI.94.2.206 %T Creating Charts by Demonstration %S PAPER ABSTRACTS: Active Support for Interaction %A Brad A. Myers %A Jade Goldstein %A Matthew A. Goldberg %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 206 %K Data visualization, Demonstrational interfaces, Interactive techniques, Business charts %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p206-myers/p206-myers.pdf %X "Gold" is a new interactive editor that allows a user to draw examples of the desired picture for business graphics and the system automatically produces a visualization. To specify a custom visualization in other systems, code must be written or a bewildering array of dialog boxes and commands must be used. In Gold, as the user is drawing an example of the desired visualization, knowledge of properties of the data and the typical graphics of business charts are used to generalize the example and create a picture for the actual data. The goal is to make designing a complex, composite chart almost as easy as sketching a picture on a napkin. %M C.CHI.94.2.207 %T Interactive Graphic Design Using Automatic Presentation Knowledge %S PAPER ABSTRACTS: Active Support for Interaction %A Steven F. Roth %A John Kolojejchick %A Joe Mattis %A Jade Goldstein %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 207 %K Graphic design, Data visualization, Automatic presentation systems, Intelligent interfaces, Design environments, Interactive techniques %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p207-roth/p207-roth.pdf %X Tools for creating data graphics are complex, require significant graphic expertise, and use predefined graphics that cannot integrate multiple data types. To solve these problems, we applied automatic data presentation capabilities to enable two interactive design tools. SageBrush enables users to assemble graphical sketches from primitives and partial prototypes. SageBook enables users to browse previously created pictures relevant to new data. SAGE, an automatic presentation system, supports these by completing underspecified designs, rendering unique graphic combinations, searching for relevant pictures, and redesigning old pictures to display new data. Our claim is that design interfaces must have automatic graphic knowledge to be effective. %M C.CHI.94.2.207 %T Repeat and Predict -- Two Keys to Efficient Text Editing %S PAPER ABSTRACTS: Active Support for Interaction %A Toshiyuki Masui %A Ken Nakayama %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 207 %K Text editing, Predictive interface, Programming by example, PBE, Programming by demonstration, PBD, Keyboard macro, Dynamic macro creation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p207-masui/p207-masui.pdf %X We demonstrate a simple and powerful predictive interface technique for text editing tasks. With our technique called the dynamic macro creation, when a user types a special "repeat" key after doing repetitive operations in a text editor, an editing sequence corresponding to one iteration is detected, defined as a macro, and executed at the same time. When we use another special "predict" key in addition to the repeat key, wider range of prediction schemes can be performed depending on the order of using these two keys. %M C.CHI.94.2.208 %T Communicating About Communicating: Cross-Disciplinary Design of a Media Space Interface %S PAPER ABSTRACTS: Studies of Communication and Cooperative Work %A Beverly Harrison %A Marilyn Mantei %A Garry Beirne %A Tracy Narine %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 208 %K User interface design, Inter-disciplinary, Sociology, Video, Media space, Videoconferencing %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p208-harrison/p208-harrison.pdf %X This paper describes benefits and misunderstandings resulting from differing perspectives and methodologies in a cross-disciplinary team. Our team designed and deployed a media space (video communication system). The interface designers were frustrated by the limited user access and rigid schedules necessary for the sociologists. The sociologists saw designers as non-observant researchers using invasive research practices and inconstant measures. In the end, both disciplines helped the other accomplish their goals. The sociologists learned something about evaluating technology and how usability impacts future product acceptance. The designers learned how detailed studies of current work practices and roles can provide design clues. %M C.CHI.94.2.208 %T Informal Workplace Communication: What is It Like and How Might We Support It? %S PAPER ABSTRACTS: Studies of Communication and Cooperative Work %A Steve Whittaker %A David Frohlich %A Owen Daly-Jones %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 208 %K Informal communication, Audio, Video, CSCW, Workplace activity, Ethnography %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p208-whittaker/p208-whittaker.pdf %X We present new findings about the nature of informal communications, derived from a naturalistic study of people's everyday working activities. We identify why such interactions are so common, and valuable and how they are achieved in the workplace. We also address weaknesses in current systems that support such interactions remotely and identify further requirements for better support. We also discuss the implications of this work for conversational theories. %M C.CHI.94.2.209 %T A Room of Our Own: Experiences from a Direct Office Share %S PAPER ABSTRACTS: Studies of Communication and Cooperative Work %A Annette Adler %A Austin Henderson %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 209 %K Audio/video connections, Direct office share, Architecture of use, Technology in use, Descriptions of work %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p209-adler/p209-adler.pdf %X For nine months, the authors worked in a "direct office share" -- two offices joined by unswitched audio/video connections. This paper describes that experience. While working together, the authors were engaged in developing an architecture of use for techno-social systems-framework for describing distributed technology and people together at work. The paper therefore also seeks to achieve a second purpose: to present, mostly by demonstrating its use, the beginnings of such an architecture. This description comprises three complementary "sightings" on the direct office share, labeled 1, 1+1, and (1+1)+others. Each sighting captures selected aspects of technology (audio/video connections) in use by the authors at work. This capturing of experience demonstrates by example that multiple sightings provide a powerful form for describing techno-social systems, that current patterns of use both support and interfere with the use of new technology, and that only in a description that encompasses both the technical and social can the use of technology be comprehended. %M C.CHI.94.2.209 %T Methods in Search of Methodology -- Combining HCI and Object Orientation %S PAPER ABSTRACTS: Tools for Design %A Susan McDaniel %A Gary M. Olson %A Judith S. Olson %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 209 %K Object-oriented methods, Human computer interaction, User-centered design, Business process redesign %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p209-mcdaniel/p209-mcdaniel.pdf %X Software design and user interface design and analysis methods are each insufficient methods for ensuring good software development. We propose a combination of object-oriented analysis and design, human computer interaction, and process redesign forged into one methodology. We describe the use of these methods in a project case study and conclude with a synopsis of how the methods worked and lessons we learned. %M C.CHI.94.2.210 %T Enhancing the Explanatory Power of Usability Heuristics %S PAPER ABSTRACTS: Tools for Design %A Jakob Nielsen %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 210 %K Discount usability engineering, Heuristic evaluation, Usability problems %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p210-nielsen/p210-nielsen.pdf %X Several published sets of usability heuristics were compared with a database of existing usability problems in order to determine what heuristics best explain actual usability problems. Based on a factor analysis of the explanations as well as an analysis of the heuristics providing the broadcast explanatory coverage of the problems, a new set of nine heuristics were derived: visibility of system status, match between system and real world, user control and freedom, consistency and standards, error prevention, recognition rather than recall, flexibility and efficiency of use, aesthetic and minimalist design, and helping users recognize, diagnose, and recover from errors. %M C.CHI.94.2.210 %T Development and Evaluation of a Model of Behavioral Representation Techniques %S PAPER ABSTRACTS: Tools for Design %A J. D. Chase %A Robert S. Schulman %A H. Rex Hartson %A Deborah Hix %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 210 %K Usability, Behavioral representation techniques, Interaction development, Model, Empirical evaluation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p210-chase/p210-chase.pdf %X A user-centered approach to interactive system development requires a way to represent the behavior of a user interacting with an interface. While a number of behavioral representation techniques exist, not all provide the capabilities necessary to support the interaction development process. We have developed a taxonomical model of behavioral representation techniques. Our model is an epistemological framework for analyzing and comparing existing behavioral representation techniques, as well as developing and evaluating new techniques. We present the model and results of our evaluation demonstrating the model's reliability and utility within the context of behavioral representation techniques. %M C.CHI.94.2.211 %T Nonvisual Presentation of Graphical User Interfaces: Contrasting Two Approaches %S PAPER ABSTRACTS: Auditory Information Interfaces %A Elizabeth D. Mynatt %A Gerhard Weber %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 211 %K Nonvisual HCI, Blind users, Graphical user interfaces, Auditory interfaces, Tactile interfaces %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p211-mynatt/p211-mynatt.pdf %X Users who are blind currently have limited access to graphical user interfaces based on MS Windows or X Windows. Past access strategies have used speech synthesizers and braille displays to present text-based interfaces. Providing access to graphical applications creates new human interface design challenges which must be addressed to build intuitive and efficient nonvisual interfaces. Two contrasting designs have been developed and implemented in the projects Mercator and GUIB. These systems differ dramatically in their approaches to providing nonvisual interfaces to GUIs. This paper discusses four main interface design issues for access systems, and describes how the Mercator and GUIB designs have addressed these issues. It is hoped that the exploration of these interfaces will lead to better nonvisual interfaces used in low visibility and visually overloaded environments. %M C.CHI.94.2.211 %T The Design and Evaluation of an Auditory-Enhanced ScrollBar %S PAPER ABSTRACTS: Auditory Information Interfaces %A Stephen A. Brewster %A Peter C. Wright %A Alistair D. N. Edwards %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 211 %K Auditory interfaces, Multi-modal interface, Earcons, Sonification, Auditory-enhanced widgets %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p211-brewster/p211-brewster.pdf %X A structured method is described for the analysis of interactions to identify situations where hidden information may exist and where non-speech sound might be used to overcome the associated problems. Interactions are considered in terms of events, status and modes to find any hidden information. This is then categorised in terms of the feedback needed to present it. An auditory-enhanced scrollbar, based on the method described, was then experimentally tested. Timing and error rates were used along with subjective measures of workload. Results from the experiment show a significant reduction in time to complete one task, a decrease in the mental effort required and an overall preference for the auditory-enhanced scrollbar. %M C.CHI.94.2.212 %T Protofoil: Storing and Finding the Information Worker's Paper Documents in an Electronic File Cabinet %S PAPER ABSTRACTS: Accessing and Using Stored Documents %A Ramana Rao %A Stuart K. Card %A Walter Johnson %A Leigh Klotz %A Randy Trigg %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 212 %K Document imaging, Paper user interface, Information retrieval, Filing of paper documents, Ad hoc information work %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p212-rao/p212-rao.pdf %X Although the document imaging industry has taken off in the last few years, document image filing for the individual information worker is still not widespread or effective. In this paper, we focus on building an electronic filing system for paper documents that supports the ad hoc, multifarious work of information workers. Motivated by interviews with researchers and a survey of descriptive studies of paper document filing, we have focused on minimizing or delaying costs of document filing and supporting a rich variety of methods for assessing and using stored documents. We have implemented a prototype system called Protofoil for storing, retrieving, and manipulating paper documents as electronic images that integrates many user interface -- paper and workstation -- and information retrieval technologies. Protofoil has been tested through use in our laboratory, and has been deployed in a field study at a lawyer's office. %M C.CHI.94.2.212 %T The Marks are on the Knowledge Worker %S PAPER ABSTRACTS: Accessing and Using Stored Documents %A Alison Kidd %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 212 %K Knowledge workers, Information appliances, Writing, Memory %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p212-kidd/p212-kidd.pdf %X A study of knowledge workers showed that the most important thing about them is they are changed by information. They do not carry much written material with them, rarely consult files, and have cluttered desks. My explanation is that once informed, knowledge workers do not need to retain the information source. However, until informed, they cannot file information because they cannot categorise it. I conclude that the valuable marks are on knowledge workers rather than on paper or file and suggest that they might be better supported by improving the act of informing rather than storing information for them in a "disembodied" form. %M C.CHI.94.2.213 %T Raison d'Etre: Capturing Design History and Rationale in Multimedia Narratives %S PAPER ABSTRACTS: Social Aspects of Design %A John M. Carroll %A Sherman R. Alpert %A John Karat %A Mary S. Van Deusen %A Mary Beth Rosson %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 213 %K Documentation, Design history, Collaboration, Multimedia database, Hypermedia %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p213-carroll/p213-carroll.pdf %X Raison d'Etre is a hypermedia design history application. It provides access to a database of video clips containing stories and personal perspectives of design team members recorded at various times through the course of a project. The system is intended to provide a simple framework for recording and organizing the informal history and rationale that design teams create and share in the course of their collaboration. This paper describes (1) the scenarios of use we are trying to support, (2) the methods we used collecting and organizing the database, and (3) the status of our prototype. %M C.CHI.94.2.213 %T Facilitating Effective HCI Design Meetings %S PAPER ABSTRACTS: Social Aspects of Design %A John L. Bennett %A John Karat %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 213 %K Methodologies, Design, Software engineering, Design process, Group work %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p213-bennett/p213-bennett.pdf %X Over several years we have participated as facilitators in many Human-Computer Interaction (HCI) design meetings. Our focus has been on developing team results needed to achieve user-centered design of software for computer systems. We describe frameworks for partnerships, stages of meetings, and team conversations that we have found useful. In order to illustrate our general approach, we select one design meeting experience as a case study. We close with observations on how facilitation skills might be developed by design team participants. This is needed in response to an emerging requirement for effective collaborative teamwork in HCI design activities. %M C.CHI.94.2.214 %T Interface Techniques for Minimizing Disfluent Input to Spoken Language Systems %S PAPER ABSTRACTS: Designing Spoken Language Systems %A Sharon Oviatt %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 214 %K Speech disfluency, Predictive modeling, Interface design, Spoken language systems, Robust processing %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p214-oviatt/p214-oviatt.pdf %X This research examines spontaneous spoken disfluencies during human-computer interaction, presents a predictive model accounting for their occurrence, and outlines interface techniques for minimizing disfluent input. Data were collected during two studies in which people spoke to a highly interactive simulated system. Two factors were associated with an increase in speech disfluency rates: lengthiness of utterance, and lack of structure in the presentation format. In these studies, structural changes to the presentation format eliminated 70% of all disfluent speech. The long-term goal of this research is to provide empirical guidance for the design of robust spoken language technology. %M C.CHI.94.2.214 %T An Object-Oriented Approach to Dialogue Management in Spoken Language Systems %S PAPER ABSTRACTS: Designing Spoken Language Systems %A Randall Sparks %A Lori Meiskey %A Hans Brunner %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 214 %K Dialog management, Spoken language system, Object-oriented design, User interface %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p214-sparks/p214-sparks.pdf %X We describe an object-oriented approach to dialog management for the design of spoken language interface to information services. In this approach, dialog states are abstract objects that encapsulate the information and behavior the system needs to interact successfully with the user at any given point in an extended dialog. An inheritance hierarchy determines the properties of particular dialog states, which are instantiated dynamically during the user-system dialog. Dialog management rules are methods that respond to different types of user inputs in a manner appropriate for the current dialog state. This approach has been used to implement a prototype of a telephone-based information service. %M C.CHI.94.2.215 %T Automatic Generation of Interactively Consistent Search Dialogs %S PAPER ABSTRACTS: Automatic Support in Design and Use %A Dan R. Olsen, Jr. %A Walter Holladay %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 215 %K User interface, Tool-kits, Searching, Automatic transformation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p215-olsen/p215-olsen.pdf %X The problem of creating search dialogs which are consistent with normal user interface dialogs is posed. The ART user interface tool kit is presented. The features of top-down filtering of interactive events and the modeling of interactor semantics as editing variables are discussed. Two special interactor filters are described which when wrapped around an editing dialog will transform that dialog into one which edits search patterns for the same class of objects. %M C.CHI.94.2.215 %T Automatic Generation of Help from Interface Design Models %S PAPER ABSTRACTS: Automatic Support in Design and Use %A Roberto Moriyon %A Pedro Szekely %A Robert Neches %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 215 %K Automatic help generation, Model-based interface design, Hypertext-based help, Help customization, Help generation rules %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p215-moriyon/p215-moriyon.pdf %X Model-based interface design can save substantial effort in building help systems for interactive applications by generating help automatically from the model used to implement the interface, and by providing a framework for developers to easily refine the automatically-generated help texts. This paper describes a system that generates hypertext-based help about data presented in application displays, commands to manipulate data, and interaction techniques to invoke commands. The refinement component provides several levels of customization, including programming-by-example techniques to let developers edit directly help windows that the system produces, and the possibility to refine help generation rules. %M C.CHI.94.2.216 %T Automating Interface Evaluation %S PAPER ABSTRACTS: Automatic Support in Design and Use %A Michael D. Byrne %A Scott D. Wood %A Piyawadee "Noi" Sukaviriya %A James D. Foley %A David Kieras %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 216 %K GOMS, Usability, User interface design environment, Interface evaluation, Formal models of the user, UIMS %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p216-byrne/p216-byrne.pdf %X One method for user interface analysis that has proven successful is formal analysis, such as GOMS. These methods have been criticized for being at minimum an additional burden for the system designer. However, if the process of constructing and using formal models could be automated, they could be of even greater value. This paper describes an early version of such a system, called USAGE. Given the application model necessary to drive the UIDE system, USAGE generates an NGOMSL model of the interface which can be "run" on a typical set of user tasks and provide execution and learning time estimates. %M C.CHI.94.2.216 %T The Cost-of-Knowledge Characteristic Function: Display Evaluation for Direct-Walk Dynamic Information Visualizations %S PAPER ABSTRACTS: Evaluation Methods %A Stuart K. Card %A Peter Pirolli %A Jock D. Mackinlay %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 216 %K Information visualization, Dynamic displays, Methodology, Evaluation, 3D user interfaces, Information Visualizer %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p216-card/p216-card.pdf %X In this paper we present a method, the Cost-of-Knowledge Characteristic Function, for characterizing information access from dynamic displays. The paper works out this method for a simple, but important, class of dynamic displays called direct-walk interactive information visualizations, in which information is accessed through a sequence of mouse selections and key selections. The method is used to characterize a simple calendar task for an application of the Information Visualizer, to compute the changes in characterization as the result of possible program variants, and to conduct empirical comparison between different systems with the same function. %M C.CHI.94.2.217 %T Comparative Usability Evaluation: Critical Incidents and Critical Threads %S PAPER ABSTRACTS: Evaluation Methods %A Jurgen Koenemann-Belliveau %A John M. Carroll %A Mark K. Singley %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 217 %K User interfaces, Evaluation methodology, Formative evaluation, Usability evaluation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p217-koenemann-belliveau/p217-koenemann-belliveau.pdf %X Empirical usability evaluations (particularly formative evaluations) hinge on observing and interpreting critical incidents of use. We proposed augmenting critical incident methods by analysis of what we called critical threads: sets of causally related user episodes that, taken together, define major usability themes. This paper extends this work to the comparative usability analysis of a related artifact. We discuss how our earlier claims analysis was used to orient and simplify our current evaluation efforts. %M C.CHI.94.2.217 %T Usability Testing in the Field: Bringing the Laboratory to the User %S PAPER ABSTRACTS: Evaluation Methods %A David E. Rowley %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 217 %K Usability testing, Formative evaluation, Field testing, Cooperative evaluation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p217-rowley/p217-rowley.pdf %X Usability testing is not always best accomplished within the confines of a specifically equipped usability laboratory. Logistics and resource constraints sometimes necessitate taking the testing out on the road. This paper describes some of the issues surrounding a field testing program, and gives suggestions about how such an undertaking can be accomplished under strict financial, resource and schedule limitations. A case study is presented to help illustrate the planning and evaluation process, and to provide insights into the types of problems such an endeavor is likely to encounter, as well as some valuable lessons learned along the way. %M C.CHI.94.2.218 %T User Learning and Performance with Marking Menus %S PAPER ABSTRACTS: Pen Input %A Gordon Kurtenbach %A William Buxton %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 218 %K Marking menus, Pie menus, Gestures, Pen based input, Accelerators, Input devices, Multimedia %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p218-kurtenbach/p218-kurtenbach.pdf %X A marking menu is designed to allow 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 the desired menu item without popping-up the menu. This paper reports on a case study of user behavior with marking menus in a real work situation. The study demonstrates that when users become expert, marks are used extensively and are on average 3.5 times faster than using the menu. However, expert users still occasionally switch back to menus to refresh their memory of menu layout. %M C.CHI.94.2.218 %T T-Cube: A Fast, Self-Disclosing Pen-Based Alphabet %S PAPER ABSTRACTS: Pen Input %A Dan Venolia %A Forrest Neiberg %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 218 %K Stylus, Text entry, Pen-based computing, Audio feedback %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p218-venolia/p218-venolia.pdf %X An interface for entering text to a pen-based computer is described. The technique proposes a new alphabet, where each letter is a flick gesture. These flick gestures are self-disclosing using pie menus. An experiment determined the speeds of executing the flick gestures and the transition speeds between gestures. An assignment of characters to gestures is developed and evaluated. Audio feedback is used to convey whether a gesture was well- or badly-formed. A longitudinal study showed clear progress on a learning curve. The method is compared to soft keyboards, handwriting recognition systems, and unistrokes. %M C.CHI.94.2.219 %T Filochat: Handwritten Notes Provide Access to Recorded Conversations %S PAPER ABSTRACTS: Pen Input %A Steve Whittaker %A Patrick Hyland %A Myrtle Wiley %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 219 %K Audio, "Speech-as-data", Retrieval, Handwriting, Notes, Indexing %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p219-whittaker/p219-whittaker.pdf %X We present a novel application which integrates handwriting and recorded audio in a semi-portable device. Based on user interviews, it allows people to straightforwardly access particular points in recorded spontaneous speech via handwritten notes, using temporal indexing. Laboratory studies showed objective benefits of combined notes and audio over notes alone. The utility of the access method was shown by improved performance over current audio technology such as dictaphones. We also found perceived benefits of higher quality meeting minutes in field trials. An unforeseen benefit was the use of this device as an audio editing tool. We discuss further technical extensions and user issues in relation to the prototype. %M C.CHI.94.2.219 %T A Preliminary Analysis of the Products of HCI Research, using Pro Forma Abstracts %S PAPER ABSTRACTS: HCI Research? %A William Newman %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 219 %K Human-computer interaction, Research methods, Research products, System design, Abstracts, Radical solutions %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p219-newman/p219-newman.pdf %X A classification scheme for the products of engineering research is described, involving three principal categories: improved modelling techniques, solutions and tools. A set of pro forma abstracts are proposed as a means of identifying the three categories, and are found to cover over 90 percent of the 554 engineering papers sampled. However only 30 percent of papers published at recent CHI and INTERCHI conferences can be thus categorized. The remainder appear mostly to describe radical solutions (solutions not derived from incremental improvements to solutions to the same problem), and experience and/or heuristics gained mostly from studies of radical solutions. %M C.CHI.94.2.220 %T Supporting Knowledge-Base Evolution with Incremental Formalization %S PAPER ABSTRACTS: Design Evaluation %A Frank M. Shipman, III %A Raymond McCall %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 220 %K Formalization, Structure, Hypermedia, Knowledge-based systems, Knowledge representation, Knowledge acquisition %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p220-shipman/p220-shipman.pdf %X Computers require formally represented information to support users but users often cannot provide it. This paper looks at an approach called "incremental formalization", when users express information informally and the system supports them in formalizing it. Incremental formalization requires a system architecture that can integrate formal and informal representations and enable and support moving information upward in formality. The system should include tools to capture naturally available informal information and knowledge-based techniques to suggest possible formalizations of this informal information. The Hyper-Object Substrate, a system with these characteristics, has been applied to a variety of domains. %M C.CHI.94.2.220 %T Seeding, Evolutionary Growth and Reseeding: Supporting the Incremental Development of Design Environments %S PAPER ABSTRACTS: Design Evaluation %A Gerhard Fischer %A Ray McCall %A Jonathan Ostwald %A Brent Reeves %A Frank Shipman %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 220 %K Design, Design environments, Domain-orientation, Evolution of information spaces, Seeds, Reseeding, Annotation, Incremental formalization, Tacit knowledge, Situated cognition, End-user modifiability, Collaborative design %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p220-fischer/p220-fischer.pdf %X We describe an approach to acquiring information during the creation and use of domain-oriented environments. Our model consists of three phases: seeding, evolutionary growth, and reseeding. A seed for a domain-oriented design environment is created through a participatory design process between environment developers and domain designers by incorporating domain-specific knowledge into a domain-independent architecture for design environments. Evolutionary growth takes place as domain designers use the seeded environment to undertake specific projects. Reseeding is a process that reinvolves the environment developers to help domain designers better organize, formalize, and generalize knowledge added during the use phases. %M C.CHI.94.2.221 %T Talking Through Design: Requirements and Resistance in Cooperative Prototyping %S PAPER ABSTRACTS: Design Evaluation %A John Bowers %A James Pycock %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 221 %K Requirements, Participatory design, Interaction analysis %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p221-bowers/p221-bowers.pdf %X Some analyses are presented of talk between designers and a potential user in a participatory design session where a prototype application was worked with to determine future requirements. We explore the ways in which design suggestions are formulated and argued for, and how requirements emerge as a negotiated product of interaction. On this basis, we re-examine user participation in design and the relationship between prototyping and user requirements. We conclude by offering a notion (gradients of resistance in design space) to help understanding the interplay of the social and the technical in design. %M C.CHI.94.2.221 %T The Movable Filter as a User Interface Tool %S PAPER ABSTRACTS: Information Visualization %A Maureen C. Stone %A Ken Fishkin %A Eric A. Bier %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 221 %K Viewing filter, Lens, Transparent, Visualization, Editing, Macro, Graphics %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p221-stone/p221-stone.pdf %X Magic Lens filters are a new user interface tool that combine an arbitrarily-shaped region with an operator that changes the view of objects viewed through that region. These tools can be interactively positioned over on-screen applications much as a magnifying glass is moved over a newspaper. This paper describes their advantages in more detail and illustrates them with examples of magic lens filters in use over a variety of applications. %M C.CHI.94.2.222 %T Visual Information Seeking: Tight Coupling of Dynamic Query Filters with Starfield Displays %S PAPER ABSTRACTS: Information Visualization %A Christopher Ahlberg %A Ben Shneiderman %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 222 %K Database query, Dynamic queries, Information seeking, Tight coupling, Starfield displays %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p222-ahlberg/p222-ahlberg.pdf %X Visual information seeking (VIS) is distinguished from familiar query composition and information retrieval because of its emphasis on rapid filtering, progressive refinement or search parameters, continuous reformulation of goals, and visual scanning to identify results. VIS principles developed: dynamic query filters (query parameters rapidly adjust with sliders, buttons, maps, etc.), starfield displays (two-dimensional scatterplots to structure result sets), and tight coupling (interrelating query components to preserve display invariants and support progressive refinement and an emphasis on using search output to foster search input). A FilmFinder prototype using a movie database demonstrates these principles. %M C.CHI.94.2.222 %T The Table Lens: Merging Graphical and Symbolic Representations in an Interactive Focus+Context Visualization for Tabular Information %S PAPER ABSTRACTS: Information Visualization %A Ramana Rao %A Stuart K. Card %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 222 %K Information visualization, Exploratory data analysis, Graphical representations, Focus+context technique, Fisheye technique, Tables, Spreadsheets, Relational tables %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p222-rao/p222-rao.pdf %X We present a new visualization, called the Table Lens, for visualizing and making sense of large tables. The visualization uses a focus+context (fisheye) technique that works effectively on tabular information because it allows display of crucial label information and multiple distal focus areas. In addition, a graphical mapping scheme for depicting table contents has been developed for the most widespread kind of tables, the case-by-variables table. The Table Lens fuses symbolic and graphical representations into a single coherent view that can be fluidly adjusted by the user. This fusion and interactivity enables an extremely rich and natural style of direct manipulation exploratory data analysis. %M C.CHI.94.2.223 %T Evaluating the Influence of Interface Styles and Multiple Access Paths in Hypertext %S PAPER ABSTRACTS: Access to Organized Data Structures %A Pawan R. Vora %A Martin G. Helander %A Valerie L. Shalin %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 223 %K Hypertext, Usability, Design guidelines, Graphical vs. textual interfaces, Single vs. multiple organizations, Expert organizations %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p223-vora/p223-vora.pdf %X In this paper, we investigated usability issues in hypertext. First, we compared usability of graphical and textual interfaces. The results favored a graphical interface with labeled links (GL). However, subjects suggested incorporating multiple pathways to facilitate search. To determine how hypertext designers could establish, a priori, multiple structures, we consulted domain experts. Distinct organizations emerged from experts in different professions. Therefore, we modified the hypertext to incorporate these multiple structures. On subsequent evaluation, contrary to previous evidence, multiple structures enhanced search performance. Based on these experiments, we recommend using a GL interface and multiple semantic organizations to improve hypertext usability. %M C.CHI.94.2.223 %T Multitrees: Enriching and Reusing Hierarchical Structure %S PAPER ABSTRACTS: Access to Organized Data Structures %A George W. Furnas %A Jeff Zacks %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 223 %K Information graphs, Representation, Hierarchies, Reuse, Directed graphs, Hypertext structures, Graphical browsers %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p223-furnas/p223-furnas.pdf %X This paper introduces multitrees, a new type of structure for representing information. Multitrees are a class of directed acyclic graphs (DAGs) with the unusual property that they have large easily identifiable substructures that are trees. These subtrees have a natural semantic interpretation providing alternate hierarchical contexts for information, as well as providing a natural model for hierarchical reuse. The numerous trees found within multitrees also afford familiar, tree-based graphical interactions. %M C.CHI.94.2.224 %T A Keystroke Level Analysis of a Graphics Application: Manual Map Digitizing %S PAPER ABSTRACTS: GOMS Analysis %A Peter Haunold %A Werner Kuhn %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 224 %K Keystroke-level model, Graphics, Map digitizing, Geographic information systems, Interface design optimization %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p224-haunold/p224-haunold.pdf %X Manually transforming analog graphic data, such as maps, into digital form is slow and expensive, but widely performed. The work reported here investigates the possibility to apply the Keystroke-Level Model to the modeling and optimization of manual map digitizing tasks. We tested the suitability of the model at a national mapping agency and determined unit tasks with their performance times. The paper describes an experiment to measure performance times under production conditions. Two new keystroke level operators are defined for manual digitizing. The use and suitability of the model are demonstrated by comparing predicted and measured performance times. %M C.CHI.94.2.224 %T A GOMS Analysis of the Advanced Automated Cockpit %S PAPER ABSTRACTS: GOMS Analysis %A Sharon Irving %A Peter Polson %A J. E. Irving %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 224 %K Formal models, GOMS, "Glass-cockpit", Air crew training %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p224-irving/p224-irving.pdf %X A GOMS analysis of a subset of skills needed to use the Flight Management Computer on advanced, commercial "glass-cockpit" aircraft revealed the existence of just three common methods, as well as inconsistencies in the interface. Novices given low-fidelity, part-task Macintosh computer based training in accordance with this formal modeling effort could carry out similar tasks in a full motion flight simulator, using real aircraft hardware. Their performance was compared with pilots who had just completed professional training as well as with experts. Their performance of all groups reflected difficulties with the interface as revealed by the analysis. %M C.CHI.94.2.225 %T A Validation of the GOMS Model Methodology in the Development of a Specialized, Commercial Software Application %S PAPER ABSTRACTS: GOMS Analysis %A Richard Gong %A David Kieras %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 225 %K GOMS, Analytical methods, Interface design, Usability, User testing, Performance prediction %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p225-gong/p225-gong.pdf %X A formal GOMS model approach was applied to the design and evaluation of the user interface for a specialized, commercial software application. This approach was able to identify significant usability problems embedded in the procedures by which users interact with the interface. A redesign of the interface based on the GOMS approach resulted in a 46% reduction in learning time and a 39% reduction in execution time during a formal evaluation, differences predicted by the GOMS analysis. Corrections to the GOMS time estimation techniques were necessary to obtain accurate (within 9%) predictions of absolute learning and execution times. %M C.CHI.94.2.225 %T A Taxonomy of See-Through Tools %S PAPER ABSTRACTS: Visual Interaction Techniques %A Eric A. Bier %A Maureen C. Stone %A Ken Fishkin %A William Buxton %A Thomas Baudel %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 225 %K User interface, Control panel, Transparent, Multi-hand, Viewing filter, Button, Lens, Menu, Macro %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p225-bier/p225-bier.pdf %X The see-through interface is a new interaction paradigm, based on a set of semi-transparent tools that are moved over an application with one hand while the other applies the tools using a traditional cursor. Compared to traditional interactors, these tools save steps, require no permanent screen space, eliminate temporal modes, allow the user to stay focused on the work area, and are easily customized. This paper presents a taxonomy of see-through tools that considers variations in each of the steps they perform. Our taxonomy is illustrated with example tools that perform graphical editing and text editing operations. %M C.CHI.94.2.226 %T The Alphaslider: A Compact and Rapid Selector %S PAPER ABSTRACTS: Visual Interaction Techniques %A Christopher Ahlberg %A Ben Shneiderman %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 226 %K Alphaslider, Widget, Selection technology, Menus, Dynamic queries %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p226-ahlberg/p226-ahlberg.pdf %X Research has suggested that rapid, serial, visual presentation of text (RSVP) may be an effective way to scan and search through lists of text strings in search of words, names, etc. The Alphaslider widget employees RSVP as a method for rapidly scanning and searching lists or menus in a graphical user interface environment. The Alphaslider only uses an area less than 7 x 2.5cm2. An experiment was conducted with four Alphaslider designs which showed that novice Alphaslider users could locate one item in a list of 10,000 film titles in 24 seconds on average. %M C.CHI.94.2.226 %T Specification of Interface Interaction Objects %S PAPER ABSTRACTS: Designing Interaction Objects %A David A. Carr %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 226 %K User interface specification, User interface design %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p226-carr/p226-carr.pdf %X User Interface Management Systems have significantly reduced the effort required to build a user interface. However, current systems assume a set of standard "widgets" and make no provisions for defining new ones. This forces user interface designers to either do without or laboriously build new widgets with code. The Interface Object Graph is presented as a method for specifying and communicating the design of interaction objects or widgets. Two sample specifications are presented, one for a secure switch and the other for a two dimensional graphical browser. %M C.CHI.94.2.227 %T Recursive Interfaces for Reactive Objects %S PAPER ABSTRACTS: Designing Interaction Objects %A Michael Travers %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 227 %K Programming environments, Objects, Direct manipulation, Visual object-oriented programming, Agents, Rules %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p227-travers/p227-travers.pdf %X LiveWorld is a graphical environment for programming with reactive objects. It offers novice users a world in which graphic objects and program elements are integrated into a single interaction framework. To manage the diversity of object types in LiveWorld, it uses an unusual object system in which the separate categories of classes, objects, and slots are replaced with a single type of entity, the frame, that has a simple and intuitive graphic representation. This unification enables the construction of an integrated interface that achieves elegance, simplicity and power, and can provide conceptual scaffolding for novices to enter into programming. %M C.CHI.94.2.227 %T The Value of a Baseline in Determining Design Success %S PAPER ABSTRACTS: HCI in the Real World %A Brenda Burkhart %A Darold Hemphill %A Scott Jones %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 227 %K Comparative testing, Baseline, CUI, Design principles, GUI, Usability testing, Usability goals %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p227-burkhart/p227-burkhart.pdf %X This paper examines the value of a baseline for usability testing in a software development organization and the specific issues that arose during the implementations of the usability test. Specifically, this testing involved the transitioning of a character-based user interface to a graphical user interface. In order to assess the efficacy of the new design and to determine if performance improvements were achieved with the new interface, a baseline was established to enable a comparative usability assessment. This usability test focused on comparing performance on similar tasks for both interfaces. Results indicated that the new interface was faster than the old interface for similar tasks. Usability goals were established at an arbitrary 50% improvement in task time over the old system. An average of 56% improvement was achieved. Advantages of the comparative design, namely better identification of tasks to target for improvement and establishment of an archive of data, are discussed. In addition, recommendations for reducing the effort involved in staging a comparative usability test are discussed. %M C.CHI.94.2.228 %T User Preferences for Task-Specific vs. Generic Application Software %S PAPER ABSTRACTS: HCI in the Real World %A Bonnie A. Nardi %A Jeff A. Johnson %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 228 %K Task-specificity, Task analysis, Slidemaking, End user computing, Interoperability, Collaborative work %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p228-nardi/p228-nardi.pdf %X We conducted an ethnographic study to investigate the use of generic vs. task-specific application software by people who create and maintain presentation slides. The study was motivated by our beliefs that: 1) some software programs are task-generic, intended for use in a wide variety of tasks, while others are task-specific, intended to support very specific tasks; 2) task-specific software is preferable, but is often not used because of cost, learning effort, or lack of availability; and 3) people who infrequently perform a task tend to use generic tools, while people who frequently perform a task tend to use task-specific tools. Our findings suggest that the truth is more complex. %M C.CHI.94.2.228 %T Surrogate Users: Mediating Between Social and Technical Interaction %S PAPER ABSTRACTS: HCI in the Real World %A Deborah Lawrence %A Michael E. Atwood %A Shelly Dews %A Technology %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 228 %K Dialogue analysis, System evaluation, Surrogate users, Database retrieval %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p228-lawrence/p228-lawrence.pdf %X Although human machine interaction is typically studied in the context of one person interacting with a computer, people often interact with computers in support of their communication with other people. Telephone operators are an excellent example of such "surrogate users"; they use workstations to carry out a goal for a customer, such as finding a telephone number. As the customer's intermediary, the operator must construct an accurate and well-specified search, though the information offered may be incomplete or inaccurate. We have examined both the social interaction and the human-computer interaction in such situations using several different types of analysis, first in CPM-GOMS models and more recently in dialogue analysis and analysis of dialogue timelines. Our work has alerted us to the special human performance requirements of surrogate user tasks. %M C.CHI.94.2.229 %T Children's Use of Mouse-Based Interfaces to Control Virtual Travel %S PAPER ABSTRACTS: Evaluating Pointing Devices %A Erik Strommen %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 229 %K Children, Interface, Virtual travel %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p229-strommen/p229-strommen.pdf %X Children's performances using three different mouse interfaces to control point-of-view (POV) navigation in a prototype of a CD-ROM based "virtual forest" were assessed. Results indicate that while children readily understood POV movement and were able to use all three interfaces successfully, each interface was less than optimal for different reasons. An assessment of the strengths and weaknesses of each interface in light of the intended usage scenario was conducted, and the least problematic of the three was selected for the system. %M C.CHI.94.2.229 %T The Effect of Reducing Homing Time on the Speed of a Finger-Controlled Isometric Pointing Device %S PAPER ABSTRACTS: Evaluating Pointing Devices %A Anant Kartik Mithal %A Sarah A. Douglas %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 229 %K Fitts' law, Pointing devices, Homing time, Keystroke level model, Index of difficulty, Index of performance, Mouse, Joystick %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p229-mithal/p229-mithal.pdf %X This paper examines a new pointing device. Subjects' pointing performance was compared in two tasks. One task required pointing, the other pointing and typing. One group used a keyboard and mouse. The other used a keyboard with integrated joystick under the "J" key. The mouse was faster despite the reduction in homing time shown by the joystick and keyboard combination. We show that the mouse is the faster pointing device; that a finger controlled device complies with Fitts' law; and that for designing faster pointing devices, increasing the Fitts' Law Index of Performance is more important than reducing homing time. %M C.CHI.94.2.230 %T Two-Handed Input in a Compound Task %S PAPER ABSTRACTS: Evaluating Pointing Devices %A Paul Kabbash %A William Buxton %A Abigail Sellen %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 230 %K Two-handed input, GUIs, Toolglass, Palette menus, Compound tasks %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p230-kabbash/p230-kabbash.pdf %X Four techniques for performing a compound drawing/color selection task were studied: one unimanual, one bimanual where different hands controlled independent subtasks, and two bimanual, where the action of the right hand depended on that of the left. We call these latter two "asymmetric dependent." Since they closely conform to everyday bimanual tasks, we predict they would give rise to the best performance. One, called Toolglass, did. The reasons and implications for design are discussed. These are contrasted with other kinds of two-handed techniques, and it is shown below how, if designed inappropriately, two hands can be worse than one. %M C.CHI.94.2.230 %T In Search of Design Principles for Programming Environments %S PAPER ABSTRACTS: Analysis of Programming Environments %A Stephanie Houde %A Royston Sellman %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 230 %K Programming environments, Authoring tools, User-centered design %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p230-houde/p230-houde.pdf %X Software development environments are becoming progressively more advanced in their support for construction of large software applications. However, it is still tedious and time consuming for programmers to build even simple applications. This paper describes an exploratory study which identifies some common problems experienced by programmers working with a range of currently available tools. Eight professional programmers were observed while each built the same simple application using a different software development environment. Problems encountered during the authoring process were noted. Four categories of common problems emerged. Design principles implied by these categories are suggested. %M C.CHI.94.2.231 %T Programmable Design Environments: Integrating End-User Programming with Domain-Oriented Assistance %S PAPER ABSTRACTS: Analysis of Programming Environments %A Michael Eisenberg %A Gerhard Fischer %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 231 %K Programmable design environments, End-user programming, Programmable applications, Domain-oriented design environments, Critics %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p231-eisenberg/p231-eisenberg.pdf %X Programmable design environments (PDEs) are computational environments that integrate the conceptual frameworks and components of (a) design environments and (b) programmable applications. The integration of these two approaches provides elements (such as software "critics" and "queryable objects") that assist users in learning both the application and its domain; in addition, an interactive "application-enriched" end-user programming environment stresses the values of expressiveness and modifiability. By way of illustration, we present a newly-developed programmable design environment, SchemeChart, for the domain of charting and information displays. %M C.CHI.94.2.231 %T "Why is a Raven Like a Writing Desk?" Lessons in Interface Consistency and Analogical Reasoning from Two Cognitive Architectures %S PAPER ABSTRACTS: Cognitive Models %A John Rieman %A Clayton Lewis %A Richard M. Young %A Peter G. Polson %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 231 %K User models, Consistency, Exploratory learning, Analogy, Metaphor %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p231-rieman/p231-rieman.pdf %X Users who have worked with just a few pieces of application software on a computer system are often faced with the need to use a new program on the same system. Consistency between program interfaces is intended to make new software easier to learn, but how "consistency" should be defined is not clear. We present a model of analogical reasoning that describes how users rely on interface consistency to induce correct actions in a new situation. Versions of the model are implemented in ACT-R and Soar. The model yields a more principled understanding of design guidelines that recommend consistency. %M C.CHI.94.2.232 %T A Model of the Acquisition of Menu Knowledge by Exploration %S PAPER ABSTRACTS: Cognitive Models %A Andrew Howes %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 232 %K Exploratory learning, Cognitive models, Working memory, Practice, Menus, Display-based knowledge %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p232-howes/p232-howes.pdf %X This paper reports a mechanism that learns how to use a menu structure by exploration. The model, called Ayn, starts without any knowledge of the menus but when given a goal, explores and tries out options until the goal has been achieved. During this process it constructs a long-term, recognition-oriented, memory of its behavior so that on future occasions it will be able to achieve the same goal without exploration. The mechanism captures three aspects of human behavior: it learns while interacting with the device, it speeds up with practice, and it acquires display-based knowledge. %M C.CHI.94.2.232 %T Passive Real-World Interface Props for Neurosurgical Visualization %S PAPER ABSTRACTS: Interacting in 3-D %A Ken Hinckley %A Randy Pausch %A John C. Goble %A Neal F. Kassell %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 232 %K Three-dimensional interaction, Gesture input, Two-handed interaction, Haptic input, Neurosurgery, Visualization %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p232-hinckley/p232-hinckley.pdf %X We claim that physical manipulation of familiar real-world objects in the user's real environment is an important technique for the design of three-dimensional user interfaces. These real-world passive interface props are manipulated by the user with both hands to specify spatial relationships between interface objects. We present neurosurgical planning as a driving application and demonstrate the utility of a head prop, a cutting plane prop, and a trajectory selection prop in this domain. Our informal evaluations have shown that with a cursory introduction, neurosurgeons who have never seen the interface can understand and use it without training. %M C.CHI.94.2.233 %T The "Silk Cursor": Investigating Transparency for 3D Target Acquisition %S PAPER ABSTRACTS: Interacting in 3-D %A Shumin Zhai %A William Buxton %A Paul Milgram %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 233 %K 3D interface, Interaction technique, Target acquisition, Virtual reality, Fitts' law, Input, Depth perception %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p233-zhai/p233-zhai.pdf %X This study investigates dynamic 3D target acquisition. The focus is on the relative effect of specific perceptual cues. A novel technique is introduced and we report on an experiment that evaluates its effectiveness. There are two aspects to the new technique. First, in contrast to normal practice, the tracking symbol is a volume rather than a point. Second, the surface of this volume is semi-transparent, thereby affording occlusion cues during target acquisition. The experiment shows that the volume/occlusion cures were effective in both monocular and stereographic conditions. For some tasks where stereographic presentation is unavailable or infeasible, the new technique offers an effective alternative. %M C.CHI.94.2.233 %T Direct and Intuitive Input Device for 3-D Shape Deformation %S PAPER ABSTRACTS: Interacting in 3-D %A Tamotsu Murakami %A Naomasa Nakajima %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 233 %K Human interface, Computer graphics, Input device, Computer-aided design, Free-form deformation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p233-murakami/p233-murakami.pdf %X Standard input devices such as a mouse and a keyboard in present computer-aided design systems do not provide users with direct and intuitive facilities for highly 3-D shape manipulation. To solve the problem, this paper proposes a new interface system for 3-D shape manipulation by adopting a real elastic object as an input device. By deforming the device with bare hands with a tactile feedback, users can manipulate a 3-D shape modeled and displayed on a computer screen quite directly and intuitively. A prototype with a cubical input device made of electrically conductive polyurethane foam is also presented. %M C.CHI.94.2.237 %T The Coming of Age of Software Design %S PLENARIES %A Mitchell Kapor %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 237 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p237-kapor/p237-kapor.pdf %X The recognition of software design as a profession is long overdue. For too long the act of conceiving a new program, that is, seething its distinctive behavior and appearance apart from the mechanism of its implementation, has been unrecognized as a distinct professional activity of paramount importance. Software design is in the early stages of coming into its own. It is not an area of research, nor is it a branch of science or a field of engineering. Rather, it is a design discipline within the domain of computing. This talk will make the case for these propositions through reflection on personal experience as well as the history of other design professions. %M C.CHI.94.2.239 %T Constructing New Interface Frameworks %S PLENARIES %A S. Joy Mountford %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 239-240 %K Design, Design methodology, Future interfaces %K Design, Design methodology, Future interfaces %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p239-mountford/p239-mountford.pdf %X The design frameworks used successfully in the past by the interface community are largely becoming outmoded. Given current trends toward more personal, portable, media-based products the CHI community needs to revise their design frameworks to help shape a new cycle of interaction design. This talk will use media-based examples to show how the past has been influenced and present some new interface frameworks to help guide future interface design directions. %M C.CHI.94.2.243 %T Keeping Viewers in the Picture: Real-World Usability Procedures in the Development of a Television Control Interface %S SHORT PAPERS: Design in the Workplace %A Alison Black %A Oliver Bayley %A Colin Burns %A Ilkka Kuuluvainen %A John Stoddard %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 243-244 %K Consumer products, Television, Design methods, Usability, Observation, Scenarios, User testing %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p243-black/p243-black.pdf %X This paper describes practical techniques used to ensure user oriented design of a TV control interface. Key issues were the early involvement of usability specialists, the use of different techniques throughout the design process to ensure the whole project team had direct contact with users, and ensuring usability principles were communicated effectively. The paper emphasizes the importance of usability procedures in the design of consumer products, and of taking usability 'out of the lab' to the environments in which products will be used. %M C.CHI.94.2.245 %T A Comparison of Methods for Teaching Information Systems Design %S SHORT PAPERS: Design in the Workplace %A Penny Collings %A David Walker %A Frank Hicks %A Anne McMahon %A Errol Martin %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 245-246 %K Design process, HCI education, Behavioural simulation, Role-playing %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p245-collings/p245-collings.pdf %X For some years now, we have been experimenting at the University of Canberra with a range of different approaches to the teaching of information systems design, and in particular the problem of providing a realistic context for the development of user requirements. Three alternative strategies of teaching information systems design, involving traditional written problem specifications, staff role-playing users, and behavioural simulations in which students play both user and IT professional roles are compared, and their areas of applicability identified. %M C.CHI.94.2.247 %T Graphical Interfaces for Young Children in a Software-Based Mathematics Curriculum %S SHORT PAPERS: Multimedia in Use %A Joe Berkovitz %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 247-248 %K User interfaces, Ergonomics, Interaction styles, Computer uses in education, Children, Direct manipulation, Graphics editors, Marquee selection %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p247-berkovitz/p247-berkovitz.pdf %X In designing a software-based elementary mathematics curriculum, we have created a family of graphical interfaces for manipulating mathematical objects. This case study describes part of our design, highlighting some issues of interest to the HCI community. We designed a small but flexible set of general interface mechanisms, adapting them to various instructional contexts. A design goal was to meet the needs of both young and adult users without reinventing familiar styles of interaction. User testing then helped us identify a parsimonious set of adaptations needed for children. Among other results this led to a significantly improved form of marquee selection. %M C.CHI.94.2.249 %T ScienceWorks Modeler: Scaffolding the Doing of Science %S SHORT PAPERS: Multimedia in Use %A Shari L. Jackson %A Jiannchuan Tony Hu %A Elliot Soloway %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 249-250 %K Model, Simulation, Science, Visualization %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p249-jackson/p249-jackson.pdf %X At the heart of a working science literacy is the ability to create models that explain real-world phenomena. However, constructing, simulating, verifying and validating models poses a serious challenge for students. Just as professional computational scientists rely on technology in their model creation activities, we are developing the ScienceWorks Modeler to provide comparable technological support for students and teachers. With the Modeler, students can easily construct dynamic, photo-realistic, visualizable models, and compare predictions made by their computational models with actual data collected in the field. Students build their models using an easy-to-use object-oriented visual language -- not traditional programming. %M C.CHI.94.2.251 %T Device Comparisons for Goal-Directed Drawing Tasks %S SHORT PAPERS: Modeling I/O %A Shawna Meyer %A Oryx Cohen %A Erik Nilsen %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 251-252 %K Input devices, Input tasks %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p251-meyer/p251-meyer.pdf %X This study compares five input devices (mouse, mousepen, trackball, stylus, and touchscreen) on a series of goal directed tasks using a drawing program. Striking performance differences are found for the touchscreen when compared with a previous study using a standard, isolated, laboratory task. The study also looks at the impact of device to screen mapping (absolute vs. relative) and device orientation (horizontal vs. vertical). Performance and preference data point towards an advantage for horizontal relative input devices. %M C.CHI.94.2.253 %T Issues and Experience in Designing Two-Handed Interaction %S SHORT PAPERS: Modeling I/O %A Stephane Chatty %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 253-254 %K Two-handed interaction, Interaction style, Multimodal interaction, Air-traffic control %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p253-chatty/p253-chatty.pdf %X Considering that direct manipulation interfaces using a pointing device could be more efficient with the addition of a second pointing device, we are designing and implementing two-handed interfaces for air traffic controllers. This paper describes the interaction styles we imagined for such interfaces, and some issues raised by their implementation. %M C.CHI.94.2.255 %T Passive Force Feedback for Velocity Control %S SHORT PAPERS: Modeling I/O %A Mark Paton %A Colin Ware %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 255-256 %K Input device, Force feedback, Haptics, Human performance %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p255-paton/p255-paton.pdf %X This paper introduces the Bungee Bat as a 3D passive force feedback device for velocity control for exploring 3D graphical environments. A qualitative study was carried out to compare a freehand velocity control device with the Bungee Bat for several navigation tasks in a graphical world consisting of a digital terrain map. %M C.CHI.94.2.257 %T Design of a Virtual Rigid Surface: Haptic/Audio Registration %S SHORT PAPERS: Modeling I/O %A Louis B. Rosenberg %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 257-258 %K Haptic display, Force reflection, Virtual reality, Design for perception, Audio registration, Force reflecting joystick %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p257-rosenberg/p257-rosenberg.pdf %X Few design parameters have been developed for the display of virtual percepts. This is particularly true for complex virtual constructs that include haptic information displayed through a force reflecting interface. This study looks at a fundamental virtual percept for haptic display, the representation of a virtual rigid surface, and empirically derives a design parameter for the registration of the haptic and audio perceptual content. Results of subject testing have revealed that a delay as high as 100 ms can exist between the presentation of haptic and audio sensations in display of a virtual rigid surface before users notice any perceptual distortion. %M C.CHI.94.2.259 %T Anthropomorphic Model for Hand Gesture Interface %S SHORT PAPERS: Modeling I/O %A Annelies Braffort %A Christophe Collet %A Daniel Teil %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 259-260 %K Gesture interface, Gesture production, Gesture recognition, Anthropomorphic model, Filtering, Reconstruction %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p259-braffort/p259-braffort.pdf %X This paper presents an anthropomorphic computer model of the human hand, with the aim of improving the results of hand gesture recognition algorithms. Cinematic knowledge allows us to filter the data provided by gesture transducers and to reconstruct the hand, even when all the respective position values of its different components are not known. Moreover, such a model provides a representation of the hand which is independent of the transducers used to capture gestures. %M C.CHI.94.2.261 %T A System for Application-Independent Time-Critical Rendering %S SHORT PAPERS: Modeling I/O %A Rich Gossweiler %A Randy Pausch %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 261-262 %K Virtual reality, Virtual environments, Time-critical rendering, Rendering scheduler, Image degradation, Real-time, Application-independence, Interactive graphics %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p261-gossweiler/p261-gossweiler.pdf %X We are developing a rendering system which supports automatic, application-independent time-critical rendering for 3D graphics. When the scenes being generated overload the rendering engine, a rendering scheduler employs perception-based techniques to reduce the scene complexity at run-time. Perception-based degradation mechanisms are used because they are based on characteristics of the human, not characteristics of the application. Since the human is the one element guaranteed to exist across all interactive applications, this rendering system is application-independent. %M C.CHI.94.2.263 %T User Interfaces for Hypermedia: How to Find Good Metaphors? %S SHORT PAPERS: Multimedia Interfaces %A Kaisa Vaananen %A Jens Schmidt %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 263-264 %K Hypermedia, User interface metaphors %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p263-vaananen/p263-vaananen.pdf %X Users of hypermedia are known to suffer from confusion and loss of overview when navigating within the hyperspace. This is especially serious problem in public information systems where instant acceptance by non-computer-experts must be ensured. Concrete real-world user interface metaphors can help solve these problems by imposing familiar structures and interaction possibilities and visualizing them to the user. This paper gives guidance to the hypermedia user interface designer in the task of selecting an appropriate metaphor. %M C.CHI.94.2.265 %T A Geographically-Based Multimedia Approach to City Planning %S SHORT PAPERS: Multimedia Interfaces %A Michael J. Shiffer %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 265-266 %K Geographic, Direct manipulation, Noise, Multimedia, Maps, Implementation, Group, Decision %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p265-shiffer/p265-shiffer.pdf %X This paper explores an implementation of a multimedia information system to aid geographically-oriented city planning situations. The implementation provides a method of interacting with city planning analysis tools using direct manipulation graphical interfaces. The technology combines maps, interactive video, text, sound, and other forms of data with analytic tools and an associative information structure using a city map as a central metaphor. This allows immediate navigation amongst chunks of related information during city planning meetings. The technology also makes it possible to link descriptive images, such as digital video and sound, to information that would normally be represented quantitatively. %M C.CHI.94.2.267 %T Multimodal Interfaces: New Solutions to the Problem of Computer Accessibility for the Blind %S SHORT PAPERS: Auditory Information Interfaces %A Yacine Bellik %A Dominique Burger %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 267-268 %K User interface, Multimodal interface, Non visual interface %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p267-bellik/p267-bellik.pdf %X This paper examines how multimodal interfaces can improve the accessibility of software application for blind users. The approach, which consists of translating visual interaction forms through non visual modalities, can't be successfully applied to graphical interfaces. Optimising interface for the blind involves rethinking paradigms and building the application interface on another base. Multimodal interfaces open new avenues for research and development into this area. This paper discusses these promising perspectives through a concrete example: a prototype multimodal text editor that has been developed in a research project between INSERM and CNRS. %M C.CHI.94.2.269 %T Designing with Auditory Icons: How Well Do We Identify Auditory Cues? %S SHORT PAPERS: Auditory Information Interfaces %A Elizabeth D. Mynatt %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 269-270 %K Auditory interfaces, Auditory icons, Design methodology, Audio, User interfaces %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p269-mynatt/p269-mynatt.pdf %X Despite the increased use of auditory icons in computer interfaces, a methodology for designing with auditory icons has not been demonstrated. This methodology should be based on factors which commonly affect the usability of auditory icons in computer interfaces. One step in this methodology is determining how well people can identify auditory cues. In the first of a series of experiments, subjects were asked to describe a collection of short everyday sounds. The content and accuracy of their identifications offers guidelines for the use of auditory cues. %M C.CHI.94.2.271 %T Communicating HCI Modelling to Practitioners %S SHORT PAPERS: Social Aspects of Design %A Simon Buckingham Shum %A Anker Helms Jorgensen %A Annette Aboulafia %A Nick Hammond %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 271-272 %K HCI modelling, HCI theory, Design practice %* (c) Copyright 1994 Association for Computing Machinery %W ftp://ftp.mrc-apu.cam.ac.uk/pub/amodeus/ %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p271-shum/p271-shum.pdf %X The human-computer interaction (HCI) community is generating a large number of analytic, usability-oriented approaches such as cognitive models and user-centred design representations. However, critical factors for their eventual application are their intelligibility, utility and usability for practitioners. In this paper, we present ongoing research into the transfer of analytic HCI approaches to designers. We outline our research strategy, three empirical studies, and some key results. We then highlight measures which respond to designers' requirements by making modelling product and process accessible to practitioners. %M C.CHI.94.2.273 %T Using Electronic Group Decision-Making Technology for Usability Walkthroughs: An Initial Qualitative Cost/Benefit Analysis %S SHORT PAPERS: Social Aspects of Design %A Lauren Weisberg Zack %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 273-274 %K Usability, Cognitive walkthroughs, Electronic brainstorming, GUI, User interface design team %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p273-zack/p273-zack.pdf %X Today's business climate mandates that all application development methods be cost-effective as well as user-centered. An alternative to costly, traditional Usability laboratory testing is discussed. By employing advanced technologies such as electronic group decision-making tools, development teams may experience a reduction in cycle-time while retaining the ability to focus on end-user performance and preference information in order to improve customer satisfaction. %M C.CHI.94.2.275 %T Talking vs Taking: Speech Access to Remote Computers %S SHORT PAPERS: Designing Spoken Language Systems %A Nicole Yankelovich %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 275-276 %K Speech user interface, Speech recognition, Electronic calendar, Natural language processing %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p275-yankelovich/p275-yankelovich.pdf %X The telephone also has its share of problems. It seems everywhere we call these days we are greeted by a voice asking us to press 1 for this, 2 for that, and 3 for who knows what. Why are these systems so frustrating to use? Is it their inflexibility? Perhaps it's because people expect to engage in a conversation when they pick up the phone. %M C.CHI.94.2.277 %T Storywriter: A Speech Oriented Editor %S SHORT PAPERS: Designing Spoken Language Systems %A Catalina Danis %A Liam Comerford %A Eric Janke %A Ken Davies %A Jackie DeVries %A Alex Bertrand %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 277-278 %K Speech recognition, Editing, RSI, Dictation, Pointing %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p277-danis/p277-danis.pdf %X Repetitive Stress Injury (RSI), a disorder that curtails repetitive movements such as typing and poses a potentially career-ending problem for people who write for a living, motivated our development of the StoryWriter editor. This editor accepts speech and keyboard input for text creation and six types of input for application control functions (speech, keyboard, mouse, foot pedal and two novel techniques, pointer touch and point and speak). The variability of RSI symptomatology dictated that several input methods be integrated seamlessly. The system can also be used efficiently by unimpaired individuals. %M C.CHI.94.2.279 %T A Survey on User Expectations for Interface Builders %S SHORT PAPERS: HCI Research? %A M. C. Desmarais %A C. Hayne %A S. Jagannath %A R. Keller %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 279-280 %K GUI tools, Survey, Evaluation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p279-desmarais/p279-desmarais.pdf %X This study provides many insights into the features that users look for in interface building tools, as well as those that can hinder their use. The results suggest that users are willing to pay a high price for a reliable tool that will combine both fast prototyping and fully operational target interfaces and at the same time provide high functionality. Yet users want a tool that is easy to use and to learn. This is a great challenge for developers of interface builders since there is currently a compromise to make between tools that allow fast and easy prototyping, and toolkits which provide high functionality and good execution speed. %M C.CHI.94.2.281 %T Effects of Message Style on Users' Attributions toward Agents %S SHORT PAPERS: HCI Research? %A Susan E. Brennan %A Justina O. Ohaeri %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 281-282 %K Natural language interfaces, Error messages, Agents, Anthropomorphism, Mental models %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p281-brennan/p281-brennan.pdf %X We used a Wizard-of-Oz paradigm to study effects of message style on dialog and on people's mental models of computer agents. People made airline reservations using a simulated reservation agent from which they received one of three message styles: Telegraphic, Fluent, or Anthropomorphic. The agent accepted any kind of language or command input people typed. When people took the initiative, they tended to model their inputs on the computer's messages. They expended more effort in the Anthropomorphic than in the Fluent or Telegraphic conditions. We found no evidence that natural language messages led to higher expectations of intelligence than telegraphic messages. %M C.CHI.94.2.283 %T When Users Do and Don't Rely on Icon Shape %S SHORT PAPERS: HCI Research? %A Jackie Moyes %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 283-284 %K Icon design, Position, Representation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p283-moyes/p283-moyes.pdf %X It is expected that users learn to associate commands with an icon's shape, and eventually learn to associate its position. The experiment reported suggests that if the icon's shape is hard see as meaningful then subjects rely on position rather than shape in order to identify the appropriate icon. The experiment had four conditions, manipulating the abstractness of icon shape and constancy of icon position. After a training period, conditions changed without warning and the conclusions depend on whether or not performance was disrupted by the change. The effects were large: ranging from zero to four-fold worsening of performance. %M C.CHI.94.2.285 %T Toward a Deeper Comparison of Methods: A Reaction to Nielsen & Phillips and New Data %S SHORT PAPERS: HCI Research? %A Bonnie E. John %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 285-286 %K Heuristic evaluation, GOMS, KLM, User testing, Usability, Inspection techniques %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p285-john/p285-john.pdf %X This paper critiques the design and interpretation of the Nielsen and Phillips INTERCHI'93 study comparing three evaluation techniques. In addition, this paper presents new data illustrating that it is as important to ask what analysts do when using these techniques as it is to ask how well they predict performance. %M C.CHI.94.2.287 %T Electronic Proceedings (Eprocs) for IWANNT'93 %S SHORT PAPERS: Access to Organized Data Structures %A Robert B. Allen %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 287-288 %K Electronic proceedings, Information retrieval, Information systems, Internet, Hypertext %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p287-allen/p287-allen.pdf %W email:iwannt_instr@bellcore.com %X An electronic proceedings for the 1993 International Workshop on Applications of Neural Networks to Telecommunications (IWANNT) was presented in the SuperBook text browsing system. The proceedings were available on workstations during the workshop and they are now available via the Internet. In the one month following the workshop, 285 logins were recorded from 28 countries. Respondents to an email questionnaire were generally favorable with 87% stating they would like Eprocs to be available for future conferences. %M C.CHI.94.2.289 %T Navigational View Builder: A Tool for Building Navigational Views of Information Spaces %S SHORT PAPERS: Access to Organized Data Structures %A Sougata Mukherjea %A James D. Foley %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 289-290 %K Hypermedia, Information visualization, Binding %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p289-mukherjea/p289-mukherjea.pdf %X Overview node and link diagrams are one of the best tools for context and orientation in hypermedia systems. To be really effective these need to show not only the node and link topology but more information about the underlying information space. The Navigational View Builder allows the designer or the user to control the dynamic binding between the visual properties of the overview diagrams and the underlying information. Dynamic binding can also be used for forming fish-eye views. Finally, by combining this method with force-based graph-drawing algorithms, visual clusters of related nodes based on various similarity metrics can be formed. %M C.CHI.94.2.291 %T Knurls: Effective 3D Intra-Molecular Manipulation with a 2D Device %S SHORT PAPERS: Visual Interaction Techniques %A Scott D. Kahn %A Gary A. Chappell %A Andrew Smellie %A Michael Shantz %A Steven Teig %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 291-292 %K Computer graphics, Methodology and techniques, Interaction techniques, Software engineering, Tools and techniques, User interfaces, Models and principles, User/machine systems, Human factors, Input/output devices, Input devices, Virtual controllers, I/O devices, Knurls, Mouse, Direct manipulation, Three dimensional graphics, Molecular modeling %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p291-kahn/p291-kahn.pdf %X A number of interaction models and techniques have been designed and developed for using a 2D device to explore and/or deliver direct user manipulation of 3D objects presented on a 2D display. While existing approaches work well for rotating and translating self-contained objects, they are not effective enough in supporting dynamic manipulation of intra-object components, such as the atoms and bonds within a 3D molecule. Our explorations of this domain have led to the design and development of manipulation "knurls," which are transient 3D interaction highlights/controls rendered directly on the atoms/bonds of the molecule. In appearance rather like thumbwheels or dials, knurls allow the user to center all of his focus on the object actually being manipulated. Knurls very effectively support the use of 2D control devices for direct 3D intra-molecular manipulations, such as atom translations, bond rotations, and ring flexing. High quality 3D molecule displays give users the 'look' of familiar plastic models; knurls give them the 'feel' of plastic models. The knurls manipulation concept is broader than our domain-specific implementation, and could readily be extended to other domains such as mechanical CAD or CAE. %M C.CHI.94.2.293 %T What You See Is What You Get -- But Do You Get What You See? %S SHORT PAPERS: Visual Interaction Techniques %A Hermina J. M. Tabachneck %A Herbert A. Simon %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 293-294 %K Visualization, Multiple representations, Graphs, Diagrams, Empirical studies, Cognitive models %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p293-tabachneck/p293-tabachneck.pdf %X Visualization can be very powerful. But can we over-visualize? This paper describes three experiments that show that visualization without proper grounding in the underlying knowledge base could be detrimental to understanding. Although we concentrate on graphs, the conclusions should hold for diagrams and icons as well. Visualization needs to be seen as but one aspect of what is needed to understand a concept. The visual aspect of a concept can be extremely helpful and enlightening -- but without thorough connections to its non-visual aspects, such as verbally expressed causal mechanisms, it can be but so many lines on paper. %M C.CHI.94.2.295 %T Alice: A Rapid Prototyping System for Building Virtual Environments %S SHORT PAPERS: Designing Interaction Objects %A Matthew Conway %A Randy Pausch %A Rich Gossweiler %A Tommy Burnette %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 295-296 %K Virtual reality, Rapid prototyping, Interpreted languages %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p295-conway/p295-conway.pdf %X Alice is a rapid prototyping system used to create three dimensional graphics simulations like those seen in virtual reality applications. Alice uses an interpreted language called Python to implement the semantics of user actions. This interactive development environment allows users to explore many more design options than is possible in a compiled language environment. %M C.CHI.94.2.297 %T Sage: Creating Reusable, Modularized Interactive Behaviors by Demonstration %S SHORT PAPERS: Designing Interaction Objects %A Gurminder Singh %A Zhao Cuie %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 297-298 %K UIMSs, Programming by demonstration, Interactive behaviors, Behavior inferencing, Visual programming %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p297-singh/p297-singh.pdf %X Sage allows interactive behaviors (or command sequences) used in graphical user interfaces to be stored as templates and reused. These behaviors are specified by demonstration by using Sage's companion system called Druid. A collection of related behaviors can be stored as a library and shared within and across development teams to facilitate faster and bug-free interface development. By providing libraries of interactive behaviors, Sage facilitates the development of behaviorally consistent interfaces within and across applications. %M C.CHI.94.2.299 %T Acquisition of Display-Based Skill %S SHORT PAPERS: Cognitive Models %A Stephen J. Payne %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 299-300 %K Cognitive skills, Menus, Exploratory learning %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p299-payne/p299-payne.pdf %X Two experiments are reported that track the development of skill and the nature of errors in a menu-traversal task. Three findings challenge models of skill acquisition. First, there is a great deal of transfer from practised to unpractised tasks, suggesting an important role for incidental acquisition of declarative knowledge. Second, working memory load affects error rates and acquisition of declarative knowledge but has no effect on the shape of learning curves. Third, errors in skilled performance are more likely if identical errors have already been made. %M C.CHI.94.2.301 %T A Model-Based Analysis of Errors in Display-Based HCI %S SHORT PAPERS: Cognitive Models %A Muneo Kitajima %A Peter G. Polson %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 301-302 %K Errors, Action cycle model, Graphical user interface, Display-based human-computer interaction %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p301-kitajima/p301-kitajima.pdf %X This paper describes a model-based analysis of errors in expert use of graphical user interfaces. Two mechanisms, speed-accuracy tradeoffs and attention failures, were simulated by a model consisting of processes for display elaboration, selection of objects to be operated on, and selection of a next action. Both selection processes are performed in a context defined by the elaboration process, simulated by a sampling mechanism which uses knowledge in long-term memory for display comprehension. The model provides a well motivated account of errors made by expert users. Finally, the use of the model in interface evaluation is discussed. %M C.CHI.94.2.303 %T DeskSlate: A Shared Workspace for Telephone Partners %S SHORT PAPERS: Enhancing Interaction %A Brid O'Conaill %A Erik Geelhoed %A Peter Toft %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 303-304 %K CSCW, Shared electronic workspace, Telephone, Field trials, Laboratory experiments %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p303-oconaill/p303-oconaill.pdf %X Research has shown that adding a shared workspace to an audio channel benefits a complex text editing or a graphical task but not a simple summary task. This laboratory based work did not test the additional benefit of having a permanent record of activity (not normally provided by audio alone). DeskSlate is a laboratory prototype which provides the ability to annotate documents or use a shared whiteboard while maintaining voice contact over a single telephone line. When we introduced the system into people's real work environments, shared workspace plus audio provided benefit over a broader range of tasks than was found in the laboratory experiments. %M C.CHI.94.2.305 %T Towards the Interactive Office %S SHORT PAPERS: Enhancing Interaction %A Steve Hodges %A Gifford Louie %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 305-306 %K Context based interaction, Ubiquitous computing, Computer augmented environments, Office automation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p305-hodges/p305-hodges.pdf %X We describe a prototype system, the Interactive Office, which supports the occupant's daily activities in an office. Discrete sensors embedded in an office detect the occupant's movements whilst a number of actuators allow computer control of the environment. Integrating inputs from many sensors places the user in a context, which, combined with the actuators, can be used to automate simple tasks. Using this system, an occupant need not change their normal actions or directly interact with an interface. We describe the underlying technology for this type of indirect interaction and illustrate the potential of augmenting an office to support a user's daily tasks. %M C.CHI.94.2.307 %T A Groupware Environment for Complete Meetings %S SHORT PAPERS: Enhancing Interaction %A Ted O'Grady %A Saul Greenberg %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 307-308 %K Groupware, CSCW, Desktop conferencing %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p307-ogrady/p307-ogrady.pdf %X Meetings have different phases: a pre-meeting setup phase, a during meeting phase and a post-meeting teardown phase. Additionally, meetings are individual, each requiring a different set of tools and applications. We are developing a prototype groupware environment that addresses the different phases of meetings as well as providing for customizable meetings. %M C.CHI.94.2.309 %T TeleCSILE: Facilitating Collaboration Between Teachers in Different Schools %S SHORT PAPERS: Enhancing Interaction %A Peter Rowley %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 309-310 %K Computer conferencing, Group and organization interfaces, Evaluation/methodology & organizational design, Computer uses in education, Design (cognitively based design of educational software), Computer-supported cooperative learning %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p309-rowley/p309-rowley.pdf %X CSILE is a Computer-Supported Intentional Learning Environment designed to support a learning model in which students explicitly set group learning goals and teachers focus on facilitating expert pursuit of those goals. We constructed TeleCSILE to support reflective collaboration between teachers in different schools via low-cost e-mail links, facilitating their elaboration of a practical model for implementing this desired, but difficult to achieve, shift in their classrooms. We report on the design considerations behind TeleCSILE and conclude with a user interface case study that illustrates the impact of translating a collaborative facility into a distributed context. %M C.CHI.94.2.311 %T Synthesis of Sign Language Gestures %S SHORT PAPERS: Enhancing Interaction %A Sylvie Gibet %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 311-312 %K Natural movement synthesis, Sign language communication, Gesture animation, Computer animation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p311-gibet/p311-gibet.pdf %X Communication with the hearing-impaired can be improved by an interface that is capable of translating natural language into animated sign-language. This short-paper presents a model that simulates natural hand-arm movements. A simple command, specified in terms of successive target end-points is translated through the control model into a complete movement trajectory. The main issues of this model are: - the synthesized gestures are very natural, - the command is very efficient since it straightforwardly translates sign language specification into joint angles or positions. %M C.CHI.94.2.313 %T Gestural Human-Machine Interaction for People with Severe Speech and Motor Impairment Due to Cerebral Palsy %S SHORT PAPERS: Enhancing Interaction %A David M. Roy %A Marilyn Panayi %A Roman Erenshteyn %A Richard Foulds %A Robert Fawcus %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 313-314 %K Gesture recognition, Disability, Cerebral palsy, Performance art, Electromyogram, EMG, Artificial neural networks %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p313-roy/p313-roy.pdf %X The objective of the research is to develop a new method of human-machine interaction that reflects and harnesses the abilities of people with severe speech and motor impairment due to cerebral palsy (SSMICP). Human-human interaction within the framework of drama and mime was used to elicit 120 gestures from twelve students with SSMICP. 27 dynamic arm gestures were monitored using biomechanical and bioelectric sensors. Neural networks are being used to analyze the data and to realize the gestural human-machine interface. Preliminary results show that two visually similar gestures can be differentiated by neural networks. %M C.CHI.94.2.315 %T Pad++: Advances in Multiscale Interfaces %S SHORT PAPERS: Virtual and Visual Environments %A Benjamin B. Bederson %A Larry Stead %A James D. Hollan %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 315-316 %K Interactive user interfaces, Multiscale interfaces, Multimedia authoring, Information navigation, Hypertext, Information visualization %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p315-bederson/p315-bederson.pdf %X We have implemented an infinite resolution multimedia sketchpad as a base for exploring a stream-of-consciousness model of computation where information creating, sharing and retrieval becomes so intuitive that the interface becomes invisible. Motivation to pursue this came from work on Pad [4], which can be thought of as a kind of traditional sketchpad or windows environment in the sense that it is a general-purpose substrate for visualizing two dimensional graphics and text. But Pad also supports the radical notion of being infinite in extent and resolution. %M C.CHI.94.2.317 %T An Approach for Designing Virtual Environment Training Systems %S SHORT PAPERS: Virtual and Visual Environments %A Mark S. Schlager %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 317-318 %K Virtual environment, Training simulation systems, Design requirements, Cost-effectiveness %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p317-schlager/p317-schlager.pdf %X We have developed a set of analytic tools to identify and develop virtual environment (VE) simulation training applications. Task selection criteria help identify tasks that might benefit from VE training; VE requirements matrices are used to derive VE training system requirements; and cost-effectiveness factors are used to judge the relative merits of VE and other training delivery technologies. The tools have been applied successfully in aircraft and space maintenance domains, and work is in progress to extend them to nuclear power plant maintenance. %M C.CHI.94.2.319 %T VR Management Tools: Beyond Spatial Presence %S SHORT PAPERS: Virtual and Visual Environments %A John A. Waterworth %A Luis Serra %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 319-320 %K Virtual reality, VR, Interface management tools, 3D, Information dimensionality, Menus %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p319-waterworth/p319-waterworth.pdf %X We have created three types of user-controlled management tool for use in virtual reality environments: the 3DMenu, the M-Cube, and the SuperCube. 3DMenus are equivalent to the menu systems found in two dimensional interactive environments, but have the necessary spatial presence for the immersive 3D world of a VR application. M-Cubes are directly equivalent to 3DMenus but, by using all six available surfaces to present selection alternatives, occupy significantly less space. SuperCubes, in contrast to both these approaches, reflect a move beyond spatial presence by the attachment of meaning to their manipulation; the dimensions of space are also dimensions of information. %M C.CHI.94.2.321 %T OPOSSUM: A Flexible Schema Visualization and Editing Tool %S SHORT PAPERS: Virtual and Visual Environments %A Eban M. Haber %A Yannis E. Ioannidis %A Miron Livny %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 321-322 %K Model-based interface tools, Metaphors, Database, Schema visualization %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p321-haber/p321-haber.pdf %X In the spirit of interdependence of the different areas of CHI research, we present a description of OPOSSUM, a visualization tool inspired by concepts from heterogeneous databases. OPOSSUM is a tool for visualizing and editing structured data; we use it to view and modify object-oriented database schemes. OPOSSUM is based on a formalism that allows declarative descriptions of the following: 1) a model describing the schema to be visualized, 2) a model describing visualizations, and 3) a mapping between the two models. The formal approach makes OPOSSUM very flexible, and promises solutions to several problems of schema visualization. %M C.CHI.94.2.323 %T Analyzing Graphic and Textual Layouts with GOMS: Results of a Preliminary Analysis %S SHORT PAPERS: Virtual and Visual Environments %A Mei C. Chuah %A Bonnie E. John %A John Pane %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 323-324 %K GOMS, Cognitive modeling, Graphic layout, Textual layout %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p323-chuah/p323-chuah.pdf %X We combined previous research on GOMS modeling with some simple assumptions about visual search strategies to make zero-parameter predictions of the time necessary to perform a task on four different graphic and textual displays. We compared these predictions to empirical measures of performance time and obtained an absolute average percent difference of 8%. These results indicate that GOMS may be extended to be a useful tool for analyzing different layouts. %M C.CHI.94.2.325 %T Immersive Environments: A Physical Approach to the Computer Interface %S SHORT PAPERS: Virtual and Visual Environments %A Allison Druin %A Ken Perlin %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 325-326 %K Immersive environments, Physical multimedia, Interdisciplinary research %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p325-druin/p325-druin.pdf %X Every year we spend a greater proportion of our daily lives, at home, in business, in education, and in entertainment, in front of a computer screen. As networking becomes commonplace, this increasingly includes our activities with other people. We want to aim at a richer interaction. How can technology become a seamless extension of our real world physical surroundings? This is a focus of research at the NYU Media Research Laboratory. We are developing new approaches to large-scale physically immersive, multimedia environments. Recently we collaborated with film students and faculty from the NYU Tisch School of the Arts to create three room-sized computer-mediated immersive environments. This short paper will summarize our approach to interdisciplinary research in the context of developing new technologies for immersive environments. %M C.CHI.94.2.329 %T Current Issues in Assessing and Improving Documentation Usability %S SPECIAL INTEREST GROUPS (SIGs) %A Stephanie Rosenbaum %A Judith Ramey %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 329 %K Documentation, Documentation usability, Information development, Documentation standards, Usability testing, Product development %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p329-rosenbaum/p329-rosenbaum.pdf %X User documentation, whether in print or "built-in" to the online user interface, is now a vital element of successful computer products. Managers and developers recognize that the common model of documentation as remediation for deficient design must not persist, but they often don't know how to build documentation usability into an ongoing product-development effort. Therefore, this meeting is a forum on human factors in computer documentation. With the growth of online user support and the increasing integration of documentation with the user interface, this SIG provides CHI'94 attendees with a specific opportunity to discuss recent developments in documentation usability. Topics include: * Addressing documentation usability early in the product design process; * Qualitative and quantitative methods for collecting documentation usability data; * Roles and relationships among documentation specialists, user-interface designers, and software developers; * Schedule and budget issues relating to documentation usability. %M C.CHI.94.2.330 %T Usability Lab Tools: One Year Later %S SPECIAL INTEREST GROUPS (SIGs) %A Paul Weiler %A Monty Hammontree %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 330 %K Usability, Tools, Data collection, Laboratory, Testing, Logging, Video, Analysis %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p330-weiler/p330-weiler.pdf %X This Special Interest Group (SIG) is a follow-up to panels from last year's CHI and the Usability Professionals Association conferences. The intent of the SIG is to provide a forum for the exchange of new ideas and technologies in the area of usability laboratory tools. Experts in the area will meet to discuss and demonstrate recent developments in tools and talk about future plans. Topics for discussion include, but are not limited to, event logging, observation logging, video tape analysis, highlight tape production, remote usability testing, and new technologies. Anyone involved or interested in usability testing is invited to attend. %M C.CHI.94.2.331 %T Ergonomic Standards for Software: Update for 1994 %S SPECIAL INTEREST GROUPS (SIGs) %A Patricia A. Billingsley %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 331 %K Software ergonomics, Software user interface standards, ISO, ANSI, IEEE %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p331-billingsley/p331-billingsley.pdf %X As of January 1993, the member nations of the European Community have been required to adopt minimum health and safety standards for office-based computer systems, including the user interfaces to those systems. This European initiative continues to drive the efforts of many standards committees, both in the United States and abroad, as they attempt to develop reasonable and meaningful ergonomic standards for software user interfaces. In this SIG session, a panel of user interface standards experts will describe the latest developments in the national and international arenas, and discuss the impact of emerging ergonomic standards on members of the CHI community and software development in general. The panel will include representatives of the most active standards committees, including CEN TC122/WG5, ISO-IEC JTC1/SC18/WG9, ISO TC159/SC4/WG5, ANSI X3V1.9, HFES-HCI, and IEEE P1201.2. The final half-hour of the session will be set aside for an open discussion with the audience. %M C.CHI.94.2.332 %T Educating the Next Generation of Information Systems Specialists: Report on a US National Science Foundation Task Force %S SPECIAL INTEREST GROUPS (SIGs) %A Michael J. Muller %A Anita LaSalle %A Michael C. Mulder %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 332 %K Information engineering, Systems, Design, Curriculum, Education, Development, Team %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p332-muller/p332-muller.pdf %X We present results from a US National Science Foundation Task Force on Information Engineering. The task force combined academic and industry views on the expertise required to support team work for the design and development of software systems. The information systems specialist who has been "designed" by the task force would be a critical member of such teams. For comment by CHI participants, we present a profile of the knowledge, skills and expertise needed by the new specialist, and draft curricula to educate such specialists. %M C.CHI.94.2.333 %T Issues in Human Factors Organization and Practices %S SPECIAL INTEREST GROUPS (SIGs) %A Barry Beith %A Thyra L. Rauch %A Thomas D. Wilson %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 333 %K Human factors, Organization, Process %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p333-beith/p333-beith.pdf %X We invite human factors professionals (and anyone with a vested interest) from development and testing organizations to come together discuss strategies, tactics, and tools for achieving user-centered product development. We expect participants to be willing to work together in an environment of openness about their working environment, specific problems that they need to solve, and the solutions they have achieved for past problems. Our goals include: * Identifying current difficulties in affecting the course of product development. * Outlining alternative solutions, along with the associated benefits, costs, difficulties in reaching these solutions, and potential new problems that may result. * Availability of resources. * Political solutions, strategies, and tactics. * Success stories, with analyses of what key changes made each solution work. %M C.CHI.94.2.334 %T SIGCHI Vision: Linking Research and Practice %S SPECIAL INTEREST GROUPS (SIGs) %A Vivienne Begg %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 334 %K Research, Practice, Conference, Meeting, Publication, Membership, Quality %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p334-begg/p334-begg.pdf %Y Introduction Themes The Relevance of "Research" to "Practice" The "Clique" or "CHI Mafia" Perception The Changing Face of Publications "Research" Happens in "Practice" and Vice Versa Technology Transfer: How Does It Happen? What is Quality? What is Our Model for Technology Transfer? SIG Structure %X This SIG is proposed as a result of the Vision process in which ACM SIGCHI has been engaged. This process is designed to help the leadership of SIGCHI to rethink our mission as an ACM SIG. In order to open the discussion to the membership, an email discussion list, vision.chi, was opened up last year, and this topic, "Linking Research and Practice" was one which emerged as being of importance to the participants. This proposal consists of two parts, the themes which emerged in discussion, and a structure for further discussion in the context of CHI '94. The goal of the SIG is to get some answers to the questions raised in the "Themes". %M C.CHI.94.2.335 %T Visual Interaction Design Special Interest Area Annual Meeting %S SPECIAL INTEREST GROUPS (SIGs) %A Loretta Staples %A Andy Cargile %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 335 %K Design, Graphic design, Visual design, Interaction design, Product design, Industrial design, Special interest group %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p335-staples/p335-staples.pdf %X In the past, our attendees have included graphic and industrial design professionals, educators, and students, as well as those interested in knowing more about or lending support to the area of visual/product design. This year's meeting will focus on the visual design community's presence within the larger CHI organization, with an emphasis on developing an agenda of activities for the coming year. %M C.CHI.94.2.336 %T Reflective Practitioners: Connecting Research and Practice %S SPECIAL INTEREST GROUPS (SIGs) %A George Casaday %A Cynthia Rainis %A Dennis Wixon %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 336 %K HCI, Human computer interaction, Research, Practice %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p336-casaday/p336-casaday.pdf %X Our purpose is to establish an ongoing community of practitioners who will support each other in applying knowledge gained from research and practice in HCI. Reflective practitioners value dialog with the research community, ideas from published reports of successful practice, individual discussions with other practitioners, and careful evaluation of the results of their own work. They are interested in articulating design rationale as well as in producing design results. They are interested in sharing the results of their practice with others. At this meeting, we plan to follow up on the IC'93 workshop, Reflective Practitioners, by welcoming a larger group of participants, identifying our common needs and problems, and developing ideas for an action plan for cooperation. The three main outcomes of this years meeting are to articulate a shared understanding of who we are, what we need, and how we can help each other; to create an e-mail distribution list that we can use to stay in communication between SIGCHI conferences; and to plan activities for the coming year, including organizing the SIG meeting at CHI'95. %M C.CHI.94.2.337 %T HCI Challenges in Government Contracting %S SPECIAL INTEREST GROUPS (SIGs) %A Elizabeth Buie %A Ira Winkler %A Christopher Norloff %A Michael Shafto %A Nigel Bevan %A Andrew Cohen %A Bonnie Hawkins %A Deborah Hix %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 337 %K Government, Military, Contracts, User interfaces, Systems development, Interactive systems, Organizational impacts %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p337-buie/p337-buie.pdf %X Governments spend huge resources on custom computer systems, developed by contractors to government specifications under government monitoring. HCI development faces challenges from this environment's constraints and the HCI community's virtual neglect. This SIG will identify common HCI challenges and will explore ways of addressing them. An extended audience discussion will follow brief statements by government clients, contractors, and consultants on HCI issues in U.S. and European government contracts. The SIG will focus on potential solutions to identified challenges. %M C.CHI.94.2.338 %T International Usability Testing: How Can We Do It Early, Often, & Cost-Effectively %S SPECIAL INTEREST GROUPS (SIGs) %A Marta A. Miller %A Catherine O'Donnell %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 338 %K Evaluation, Usability, Internationalization, User testing %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p338-miller/p338-miller.pdf %X The problem (and focus of this SIG) is: How do you do usability testing, especially using discount methods, when the usability staff is 3000+ miles from the user population? SIG participants will be called on to raise and define the issues. A sampling of issues might include: * Do you need usability staff in international locations to execute a successful usability test? Are there existing labs and universities that could be used? * Do language and cultural differences between staff and participants negate the outcome of usability tests? * Are foreign nationals good representatives of users in their home country? * How do we get backing from the business to conduct testing in international locations? * What ways exist to control costs? * What are the logistics involved in taking the staff and equipment to international locations? * Do testing techniques exist that collect good data without requiring travel (e.g., Video-conferencing)? %M C.CHI.94.2.339 %T New Directions in HCI Education and Research %S SPECIAL INTEREST GROUPS (SIGs) %A Gary W. Strong %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 339 %K HCI education, HCI research, Funding %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p339-strong/p339-strong.pdf %X A workshop entitled "New Directions in Human-Computer Interaction Education and Research" was conducted during February 5th and 6th in Washington DC. It was sponsored by the Interactive Systems Program and the Applications of Advanced Technology Program of the National Science Foundation and by the Software and Intelligent Systems Technology Office of the Advanced Research Projects Agency. The purpose was to identify a relationship between HCI research and HCI education and to make recommendations on how to improve the quality of HCI education. A draft of the report from this workshop on "New Directions in HCI Education and Research" will be presented and opened to discussion by interested parties. %M C.CHI.94.2.340 %T The SIGCHI Identity Visioning Project %S SPECIAL INTEREST GROUPS (SIGs) %A Michael E. Atwood %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 340 %K SIGCHI, EEC, Visioning, Identity %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p340-atwood/p340-atwood.pdf %Y Introduction SIGCHI Development Fund Process Local SIG Development Newsletter Sharing Review of "Identity" Plans with Membership SIGCHI Awards Logo Conclusion %X For the past few years, the SIGCHI Extended Executive Committee (EEC) has engaged in a visioning exercise that considered what SIGCHI would become in the near future. This activity identified areas that are important to address now. Currently, these areas consider membership and the process of volunteering, the links between research and practice, electronic publishing, and identity. In this SIG, we focus on identity; other SIGs focus on the other areas. During the next 18 months, the EEC will work on projects that will refine our identity as a society and strengthen the common bonds that led us to associate with SIGCHI. We will explore how the EEC and other SIGCHI members can work together to create new programs that are of benefit to the individuals involved, to our SIGCHI society, and to the HCI community at large. In this SIG, we will present plans for projects suggested by the EEC, solicit your comments on these projects, ask for your ideas for new projects, and invite your participation on these projects. %M C.CHI.94.2.341 %T East-West Human Computer Interaction %S SPECIAL INTEREST GROUPS (SIGs) %A Eddy Boeve %A Steven Pemberton %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 341 %K Russia, Conference, HCI %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p341-boeve/p341-boeve.pdf %X This SIG will provide information about EWHCI '94: the fourth East-West International Conference on Human-Computer Interaction, to be held in St. Petersburg from 2-6 August 1994. The Logistics Team and attendees of the previous conferences will be on hand to answer questions for those interested in attending. %M C.CHI.94.2.342 %T Usability Professionals Association Meeting %S SPECIAL INTEREST GROUPS (SIGs) %A Mary Beth Butler %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 342 %K Usability, Usability testing, Usability labs %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p342-butler/p342-butler.pdf %X The Usability Professionals Association (UPA) meets annually at CHI to discuss issues of common concern to people involved with usability. The UPA's emphasis is on practical ideas for implementing usability engineering and testing programs. All levels of usability professionals are invited to come share their experience, ask questions, and meet other people facing similar challenges. At this year's SIG, we'll be reviewing plans for the UPA annual summer conference; discuss activities to formalize the activities of the UPA, and review issues of common interest raised at CHI '94. %M C.CHI.94.2.343 %T War Stories and Experience Designing with Contextual Techniques %S SPECIAL INTEREST GROUPS (SIGs) %A Karen Holtzblatt %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 343 %K Ethnography, Design, Usability %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p343-holtzblatt/p343-holtzblatt.pdf %X Field research and ethnographic techniques have increasingly been used to drive product and system development in software development organizations. This SIG gives practitioners and researchers the opportunity to discuss their own experience using ethnographic techniques in the development process. The session will also be of interest to those who wish to introduce such techniques into their organization and to those who have had difficulty using them in the past. The discussion will start with practitioners from WordPerfect, Microsoft, and elsewhere presenting their experience. This will be followed by discussion of issues and possible solutions to problems raised by participants. We will talk about issues such as: different ways of defining a software development problem and how to define an appropriate data gathering technique for it; how people without special skill can successfully use these techniques; how to ensure the data is reflected in the final design; and how the process can fit to the time scale of a real development process. %M C.CHI.94.2.344 %T Electronic Resources in Human-Computer Interaction %S SPECIAL INTEREST GROUPS (SIGs) %A Gary Perlman %A John "Scooter" Morris %A Jakob Nielsen %A Brian Shackel %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 344 %K Information networks, Online information services, Electronic publishing, Human-computer interaction, SIGCHI Vision %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p344-perlman/p344-perlman.pdf %W http://www.acm.org/~perlman/hci-resources.html %X At CHI'91 there was a SIG meeting on Resources in HCI in which the HCI Bibliography [Perl91] and the HILITES database [Shack92] were featured. Since that time, the resources in HCI have expanded dramatically, almost all of which are available online, many of which are available free of charge. The topics of this SIG meeting are: * identifying current resources in HCI; * identifying as yet unknown resources; * identifying useful resources to develop; * soliciting input on acceptable formats and how resources should be made accessible. %M C.CHI.94.2.345 %T Issues in End User Software Internationalization %S SPECIAL INTEREST GROUPS (SIGs) %A Tracy M. Jennings %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 345 %K Internationalization, Usability testing %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p345-jennings/p345-jennings.pdf %X There has been increasing discussion in the CHI community about internationalizing end user software. One model suggests that feedback from international users should be included before a product is released. One source of feedback would be usability testing. The model also suggests that text translations and date, time, and number format conversions may not be sufficient to internationalize a product; other elements to be considered include images, symbols, color, now and function [1]. The purpose of this meeting is to discuss three issues related to this model. One issue is whether this is a good model for internationalization. Are there other models? Are there different models for different products? We will also address the assumption of this model that early user feedback and increasing the number of interface components to be internationalized will increase user acceptance and add value to a product. Are there cases where this assumption does not apply? Finally, if we assume that early testing is important, what techniques and technologies are available and which are most cost effective? Some testing technologies include remote testing, video conferences, mobile labs, and using existing translation centers. I hope that through our discussion we can learn more about how international concerns impact our work. %M C.CHI.94.2.346 %T SIGCHI Vision: Membership & Volunteers Action Proposal %S SPECIAL INTEREST GROUPS (SIGs) %A Stacey Ashlund %A John Bennett %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 346 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p346-ashlund/p346-ashlund.pdf %Y Introduction Volunteer Process Volunteer Opportunities Volunteer Support Volunteer Recognition %X This report summarizes the possible actions under consideration by the SIGCHI Extended Executive Committee with respect to membership and volunteers as part of an ongoing visioning process. The purpose of this CHI'94 SIG is to gather membership feedback on these actions. The charter of the Membership & Volunteers program is as follows: * To contribute to the goals and objectives of SIGCHI members. * To recruit new members. * To ensure the volunteer process is mutually beneficial to the volunteers and SIGCHI. %M C.CHI.94.2.347 %T Meeting Federal Accessibility/Disability Requirements in Interface Design %S SPECIAL INTEREST GROUPS (SIGs) %A Gary W. Strong %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 347 %K Accessibility, Disabilities, Americans with Disabilities Act, Federal regulations, Social inclusion, Information highway %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p347-strong/p347-strong.pdf %X IFIP Working Group 13.3, "Human Computer Interaction and People with Disabilities" was formed in 1993 and announces itself with this SIG session devoted to US regulations and interface design. The Americans with Disabilities Act and recent Federal Acquisition Regulations have alerted software developers to the need to accommodate people with disabilities in the design of interfaces. Efforts that have been made will be discussed and assistance will be provided to help those needing to make accommodations to get started. %M C.CHI.94.2.- %T Tools for Working with Guidelines %S SPECIAL INTEREST GROUPS (SIGs) %A Iris Dilli %A Peter Gorny %A Harald Reiterer %A Kari Ueno %A Jean Vanderdonckt %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %P -- %K Computer-aided software engineering, Guidelines, Human factors, Hypermedia, Usability engineering %X This SIG will focus on existing and planned tools for helping the designer working with guidelines. Up to now, many discussions have been oriented to the guideline contents and little has been paid to computer-aided activities involving guidelines: learning, understanding, teaching, illustration, documentation, standard compliance, usability assessment, guideline evaluation, computer-aided generation of user-interface explicitly based on guidelines, advice-giving systems, ... Some tools emerge today, but it is not clear enough what type of tool they consist of, what kind of help they provide, for what purpose they are made for. DIADES-II (I. Dilli), EXPOSE (P. Gorny), IDA (H. Reiterer), GuideBook (K. Ueno), and SIERRA (J. Vanderdonckt) have been presented to foster the discussion. This SIG will try to clarify the purposes of such tools. It also will examine the gap existing between the demand and the supply in the area of guideline tools, i.e. what the designer wants to have and what facilities are provided by tools. %M C.CHI.94.2.351 %T Introduction and Overview of Human-Computer Interaction %S TUTORIALS %A Keith A. Butler %A Robert J. K. Jacob %A Bonnie E. John %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 351-352 %K Human-computer interaction, Usability engineering, Human performance engineering, Cognitive modeling, Analysis methods, Interaction styles, Interaction hardware, User interface software, User interface management systems %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p351-butler/p351-butler.pdf %X The objective of this special introductory seminar is to provide newcomers to Human-Computer Interaction (HCI) with an introduction and overview of the field. The material will begin with a brief history of the field, followed by presentation and discussion of how good application development methods pull on the interdisciplinary technologies of HCI. The topics will include the psychology of human-computer interaction, psychologically-based design methods and tools, user interface media and tools, and introduction to user interface architecture. %M C.CHI.94.2.353 %T Applying Visual Design: Trade Secrets for Elegant Interfaces %S TUTORIALS %A Kevin E. Mullet %A Darrell K. Sano %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 353-354 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p353-mullet/p353-mullet.pdf %X This tutorial describes a number of fundamental techniques applied routinely in communication-oriented visual design. The orientation, process, training, and culture of the visual design disciplines (graphic design, industrial design, interior design, architecture) are essential components of effective interface design. Unfortunately, few software developers or human factors engineers receive any training in these disciplines. This tutorial describes important design rules and techniques internalized by every visual designer through coursework and studio experience. While mastery will indeed require extended practice, the techniques we describe are not difficult to understand and can be immediately applied to real-world problems. We draw our background, training, and influence from the rational, functional, information oriented perspective of the Modernist design ethic. Because all graphical user interfaces are communication systems, we believe their design should reflect these same values. Our tutorial is organized not along the traditional subdisciplines of color, typography, or ideation, but along the problems of graphical interface design as experienced in commercial software development. We describe basic design principles (the what and why), common errors, and practical techniques (the how) for each of the six major areas outlined below. * Elegance and Simplicity * Scale, Contrast, and Proportion * Organization and Visual Structure * Module and Programme * Image and Representation * So What About Style? %M C.CHI.94.2.355 %T Computer-Supported Cooperative Work and Groupware %S TUTORIALS %A Steven Poltrock %A Jonathan Grudin %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 355-356 %K Computer-mediated communication, Collaborative work, CSCW, Groupware, Electronic mail, Computer-supported meetings, Desktop conferencing, Video conferencing, Coordination, Workflow, Organizational design, Evaluation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p355-poltrock/p355-poltrock.pdf %X This course describes the origin and composition of work in CSCW and groupware, then discusses eight significant behavioral and social (as contrasted with technical) challenges to successful development. Recent research prototypes and commercial products are covered, focusing on advances in supporting communication, coordination, and collaboration. Finally, we describe several approaches to addressing the behavioral and social obstacles. Video illustrations of systems and issues are used throughout the tutorial. %M C.CHI.94.2.357 %T Converting to Graphical User Interfaces: Design Guidelines for Success %S TUTORIALS %A Arlene F. Aucella %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 357-358 %K Graphical user interface design, Windows, Scroll bars, Icons, Dialogue boxes, Pull-down menus, Input devices, Usability engineering %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p357-aucella/p357-aucella.pdf %X This tutorial reviews published research, guidelines and case studies on ease-of-use for graphical user interfaces. Many text-based user interfaces are being converted into graphical user interface platforms. This tutorial emphasizes using graphical user interface components without undermining good principles of design. Course topics include windows, icons, menus, dialogue boxes and input devices. Usability aspects of commercial graphical interfaces such as Apple Macintosh, Microsoft Windows and OSF Motif are compared and evaluated. In addition, techniques for collecting user feedback and usability data are discussed. A multi-part class exercise gives participants skill in converting a non-graphical menu and forms-based user interface into a pull-down menu and dialogue box interface. %M C.CHI.94.2.359 %T Seductive Interfaces: Satisfying a Mass Audience %S TUTORIALS %A Timothy C. Skelly %A Karen Fries %A Barry Linnett %A Clifford Nass %A Byron Reeves %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 359-360 %K Human-computer interfaces, User-centered design, Usability testing, Anthropomorphism, Voice, Motion, Speech, Social psychology, Television, Mass-market, Intrinsic motivation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p359-skelly/p359-skelly.pdf %X There are two similar, but equally pressing issues currently facing interface designers -- how to make increasingly complex applications usable and how to design effective interfaces for a broad audience, such as might exist for the coming wave of interactive consumer products. This tutorial questions some assumptions behind current interface design and why conventional interaction techniques are often unsatisfying to users, experienced as well as novice. Also examined are some of the underlying social transactions that occur between human and machine, like those that emerge when voice and moving images are added to the interface. The psychology of media viewing is reviewed for insights that may help bridge the gap between passive viewer and active user. %M C.CHI.94.2.361 %T The Conceptual Model in Graphical User Interface Design %S TUTORIALS %A Deborah J. Mayhew %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 361 %K User interface design, GUI, Conceptual models, Interface components, Windows, Widgets, User objects, Dialog styles, Organization of functionality, Menu bar, Action bar %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p361-mayhew/p361-mayhew.pdf %X This is a new, advanced level tutorial, intended for the designers and developers of graphical user interface (GUI) applications (e.g., Windows, Motif, Open Look, Macintosh). These GUI platforms, even along with their associated style guides, do not alone ensure usable interfaces. The purpose of this tutorial is to teach concrete principles for designing high quality, consistent user interfaces with the capabilities of these platforms. Principles offered go deeper than simple screen design, and address the design of the underlying conceptual model of an interface. This includes making and following rules for the use of widgets (e.g., radio buttons, list boxes, drop down combo boxes) and rules for the use of window types (e.g., primary windows, dialog boxes, message boxes) and window properties (e.g., modal vs. modeless, resizable vs. non-resizable, movable vs. non-movable, scrollable vs. non-scrollable). It also includes making a good selection of desktop objects (that is, what will be presented as an icon at the desktop level), and good design of the menu bar(s) and pulldowns. Two complete prototype GUIs, based on MS Windows and built with Visual Basic, are used to illustrate and provide examples of the design principles which are presented and discussed. %M C.CHI.94.2.363 %T Methods for Early Usability Design %S TUTORIALS %A Stephanie Rosenbaum %A Judith Ramey %A Judee Humburg %A Anne Seeley %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 363-364 %K Design methodologies, Product life cycle, Product development cycle, User data collection, Customer data collection, User-centered design, Usability, Documentation usability, Documentation design, Functional specifications %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p363-rosenbaum/p363-rosenbaum.pdf %X This tutorial applies human factors research techniques to collecting customer data early and "building usability into" the product definition and design processes. User input contributes to designing the whole product, including the user interface and documentation. After an overview of product development models, we discuss appropriate research questions and methods for the investigation, requirements definition, and early design phases. Participants will have extensive hands-on practice in methods, including designing a new product during the tutorial. %M C.CHI.94.2.365 %T Product Usability: Survival Techniques %S TUTORIALS %A Jared M. Spool %A Carolyn Snyder %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 365-366 %K Design principles, Usability testing, Usability evaluation, Prototyping, Low-fidelity prototyping, Process management, Product development, Practical techniques, Style guides %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p365-spool/p365-spool.pdf %X Product developers are typically faced with small budgets, tight schedules, and over-committed resources. To deliver high-quality products under these constraints, developers need an understanding of basic design principles, techniques that allow them to work effectively with materials on hand, and a development process that is built around the use of such techniques. This tutorial explains how low-fidelity prototyping and usability testing can be used in a process of iterative refinement in order to develop more usable products. %M C.CHI.94.2.367 %T Methods of Perceptual and Cognitive Research Applied to Interface Design and Testing %S TUTORIALS %A Douglas J. Gillan %A Nancy J. Cooke %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 367-368 %K User testing, Cognition, Perception %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p367-gillan/p367-gillan.pdf %X This tutorial is organized in six modules -- visual psychophysics and perception, motor control, memory, problem-solving, reading, and multivariate methods, such as, Pathfinder, multidimensional scaling, and cluster analysis. Each module contains background to help understand the method (an historical introduction to the development of the method and the problems to which researchers originally applied it and a description of one or two famous experiments featuring the method), a description telling how to perform the method, including demonstrations. The description and demonstration will focus on applying the method to user testing. Following the description and demonstration, for selected methods, the class will participate in a practice exercise in which real data will be collected (using class members as test subjects) and analyzed during the session. %M C.CHI.94.2.369 %T Groupware for Realtime Collaboration %S TUTORIALS %A Ralph D. Hill %A Tom Brinck %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 369-370 %K CSCW, Synchronous groupware, User interface design, User interface implementation, Group work, Group decision support systems, Electronic meeting rooms %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p369-hill/p369-hill.pdf %X Realtime interaction among synchronous groupware users raises issues of how the users coordinate their actions, how they share information, and how the system architecture supports this human-human interaction. We illustrate and explore these issues with: * an overview of different types of synchronous groupware applications, * a taxonomy of design issues, with case studies demonstrating alternative choices, and * a discussion of the implications of architectural choices on these design alternatives. We reinforce these lessons with a high-level design exercise that encourages the application of our approach to decomposing the design of synchronous groupware. %M C.CHI.94.2.371 %T GOMS Modeling of User Interfaces using NGOMSL %S TUTORIALS %A David E. Kieras %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 371-372 %K User models, Cognitive models, Interface design, Guidelines %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p371-kieras/p371-kieras.pdf %X This tutorial will present the NGOMSL methodology for constructing and using GOMS models for use in analytical user interface design evaluation. The first half-day will present the basic concepts of GOMS models, the NGOMSL notation, a procedure of conducting the analysis, and obtaining and using usability predictions. The second half-day will be a lab session in which with the help of the instructor, participants will construct and make use of a GOMS model for a suitable subset of a user interface design. %M C.CHI.94.2.373 %T Global Interface Design %S TUTORIALS %A Tony Fernandes %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 373-374 %K International, User interface design, Diversity, Culture %K Internationalization, Globalization, Software Localization %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p373-fernandes/p373-fernandes.pdf %X Computer software products have become a world-wide commodity. Yet sometimes, little thought is given to how these products should be translated for use in other nations. This is true both in terms of language and culture. This tutorial looks at how this issue might be addressed in a user interface design through language, interaction, visual esthetics, and an understanding of how cultures differ around the world. %M C.CHI.94.2.375 %T Networking for Collaboration: Video Telephony and Media Conferencing %S TUTORIALS %A Robert S. Fish %A Robert E. Kraut %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 375-376 %K Human factors, Computer conferencing and teleconferencing, Multimedia information systems-video, Evaluation/methodology, Synchronous interaction, Collaboration, Groupware, Informal communication, Videophone, Telecommunications networks, ISDN, Digital video compression, Digital audio compression, Hands-free audio, Echo cancellation and suppression, Shared computer applications, Critical mass, Privacy, Media richness %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p375-fish/p375-fish.pdf %X This tutorial provides a grounding in the fundamentals of video/audio/shared computer application conferencing systems that bring users at a distance into a common media space. It attempts to provide an understanding of both the technologies employed in these systems as well as what is known about their use and utility. An introduction to the concepts and terminology of video, audio, digital compression, transmission networks, and station equipment is provided. What people like and dislike about these systems, and the avenues that are being explored to overcome their shortcomings are discussed. In addition, there is a discussion of how these networks fit within an organizational context and what we know about what occurs in organizations when they are introduced. %M C.CHI.94.2.377 %T Introduction to User Interface Systems for HCI Developers and Researchers %S TUTORIALS %A Wilfred J. Hansen %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 377-378 %K User interface system, Compound documents, Word processing, Electronic mail, Graphical user interface toolkit, Application builders, User interface management system, Text editing, Andrew user interface system, AUIS, Andrew toolkit, ATK, Evaluation of user behavior, Standards for interactive interfaces, Object linking and embedding, OLE %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p377-hansen/p377-hansen.pdf %X User interface systems (UIS) combine essential applications for compound documents with a toolkit for building new applications that inter-operate with the others. The essential applications -- word processing, drawing editor, spread sheet, equation editor, image editor, electronic mail management, and so on -- all support embedding of objects to create compound documents and can themselves all be embedded as objects in compound documents. When building new applications, the user draws the screen image with the drawing editor and selects components from among the applications or the objects in the toolkit. The earliest and most complete system at this time is the Andrew User Interface System, which will be used for examples during the tutorial. User Interface Systems challenge HCI workers to develop interface conventions that stretch harmoniously across the wide spectrum of applications. However, these same systems aid HCI work by simplifying construction of experimental interfaces and providing tools for evaluation of user behavior across multiple diverse applications. %M C.CHI.94.2.379 %T Using Metaphor Effectively in User Interface Design %S TUTORIALS %A Adam N. Marx %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 379-380 %K Metaphor, Analogy, Human-computer interface design, Mental models, Conceptual models, Design methodologies %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p379-marx/p379-marx.pdf %X What exactly is metaphor, and why is it considered so important in designing a good human-computer interface? This tutorial begins with an overview of the nature of metaphor, from its humble beginnings as a literary device to its current status as a fundamental aspect of human intelligence. Next, we look at why metaphor is considered an important facet of user interface design, and how it assists users in learning and operating a computer system. Finally, we demonstrate techniques for picking appropriate metaphors for given task domains, ensuring that those metaphors are used as effectively as possible in the interface, and indicating when it is advantageous to violate our own interface metaphors. %M C.CHI.94.2.381 %T Americans with Disabilities Act (ADA): Human Computer Interaction for Persons with Disabilities %S TUTORIALS %A Jon Gunderson %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 381-382 %K Disabilities, Handicap, Visual impairment, Blindness, Deaf, Hearing impairment, Physical impairment, Human computer interaction, Usability, Performance %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p381-gunderson/p381-gunderson.pdf %X The American with Disabilities Act (ADA) of 1990 requires employers to provide "reasonable accommodation" to workers with disabilities. One of the most important areas for reasonable accommodation is access to general purpose and specialized computer systems used in workplaces and educational institutions. Providing the means for people with disabilities to access computer systems is often described as "electronic curb cuts and ramps" [1]. Curb cuts and ramps have become a standard for people in wheelchairs to gain independent access to city streets and public buildings. This tutorial will discuss the types, availability and steepness of electronic curb cuts and ramps for physical, sensory and cognitive disabilities. %M C.CHI.94.2.383 %T Integrative Multimedia Design %S TUTORIALS %A Linn Marks %A Ben Davis %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 383-384 %K Integrative design, Design process, Multimedia, Media, User interface %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p383-marks/p383-marks.pdf %X Integrative multimedia design [1] focuses on designing the media and the interface so that they will enhance one another. It provides an alternative to current conceptions of software design such as iterative design and concurrent design which are, in large part, artifacts of software design and development in non-multimedia contexts. A framework that can facilitate integrative multimedia design involves focusing on the media segments as the user will experience them in the context of the application: specifically, their visual appearance, temporal and spatial dimensions, perspective, and discourse structure. %M C.CHI.94.2.385 %T Minimizing Organizational Risks of Technological Change %S TUTORIALS %A Susan M. Dray %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 385-386 %K Organizational factors, Risks, Technology change %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p385-dray/p385-dray.pdf %X The focus of this tutorial is the organizational factors which need to be considered in the design and implementation of technology. There are a number of common stumbling blocks which make technology less likely to succeed in an organizational setting. This tutorial focuses on how to identify and avoid these stumbling blocks, with an emphasis on practical steps for the designer to take. %M C.CHI.94.2.387 %T Interface Issues and Interaction Strategies for Information Retrieval Systems %S TUTORIALS %A Scott Henninger %A Nick Belkin %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 387-388 %K Information retrieval, User interfaces, Databases, Information systems, Interaction strategies %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p387-henninger/p387-henninger.pdf %X The need for effective information retrieval systems becomes increasingly important as computer-based information repositories grow larger and more diverse. In this tutorial, we will present the key issues involved in the use and design of effective interfaces to information retrieval systems. The process of satisfying information needs is analyzed as a problem solving activity in which users learn and refine their needs as they interact with a repository. Current systems are analyzed in terms of key interface and interaction techniques such as querying, browsing, and relevance feedback. We will discuss the impact of information seeking strategies on the search process and what is needed to more effectively support the search process. Retrieval system evaluation techniques will be discussed in terms of their implications for users. We close by outlining some user-centered design strategies for retrieval systems. %M C.CHI.94.2.389 %T Model-Based Interface Development %S TUTORIALS %A Angel Puerta %A Pedro Szekely %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 389-390 %K Model-based interface development, UIMS, User interface toolkits, Intelligent interfaces %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p389-puerta/p389-puerta.pdf %X Model-based interface development is a new paradigm for developing interfaces that offers solutions to the main shortcomings of current tools. This paradigm is based on constructing a declarative description of how an interface should look and behave (model), and using the description to control the execution of an interface. This paper briefly summarizes the main shortcomings of interface development tools used today, discusses the main elements of the model-based approach, and closes with a discussion of the state of the art and the challenges that lie ahead. %M C.CHI.94.2.391 %T The Creative Mind and HCI: Innovation Not Duplication! %S TUTORIALS %A Phillip B. Shoemaker %A Liam Friedland %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 391-392 %K Brainstorming, Development, Scenarios, Idea generation, Role-play, Developers, User interface design, Innovation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p391-shoemaker/p391-shoemaker.pdf %X Many professionals are unfamiliar or uncomfortable with the non-linear process of lateral thinking/brainstorming. This tutorial will introduce concepts and processes used by designers for lateral thinking/brainstorming to professionals unfamiliar with these techniques and methodologies. Demonstrate the value of lateral thinking by providing example design cases. Provide an environment in which to try out the techniques through directed exercises in problem solving. %M C.CHI.94.2.393 %T Presenting Information Visually: Visual Design Principles %S TUTORIALS %A Suzanne Watzman %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 393-394 %K Graphic design, Information design, Visual interaction design, Typography, Information hierarchy, Icons, Graphics, Illustration, Metaphor, Color, Visual interface, User advocate, Consistency, Screen design, Design development process, Visual language, Visual literacy, Visual mapping %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p393-watzman/p393-watzman.pdf %X Today's world is truly a richly visual one, with the advent of highly sophisticated technology, methods and medium to publish... anything, anywhere, at any time. The new tools are available very democratically to vast new audiences. They provide not only an ability to publish but the ability to affect the "packaging" and the presentation of the information. The idea of publishing is familiar, yet the impact of how the messages are presented goes well beyond the initial decisions of font or color or medium. To use the full potential of the medium and its tools, one must understand the impact visual design plays in the effective communication of ideas and information. To understand the role of visual design plays for effective communication of ideas and information, one must gain an understanding of both the visual principles and how they work in the context of real-world problems and solutions. Principles and concepts include: graphic and information design, interaction design, typography, visual hierarchy, icons, graphics, illustrations, metaphor, color. In addition, successful solutions include not only the appropriate application of these principles, but a collaborative development process that supports all members of the product design team (visual interaction designers, engineers, managers, HCI specialists, writers, industrial designers, marketing, etc.). %M C.CHI.94.2.395 %T GOMS Analysis for Parallel Activities %S TUTORIALS %A Bonnie E. John %A Wayne D. Gray %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 395-396 %K GOMS, User models, Cognitive models, Analytic methods %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p395-john/p395-john.pdf %X GOMS is a family of techniques for analyzing human performance in terms of the Goals, Operators, Methods and Selection rules necessary to perform a task. Traditionally, GOMS has approximated human performance as perceptual, cognitive, and motor activities performed sequentially. However, many tasks require users to perform activities in parallel, e.g., visually searching for information, while listening to a customer, while typing. This tutorial will teach a version of GOMS, CPM-GOMS, that predicts performance on such tasks and saved an industrial organization millions of dollars through the evaluation of alternative system designs. %M C.CHI.94.2.397 %T Film Craft in User Interface Design %S TUTORIALS %A Chuck Clanton %A Emilie Young %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 397 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p397-clanton/p397-clanton.pdf %X This tutorial demonstrates how to apply animation and film craft to user interface design. The instructors present the general principles of film craft with particular attention to the practical details that have proven relevant to their user interface designs. Then, these principles are applied to user interface design problems. Why should the entertainment industry be looked to, for ideas about user interface design? With mere shadows seen through a narrow window, filmmakers engage us in a world of their making without disturbing our awareness by its technical apparatus. They are masters at using pictures and sounds to communicate, entertain, evoke feelings, and manipulate our sense of space and time. Ninety years of filmmaking and animation have created a rich store of knowledge barely tapped by current computer-human interfaces. Paradoxically, multimedia on graphical workstations whets our appetite for knowledge from a craft that can contribute significantly to the user interface design even of character-based displays. %M C.CHI.94.2.399 %T Implementing Virtual Reality %S TUTORIALS %A Randy Pausch %A Andries van Dam %A Steve Bryson %A Warren Robinett %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 399-400 %K Virtual reality, Computer graphics, Human factors, Immersive environments, Software development environments %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p399-pausch/p399-pausch.pdf %X While virtual reality systems seem to hold great promise for facilitating the use of computers, actual virtual reality development is fraught with difficulties. These difficulties include limited hardware, uncertain interface paradigms and the integration of various components and concepts into a high-performance system. This course addresses these and other difficulties. We begin with an introduction to the virtual reality field, both in reference to computer graphics and in terms of the current state of the art. Interface hardware will be surveyed, emphasizing the performance limitations of current products. The human factors impact of the limited interface devices will be discussed on both a theoretical and phenomenological level. After setting this background, the external design of a virtual environment will be discussed from the point of view of how that environment is experienced by the user. The objects that populate a virtual environment will be discussed both in the abstract and through examples. The implications of the interactive user interface on system performance will be a primary focus. The actual implementation of the virtual environment will be addressed, discussing both the software platform and the overall system. The course will end with a discussion of virtual reality development on a budget and lessons learned about how to get a virtual reality project going from start to a useful application. %M C.CHI.94.2.401 %T Managing the Design of the User Interface %S TUTORIALS %A Deborah J. Mayhew %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 401-402 %K System design, Implementation and use, Analysis methods, Managing human factors in system development, Cost-benefit analysis, Organization of human factors %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p401-mayhew/p401-mayhew.pdf %X The purpose of this tutorial is to provide an overview of practical methods and techniques for managing the process of designing good user interfaces. The tutorial is organized around a traditional project life cycle, and presents human factors methods which can be applied at different points in the development process. Methods and techniques presented include not only information gathering, design and evaluation techniques, but also organizational and managerial strategies. %M C.CHI.94.2.403 %T Designing Educational Computer Environments for Children %S TUTORIALS %A Allison Druin %A Cynthia Solomon %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 403-404 %K Children, Educational theories, Design process, Prototyping, Historical perspective, Interactive textbook %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p403-druin/p403-druin.pdf %X This full-day, introductory tutorial will contain lectures and a hands-on design session, for educators and other professionals who are, or would like to be, actively engaged in designing multimedia environments for children. Participants will explore the special challenges and global implications of designing educational computer environments for children. Participants will begin this full-day tutorial with an introduction to past, present, and emerging technologies for children. This will be followed by a hands-on design session where elementary school children will join participants in designing and prototyping a new educational computer environment. Participants will leave this tutorial with a historical perspective on what has been done in this field, as well as actual design experience. %M C.CHI.94.2.405 %T Enabling Technology for Users with Special Needs %S TUTORIALS %A Alan Edwards %A Alistair D. N. Edwards %A Elizabeth D. Mynatt %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 405-406 %K Disability, Human-computer interaction, Rehabilitation engineering, Users with special needs %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p405-edwards/p405-edwards.pdf %X The field of human-computer interface design profits from understanding potential users and exploring difficult design problems. Addressing the design of enabling technology for users with special needs offers both those advantages. Adapting computer interfaces for access and use by people with various physical and cognitive impairments exposes many basic human-computer interface design issues. Likewise, these efforts will result in computer interfaces which are more attractive and usable by all. %M C.CHI.94.2.407 %T Practical Usability Evaluation %S TUTORIALS %A Gary Perlman %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 407-408 %K User interface, Evaluation/methodology, Software engineering, Tools and techniques, User interfaces, Information systems, User/machine systems, Human factors, Benchmark tasks, Sampling issues, Cost-benefit, Observation, Video protocols, Think-aloud, Program instrumentation, Inspection methods, Checklists, Questionnaires, User interface evaluation, Usability %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p407-perlman/p407-perlman.pdf %X Practical Usability Evaluation is an introduction to cost-effective, low-skill, low-investment methods of usability assessment. The methods include (1) Observational Skills and Video (including user testing with think-aloud protocols), (2) Program Instrumentation, and (3) Questionnaires and Checklists (including interviews and heuristic evaluation). The tutorial features many step-by-step procedures to aid in evaluation plan design. %M C.CHI.94.2.409 %T Contextual Inquiry: Grounding Your Design in User's Work %S TUTORIALS %A Mary Elizabeth Raven %A Dennis Wixon %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 409-410 %K Contextual inquiry, Participatory design, Ethnographic methods, Qualitative research %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p409-raven/p409-raven.pdf %X Contextual Inquiry is a synthesis of ethnographic field research, and participatory design [8] methods that provide designers with grounded and detailed knowledge of user work as a basis for their design. The tutorial provides an understanding of the fundamental principles behind Contextual Inquiry and practical experiences with methods for data gathering and data analysis. %M C.CHI.94.2.411 %T Participatory Design Through Games and Other Group Exercises %S TUTORIALS %A Michael J. Muller %A Daniel M. Wildman %A Ellen A. White %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 411-412 %K Participatory design, Collaborative design, User centered design, Group design, User interface design, Human factors, Task analysis, Games, Theatre %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p411-muller/p411-muller.pdf %X The tutorial is intended to teach selected methods in participatory design through applied, hands-on exercises, with lecture material used to introduce and supplement the exercises. A single domain will be used to unify the contents of the exercises. The conception of games will be used to unify the analysis and presentation of group design exercises. %M C.CHI.94.2.413 %T Usability Inspection Methods %S TUTORIALS %A Jakob Nielsen %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 413-414 %K Usability engineering, Heuristic evaluation, Cognitive walkthroughs, Pluralistic walkthroughs, Feature inspection, Consistency inspection, Standards inspection %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p413-nielsen/p413-nielsen.pdf %X Usability inspection is the generic name for a set of cost-effective ways of evaluating user interfaces to find usability problems. They are fairly informal methods and easy to use. %M C.CHI.94.2.415 %T User Modeling and User-Adapted Interaction %S TUTORIALS %A Alfred Kobsa %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 415-416 %K User adaptation, User modeling, Adaptive interactive software systems %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p415-kobsa/p415-kobsa.pdf %X User modeling has made considerable progress during its existence now of more than a decade. Particularly in the last few years, the need has been recognized in many application areas for software systems to automatically adapt to their current users. As a result, research on user modeling has extended into many disciplines which are concerned with the development of interactive computer systems that are used by heterogeneous user populations. These fields include Intelligent Interfaces, Active and Passive Help Systems, Guidance Systems, Hypertext Systems, Intelligent Information Retrieval, Natural-Language Systems, Intelligent Tutoring Systems, and Cooperative Expert Systems. Applications in office machines, consumer electronics and automobiles are also being envisioned. Several recent empirical evaluations provide support for the usefulness of user-adaptation in the investigated application domains. %M C.CHI.94.2.417 %T Breaking the Chains: How to Design Non-Standard Interaction Environments %S TUTORIALS %A Manfred Tscheligi %A Sabine Musil %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 417-418 %K Non-standard user interface, User interface design, Metaphor, Prototyping %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p417-tscheligi/p417-tscheligi.pdf %X This tutorial is intended to give attendees an insight into how to face the challenges of designing non-standard interaction environments. Underlined with a lot of examples, the basic characteristics of such an interaction environment will be explained and a video of an actually implemented system will round the picture off. Basics of metaphor theory will help in explaining the step on how to transport a given problem domain into a suitable representation. After solving a problem on their own, attendees will be presented some tools apart from paper and pencil, that assist in the step of getting the idea for a representation into a visual form that can be discussed and shared with other designers. The advantages and disadvantages of the various tools will be discussed and some examples will be given. %M C.CHI.94.2.419 %T Interactive Learning Environments: Where They've Come From & Where They're Going %S TUTORIALS %A Elliot Soloway %A Kate Bielaczyc %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 419-420 %K Teaching & learning, Technology %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p419-soloway/p419-soloway.pdf %X A historical survey of the various teaching and training technologies will be given. The architectures of computer-assisted instruction (CAI) systems, simulations, intelligent tutoring systems (ITS), microworlds, and interactive learning environments (ILE) will be described. The influence of research in human-computer interaction, education, and cognitive science on teaching and training technologies will be discussed. In addition, the types of learning outcomes and design issues associated with the various technologies will be summarized. Emphasis will be placed on how the 90's computing infrastructure (e.g., high-MIP/GIP computation, high-bandwidth networks) will impact teaching and training and the design of instructional technology, e.g., what is the role of multimedia, computer-aided design systems, ubiquitous access to information, the home information appliance, in learning? Case studies from a wide variety of real instructional systems will be used to illustrate the main points in the tutorial. %M C.CHI.94.2.421 %T User Interface Tools %S TUTORIALS %A Brad A. Myers %A Dan R. Olsen, Jr. %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 421-422 %K User interface software, Toolkits, Interface builders, Prototypers, User interface management systems, User interface development environments %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p421-myers/p421-myers.pdf %X A user interface tool is any software that helps user interface designers or programmers design, implement and test user interfaces and user interface software. Whereas five years ago, user interface tools were primarily research projects, today there are literally hundreds of successful commercial user interface tools. In addition, research into new techniques and tools is extremely active, with one or two sessions at each CHI conference, and an entire separate conference (UIST) devoted to this topic every year. This tutorial provides an overview of both the commercial and research segments of this area. %M C.CHI.94.2.423 %T Intelligent Multimedia Interfaces %S TUTORIALS %A Mark T. Maybury %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 423-424 %K Intelligent interfaces, Multimedia and multimodal interfaces, Multimedia parsing and generation, Interaction technology and techniques, Interface components and designs %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p423-maybury/p423-maybury.pdf %X Multimedia communication is ubiquitous in daily life. When we converse with one another, we utilize a wide array of media to interact, including spoken language, gestures, and drawings. We exploit multiple sensory systems or modalities of communication including vision, audition, and taction. Although humans have a natural facility for managing and exploiting multiple input and output media, computers do not. Consequently, providing machines with the ability to interpret multimedia input and generate coordinated multimedia output would be a valuable facility for a number of key application such as information retrieval and analysis, training, and decision support. This tutorial focuses specifically on those intelligent interfaces that exploit multiple media and modes to facilitate human-computer communication. %M C.CHI.94.2.425 %T Graphical Constraints %S TUTORIALS %A Gerd Szwillus %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 425-426 %K Graphical constraints, Constraints, Constraint programming languages, User interface specification, User interface development tools, Editing, Drawing, CAD-systems, Graphics %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p425-szwillus/p425-szwillus.pdf %X This tutorial shows the power and relevance of graphical constraints as major concept for the implementation and specification of highly-interactive, graphical user interfaces. This covers implicit and explicit use, definition, solution algorithms, and conceptual issues. The tutorial enables participants to learn about the techniques involved and introduce them into their work of designing and implementing user interfaces. %M C.CHI.94.2.427 %T Computer Supported Meeting Rooms %S TUTORIALS %A Lisa Neal %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 427 %K Computer supported meeting rooms, CSCW, Groupware, Brainstorming, Voting, Organizational impact %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p427-neal/p427-neal.pdf %X This tutorial presents an overview of computer supported meeting rooms, covering what exists both commercially and in research groups. %M C.CHI.94.2.429 %T Evaluating User Interface Tools %S TUTORIALS %A Rick Kazman %A Len Bass %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 429-430 %K Tools and techniques, Software architecture %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p429-kazman/p429-kazman.pdf %X The evaluation and selection of user interface tools is a continuing problem for builders of interactive systems. Tool evaluations found in the literature tend to concentrate on features, without any consideration of the types of interfaces to be constructed or the life cycle of the systems within which these user interfaces operate. In this tutorial, we present a methodology for the evaluation of user interface tools that is based on a knowledge of the types of interfaces being built and the life cycle expectations. The methodology uses two techniques for gaining this understanding of usage characteristics: benchmarking and software architectural analysis. Benchmarking is a technique widely used in the evaluation of other types of tools but rarely used in the user interface world. Software architectural analysis is a newly developed technique for the comparison of systems. It involves a discussion of the various elements of software architecture -- structure, functionality and allocation -- and uses these notions to analyze user interface software architecture. We demonstrate the methodology through example evaluations of several well-known tools such as Interviews, Tcl/Tk, Interface Architect, TAE+ and so forth. We also evaluate models of user interface software: "monolithic", Seeheim and PAC. %M C.CHI.94.2.433 %T Visual Information Seeking using the FilmFinder %S VIDEOS: Part I: Browsing Navigation %A Christopher Ahlberg %A Ben Shneiderman %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 433 %K Information retrieval, Dynamic queries, Video-on-demand %* (c) Copyright 1994 Association for Computing Machinery %O Color plates on page 484 %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p433-ahlberg/p433-ahlberg.pdf %X The FilmFinder allow users to explore a large film database. By applying the dynamic queries approach to filtering information, a continuous starfield display of the films, and tight coupling among the components of the display, the FilmFinder environment encourages incremental and exploratory search. %M C.CHI.94.2.435 %T The Attribute Explorer %S VIDEOS: Part I: Browsing Navigation %A Lisa Tweedie %A Bob Spence %A David Williams %A Ravinder Bhogal %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 435-436 %K Information visualization, Interactive graphics %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p435-tweedie/p435-tweedie.pdf %X "The Attribute Explorer" video demonstrates a graphical interactive tool for visualising the relationships within multi-attribute data sets. Rather than using 2- or 3-dimensional multiple views of the data, each attribute is mapped to a single dimensional representation (interactive histogram). Sections of an attribute's histogram can be selected by a variety of means: once selected, the items are represented on each of the other attribute histograms as colour coded distributions. Trends in the data and interesting sub-populations can be examined and explored further. Full implementation and evaluation of the tool is planned. %M C.CHI.94.2.437 %T Typographic Space %S VIDEOS: Part I: Browsing Navigation %A David Small %A Suguru Ishizaki %A Muriel Cooper %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 437-438 %K Typography, Information graphics, Visualization, Graphic design %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p437-small/p437-small.pdf %X This video presents Typographic Space, the system that explores the use of typography in interactive three-dimensional presentations. Previous studies have shown that three-dimensional presentation is effective in visualizing large and complex information space, which is increasingly available to ordinary workspaces. However, issues in typographic design have not yet been explored in this field although typography have been effectively used as a means of visually clarifying information in traditional two-dimensional graphic design. We have implemented an experimental software tool that helps us to investigate the use of interactive three-dimensional stereo graphics as a medium for typographic communication. This study raises design issues that are unique to three-dimensional presentation. %M C.CHI.94.2.439 %T Dynamaps: Dynamic Queries on a Health Statistics Atlas %S VIDEOS: Part I: Browsing Navigation %A Catherine Plaisant %A Vinit Jain %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 439-440 %K Animation, Map, Statistics, Graphic, Query, Correlations, Atlas, Time trend, Health %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p439-plaisant/p439-plaisant.pdf %X Dynamic queries are user-controlled animated displays of visual or textual data. On an application developed for the National Center for Health Statistics and running on their ordinary staff equipment, a thematic map of the United States is animated by moving a time slider to illustrate trends of mortality rates. Other sliders filter parts of the maps interactively according to parameters such as demographics. During the filtering possible correlations can be observed as they create color patterns in the "disappearance" of the states. This application has been received with enthusiasm by the user community and will be distributed with selected new datasets. %M C.CHI.94.2.441 %T Hierarchical Visualization with Treemaps: Making Sense of Pro Basketball Data %S VIDEOS: Part I: Browsing Navigation %A David Turo %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 441-442 %K Visualization, Statistics, Hierarchy, Treemap %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p441-turo/p441-turo.pdf %X Treemaps support visualization of large hierarchical information spaces. The treemap generation algorithm is straightforward and application prototypes have only minimal hardware requirements. Given primary graphical encodings of area, color and enclosure, treemaps are best suited for the tasks of outlier detection, cause-effect analysis and location of specific nodes -- satisfying user-specified criteria -- in their hierarchical context. Distortion effects extend treemap capabilities by emphasizing node relationships in the diagram. %M C.CHI.94.2.443 %T SCREAM: Screen-Based Navigation in Voice Messages %S VIDEOS: Part I: Browsing Navigation %A H. W. Lie %A P. E. Dybvik %A J. Rygh %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 443-444 %K Interface design, Voice mail, Visual navigation, Computer display, Computer-aided telephony %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p443-lie/p443-lie.pdf %X The bitmapped color screens commonly found on desktops provide a powerful visualization medium. The telephone, another common desktop apparatus, is on the other hand not very visual. New services offered through the phone system can benefit from using the visualization power of the computer display. The SCREAM project creates a visual environment for navigating the data space of voice messages. Incoming voice messages are analyzed, certain caller characteristics are extracted (e.g. gender), and the system renders and displays images that each represent a message. By looking at the screen, the user instantly gets an overview of incoming messages, and messages can be played back by selecting the corresponding image. %M C.CHI.94.2.445 %T Toolglass and Magic Lenses: The See-Through Interface %S VIDEOS: Part II -- Techniques for Improved Human-Computer Interaction %A Eric A. Bier %A Maureen C. Stone %A Ken Pier %A Ken Fishkin %A Thomas Baudel %A Matt Conway %A William Buxton %A Tony DeRose %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 445-446 %K User interface, Multi-hand, Click-through, Lens, Viewing filter, Button, Menu, Control panel, Transparent, Macro %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p445-bier/p445-bier.pdf %X In current interfaces, users select objects, apply operations, and change viewing parameters in distinct steps that require switching attention among several screen areas. Our See-Through Interface system addresses this problem by locating tools on a transparent sheet that can be moved over applications with one hand using a trackball, while the other hand controls a mouse cursor. The user clicks through a tool onto application objects, simultaneously selecting an operation and an operand. Tools may include graphical filters, called Magic Lens filters, that display a customized view of application objects. Compared to traditional interactors, these tools save steps, require no permanent screen space, reduce temporal modes, and apply to multiple applications. In addition, magic lens filters provide rich context-dependent feedback and the ability to view details and context simultaneously. These tools and filters can be combined by overlapping to form operation and viewing macros. %M C.CHI.94.2.447 %T Interactive Video Actors %S VIDEOS: Part II -- Techniques for Improved Human-Computer Interaction %A Christian Breiteneder %A Simon Gibbs %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 447-448 %K Digital video, Video widgets, Video layering, Non-linear video %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p447-breiteneder/p447-breiteneder.pdf %X This video demonstrates the use of traditional video processing techniques, such as chroma-keying and layering, to integrate video with the user interface. Currently these forms of video processing are usually performed with studio equipment, however as computer support for digital video becomes more common, video processing is also appearing on the desktop. %M C.CHI.94.2.449 %T Speech Dialogue with Facial Displays %S VIDEOS: Part II -- Techniques for Improved Human-Computer Interaction %A Akikazu Takeuchi %A Katashi Nagao %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 449-450 %K User interface design, Multimodal interfaces, Facial expression, Conversational interfaces, Anthropomorphism %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p449-takeuchi/p449-takeuchi.pdf %X The human face is an independent communication channel that conveys emotional and conversational signals encoded as facial displays. We are attempting to introduce facial displays into multimodal human computer interaction as a new modality to make computer more communicative and social. As a first step, we developed a multimodal human computer interaction system integrating speech dialogue and facial animation. The video gives an overview of the major research topics involved in this project. They are to understand and manage speech dialogue, to design and animate communicative facial displays, and to combine multiple modalities, that is, speech and facial displays. %M C.CHI.94.2.451 %T The Chameleon: Spatially Aware Palmtop Computers %S VIDEOS: Part II -- Techniques for Improved Human-Computer Interaction %A George W. Fitzmaurice %A William Buxton %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 451-452 %K 3 dimensional control and displays, Palmtop computers, Novel interaction techniques %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p451-fitzmaurice/p451-fitzmaurice.pdf %X Using rapid prototyping techniques, the Chameleon system explores a new style of interface concept that combines handheld devices, powerful computation with 3 dimensional graphics and spatial sensing. Our futuristic palmtop acts as an input, output and interaction conduit. It is capable of generating 3D models and views through an understanding of its position and orientation in space. That is, the palmtop is spatially aware. The video demonstrates the Chameleon prototype in action and sample applications. Using the Chameleon system we can investigate how everyday physical objects can be used as the interface to electronic information and computation. %M C.CHI.94.2.453 %T ICONIC: Speech and Depictive Gestures at the Human-Machine Interface %S VIDEOS: Part II -- Techniques for Improved Human-Computer Interaction %A David B. Koons %A Carlton J. Sparrell %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 453-454 %K Multi-modal interface, Gestural interface, Depictive gestures %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p453-koons/p453-koons.pdf %X People often communicate with a complex mixture of speech and gestures. Gestures have many different functions in human communication, some of which have been exploited at the computer interface. A largely ignored function of gestures for communicating with computers is the class of depictive gestures. These gestures are closely associated with the content of speech and complement the user's verbal descriptions. In this class of gestures, the hands describe shape, spatial relations and movements of objects. We have developed Iconic, a prototype interface that allows users to describe the layout of three-dimensional scenes through a free mixture of speech and depictive gestures. Interpretation of this type of gestures requires an integrated approach where a high-level interpreter can simultaneously draw from clues in both the speech and gesture channels. In our system, a user's gestures are not interpreted based on their similarity to some standard form but are only processed to an intermediate feature-based representation. By this approach, gestures can be successfully interpreted in the wider context of information from speech and the graphical domain. %M C.CHI.94.2.455 %T Pursuit: Graphically Representing Programs in a Demonstrational Visual Shell %S VIDEOS: Part III -- Programming and Collaboration %A Francesmary Modugno %A Brad A. Myers %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 455-456 %K End-user programming, Programming by demonstration, Visual shell, Visual language %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p455-modugno/p455-modugno.pdf %X Pursuit is a programmable direct manipulation interface to a file system that enables users to create programs by demonstration. To construct a program in Pursuit, users execute actions on real data and Pursuit creates a general procedure containing variables, loops and conditionals. During the demonstration, the evolving program is represented in an editable, visual programming language. Unlike other visual programming languages, which explicitly represent operations and leave users to imagine data in their heads, Pursuit's visual language explicitly represents data objects using icons and implicitly represents operations by the changes they cause to data icons. The language also serves as a novel form of feedback between Pursuit and the user. %M C.CHI.94.2.457 %T The Garnet User Interface Development Environment %S VIDEOS: Part III -- Programming and Collaboration %A Brad A. Myers %A Dario Giuse %A Andrew Mickish %A Brad Vander Zanden %A David Kosbie %A Richard McDaniel %A James Landay %A Matthew Goldberg %A Rajan Pathasarathy %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 457-458 %K User interface management systems, User interface development environments, Toolkits, Interface builders, Demonstrational interfaces %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p457-myers/p457-myers.pdf %X The Garnet User Interface Development Environment contains a comprehensive set of tools that make it significantly easier to design and implement highly-interactive, graphical, direct manipulation user interfaces. The toolkit layer of Garnet provides a prototype-instance object system, automatic constraint maintenance, an efficient retained-object graphics output model, a novel input model, two complete widget sets, and complete debugging tools. Garnet also contains a set of interactive user interface editors that aim to make it possible to create the user interface without programming. Instead, the user draws examples of the desired graphics and demonstrates their behaviors. The associated video provides an overview of the entire Garnet system. %M C.CHI.94.2.459 %T SASSE: The Collaborative Editor %S VIDEOS: Part III -- Programming and Collaboration %A Ron Baecker %A Geof Glass %A Alex Mitchell %A Ilona Posner %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 459-460 %K Computer-supported cooperative work, Groupware, Collaborative writing, Synchronous and asynchronous writing %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p459-baecker/p459-baecker.pdf %X Writing is very often a collaborative activity. Despite this, very little is understood about how people write together, and very few systems are available to support this activity. This video presents the results of our studies into collaborative writing, and shows how the results of our work have been applied to the design of SASSE (Synchronous Asynchronous Structured Shared Editor). %M C.CHI.94.2.463 %T Software Visualization %S WORKSHOPS %A Marc Brown %A John Domingue %A Blaine Price %A John Stasko %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 463 %K Software visualization, Computer graphics, Programming environments, Computing education, Algorithm animation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p463-brown/p463-brown.pdf %X Writing programs is in many respects becoming a more complex human activity. With the advent of life-cycles and methodologies on the one hand and faster CPUs with larger real and virtual memory on the other, much larger software entities are being created. Added to this are the complexities associated with parallel programs. Although burdened with this ever increasing complexity, programmers seem to have missed out on the benefits accrued by advances made in HCI and bit-mapped graphics workstations. Research in software visualization, the visualization and animation of data structures, programs, algorithms, and processes, provides a bright hope in addressing these problems. Software visualization systems help students to learn how programs work, assist professional software engineers to debug and understand their code, and provide researchers with insights on how to analyze and improve algorithms. The goal of SV is to give all programmers access to the latest HCI techniques when understanding and debugging their programs. Achieving this goal will not only make the day-to-day life of programmers that much easier but will also enable them to tackle significantly more ambitious and interesting tasks. %M C.CHI.94.2.464 %T A Taxonomic Model for Developing High Impact Formative Usability Evaluation Methods %S WORKSHOPS %A Deborah Hix %A H. Rex Hartson %A Jakob Nielsen %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 464 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p464-hix/p464-hix.pdf %X Numerous methods are emerging for formative usability evaluation, including heuristic evaluation, iterative refinement, and other approaches to usability engineering. But these methods have well-known limitations. Many are applicable only to a narrow range of interface types and have not been tried on innovative, non-routine interfaces. Almost all methods are time consuming and personnel intensive. Key to breaking down the pervasive usability barriers that exist in interactive systems is vastly improved methodologies for developing such systems. Evaluation of human performance and preference lies at the heart of such methodologies. Thus, there is a need to develop a new generation of high impact methods for formative usability evaluation. By high impact, we mean effective, low cost, and easy to use, and that apply to a broader variety of interface types. Until now, development of such methods has been ad hoc a worst and based on expert experience at best, without a model as a framework for method development In order to bring more science into the development of formative usability evaluation methods, a goal of this one day workshop was to produce this missing epistemological ingredient: a multi-dimensional taxonomical model of usability evaluation methods. This model is to serve as a structure for discussion, comparison, definition, research, development, and evaluation of usability evaluation methods. In this workshop we were not looking for new methods, per se, but rather for a taxonomical model by which existing methods can be classified and upon which development of new methods can be based. %M C.CHI.94.2.465 %T The Future of Speech and Audio in the Interface %S WORKSHOPS %A Barry Arons %A Elizabeth D. Mynatt %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 465 %K Auditory interfaces, Sonification, Sound, Acoustic displays, Auditory perception, Speech interfaces %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p465-arons/p465-arons.pdf %X This workshop will explore current and future applications, research areas, and interaction techniques that use audio in the user interface. The emphasis of the meeting will be on a "CHI perspective" of using speech and sound, in appropriate interactive contexts, where the audio channel can be exploited for the user's benefit. The workshop will encompass user interface areas including: speech input and output, non-speech audio, data sonification, spatial audio, and access to audio databases. The workshop will not address topics such as computer music, hardware/systems support for audio, or signal processing as these areas are better addressed in other forums. %M C.CHI.94.2.466 %T Designing the Teaching of HCI %S WORKSHOPS %A Clark N. Quinn %A Jonas Lowgren %A Jean Gasen %A Peter Gorny %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 466 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p466-quinn/p466-quinn.pdf %X The theme of this 1.5 day (Sunday and Monday morning) workshop is to focus on the link between pedagogical theory and successful instruction in HCI by providing a forum for collaborative work on teaching techniques. We address active HCI teachers in academia and industry and emphasize the notion of working together at the workshop rather than merely talking about the issues of interest. The goals of the workshop are to: * facilitate exchange of teaching ideas and techniques; * provide a forum of teacher colleagues for trying out and refining teaching ideas; * support reflection about teaching techniques in terms of teaching and learning theories; * encourage continued collaboration between HCI teachers across the world. %M C.CHI.94.2.467 %T Using Scenarios to Elicit User Requirements %S WORKSHOPS %A Steve Fickas %A W. Lewis Johnson %A John Karat %A Colin Potts %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 467 %K Scenarios, User-centered design, User requirements %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p467-fickas/p467-fickas.pdf %X Designers could apply scenarios in requirements analysis more effectively if they knew more about their benefits and limitations in real projects. This workshop will explore these issues. By the end of the workshop participants will have drawn up a list of detailed issues about scenarios that will drive ongoing research into requirements analysis, interactive systems design, and participatory design. Some of these issues will be framed in terms of assumptions and hypotheses that could be tested by empirical methods. Others will be stated in terms of open-ended prescriptive guidelines that further practice should refine. %M C.CHI.94.2.468 %T Analyzing and Communicating Usability Data: Now that You Have the Data What Do You Do? %S WORKSHOPS %A Nandini Nayak %A Debbie Mrazek %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 468 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p468-nayak/p468-nayak.pdf %X This workshop seeks to bring together practitioners and researchers who have used "discount" methods or ethnographic techniques to successfully influence the interface design process. The objective is to compile a set of analysis and communication tactics and tools that will help usability professionals communicate usability data effectively. %M C.CHI.94.2.469 %T The Challenges of 3D Interaction %S WORKSHOPS %A Andries van Dam %A Kenneth P. Herndon %A Michael Gleicher %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 469 %K Interactive 3D graphics, Perception and cognition, 3D user interfaces, 3D interaction techniques %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p469-van_dam/p469-van_dam.pdf %X The primary goal of this workshop is to help define principles and techniques for the design, implementation and evaluation of future 3D user interfaces. These interfaces must address many challenges arising from such sources as users' perceptual and cognitive skills and abilities, limitations of currently available input and output devices, the nature of 3D tasks and the variety of implementation strategies and development environments. %M C.CHI.94.2.470 %T Pattern Recognition in HCI: A Viable Approach? %S WORKSHOPS %A Janet Finlay %A Alan Dix %A George Bolt %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 470 %K Pattern recognition, Neural networks, Inductive learning, Statistics, User modelling, Evaluation, Task analysis %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p470-finlay/p470-finlay.pdf %X The workshop brings together HCI researchers with their problems and pattern recognition researchers with their methods in order to open the way for better communication. During the workshop (and beyond) researchers are experimenting with different methods on real problems, in order to ascertain the scope and limitations of the methods for HCI. %M C.CHI.94.2.471 %T Design Rationale: Mutual Opportunities for Research and Practice %S WORKSHOPS %A Alistair Sutcliffe %A John M. Carroll %A Allan MacLean %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 471 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p471-sutcliffe/p471-sutcliffe.pdf %X The objective of the workshop is to identify opportunities for practitioners to improve their practice and for researchers to develop new techniques. The intention is to create a two way flow of information to help researchers improve current rationale methods in response to industrial requirements, to exchange experience in use of rationales in case studies, and to stimulate research towards new methods and improved practice. %M C.CHI.94.2.472 %T New Uses and Abuses of Interaction History: Help Form the Research Agenda %S WORKSHOPS %A Will Hill %A Loren Terveen %B Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems %D 1994 %V 2 %P 472 %K Interaction history, Design capture, Interface agents, Digital audio, User modeling, Active badges, Usability, Privacy, Ethics, Law %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/chi/259963/p472-hill/p472-hill.pdf %X Recording human-computer interaction for the purposes of reusing commands, undoing actions, recovering from crashes, constructing keyboard macros, and observing users has been with us since the earliest command shells and text editors. For much of that time it remained a sleepy "back water" technology area except for a continuing increase in work-monitoring and associated incidents breaching user privacy. However, with the drastic fall of costs for digital storage, processing and telecommunications, all that is now rapidly changing. Digital records of activity are common at work, market-place and home. While new interaction history techniques such as design capture, automatic change bars, readwear, interface agents, digital audio recording, hot lists, version management, viewer histories, automatic biography, usability studies, active badges, wireless personal communicators, position-sensing and caller-id are enriching the experience of interfaces, the same techniques are enabling new and more invasive abuses. This one-day interdisciplinary workshop will gather 20 practitioners and researchers from the fields of human-computer interaction design, research, ethics and law to produce their "Top Ten" list of research questions concerning uses and abuses of interaction history for the CHI community to address in the coming years. There will be no presentations, but homework will be collected and redistributed via email prior to the workshop. The day will blend open discussions with directed small-group works. %M C.CHI.95.1.3 %T Display Navigation by an Expert Programmer: A Preliminary Model of Memory %S Papers: Cognitive Models %A Erik M. Altmann %A Jill H. Larkin %A Bonnie E. John %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 3-10 %K Psychology of programming, User models, Expert programmers, Display navigation, Program comprehension, Memory, Learning, Soar %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/ea_bdy.htm %X Skilled programmers, working on natural tasks, navigate large information displays with apparent ease. We present a computational cognitive model suggesting how this navigation may be achieved. We trace the model on two related episodes of behavior. In the first, the user acquires information from the display. In the second, she recalls something about the first display and scrolls back to it. The episodes are separated by time and by intervening displays, suggesting that her navigation is mediated by long-term memory, as well as working memory and the display. In the first episode, the model automatically learns to recognize what it sees on the display. In the second episode, a chain of recollections, cued initially by the new display, leads the model to imagine what it might have seen earlier. The knowledge from the first episode recognizes this image, leading the model to scroll in search of the real thing. This model is a step in developing a psychology of skilled programmers working on their own tasks. %M C.CHI.95.1.11 %T Predictive Engineering Models Using the EPIC Architecture for a High-Performance Task %S Papers: Cognitive Models %A David E. Kieras %A Scott D. Wood %A David E. Meyer %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 11-18 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/dek_bdy.htm %X Engineering models of human performance permit some aspects of usability of interface designs to be predicted from an analysis of the task, and thus can replace to some extent expensive user testing data. Human performance in telephone operator tasks was successfully predicted using engineering models constructed in the EPIC (Executive Process-Interactive Control) architecture for human information-processing, which is especially suited for modeling multimodal, complex tasks. Several models were constructed on an a priori basis to represent different hypotheses about how users coordinate their activities to produce rapid task performance. All of the models predicted the total task time with useful accuracy, and clarified some important properties of the task. %M C.CHI.95.1.19 %T Modeling Time-Constrained Learning in a Highly Interactive Task %S Papers: Cognitive Models %A Malcolm I. Bauer %A Bonnie E. John %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 19-26 %K Learning, GOMS, Soar, Cognitive models %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/mib_bdy.htm %X We investigate whether a memory-based learning procedure can explain the development of expertise within the time-constraints of a fast-paced highly interactive task. Our computational cognitive model begins with novice-like knowledge of a domain, and through experience converges on behavior that matches a pre-existing GOMS model of expert human performance. The model coordinates perception, comprehension, strategic planning, learning, memory, and motor action to respond to the time demands of the task while continually improving its performance. Because the model was constructed within the Soar architecture, it is able to make predictions of learning and performance time. %M C.CHI.95.1.27 %T KidSim: End User Programming of Simulations %S Papers: Programming by Example %A Allen Cypher %A David Canfield Smith %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 27-34 %K End user programming, Simulations, Programming by demonstration, Graphical rewrite rules, Production systems, Programming by example, User programming %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/ac1bdy.htm %X KidSim is an environment that allows children to create their own simulations. They create their own characters, and they create rules that specify how the characters are to behave and interact. KidSim is programmed by demonstration, so that users do not need to learn a conventional programming language or scripting language. Informal user studies have shown that children are able to create simulations in KidSim with a minimum of instruction, and that KidSim stimulates their imagination. %M C.CHI.95.1.35 %T Building Geometry-Based Widgets by Example %S Papers: Programming by Example %A Dan R. Olsen, Jr. %A Brett Ahlstrom %A Douglas Kohlert %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 35-42 %K Widgets, Demonstrational interfaces, Toolkit builder, User interface software %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/dro2bdy.htm %X Algorithms are presented for creating new widgets by example. The basic model is one of an editable picture which can be mapped to control information. The mappings are learned from examples. The set of possible maps is readily extensible. %M C.CHI.95.1.43 %T Interactive Sketching for the Early Stages of User Interface Design %S Papers: Programming by Example %A James A. Landay %A Brad A. Myers %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 43-50 %K User interfaces, Design, Sketching, Gesture recognition, Interaction techniques, Programming-by-demonstration, Pen-based computing, Garnet, SILK %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/jal1bdy.htm %X Current interactive user interface construction tools are often more of a hindrance than a benefit during the early stages of user interface design. These tools take too much time to use and force designers to specify more of the design details than they wish at this early stage. Most interface designers, especially those who have a background in graphic design, prefer to sketch early interface ideas on paper or on a whiteboard. We are developing an interactive tool called SILK that allows designers to quickly sketch an interface using an electronic pad and stylus. SILK preserves the important properties of pencil and paper: a rough drawing can be produced very quickly and the medium is very flexible. However, unlike a paper sketch, this electronic sketch is interactive and can easily be modified. In addition, our system allows designers to examine, annotate, and edit a complete history of the design. When the designer is satisfied with this early prototype, SILK can transform the sketch into a complete, operational interface in a specified look-and-feel. This transformation is guided by the designer. By supporting the early phases of the interface design life cycle, our tool should both ease the development of user interface prototypes and reduce the time needed to create a final interface. This paper describes our prototype and provides design ideas for a production-level system. %M C.CHI.95.1.51 %T Information Foraging in Information Access Environments %S Papers: Information Access %A Peter Pirolli %A Stuart Card %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 51-58 %K Information foraging theory, Information access %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/ppp_bdy.htm %X Information foraging theory is an approach to the analysis of human activities involving information access technologies. The theory derives from optimal foraging theory in biology and anthropology, which analyzes the adaptive value of food-foraging strategies. Information foraging theory analyzes trade-offs in the value of information gained against the costs of performing activity in human-computer interaction tasks. The theory is illustrated by application to information-seeking tasks involving a Scatter/Gather interface, which presents users with a navigable, automatically computed, overview of the contents of a document collection arranged as a cluster hierarchy. %M C.CHI.95.1.59 %T TileBars: Visualization of Term Distribution Information in Full Text Information Access %S Papers: Information Access %A Marti A. Hearst %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 59-66 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/mah_bdy.htm %X The field of information retrieval has traditionally focused on textbases consisting of titles and abstracts. As a consequence, many underlying assumptions must be altered for retrieval from full-length text collections. This paper argues for making use of text structure when retrieving from full text documents, and presents a visualization paradigm, called TileBars, that demonstrates the usefulness of explicit term distribution information in Boolean-type queries. TileBars simultaneously and compactly indicate relative document length, query term frequency, and query term distribution. The patterns in a column of TileBars can be quickly scanned and deciphered, aiding users in making judgments about the potential relevance of the retrieved documents. %M C.CHI.95.1.67 %T An Organic User Interface for Searching Citation Links %S Papers: Information Access %A Jock D. Mackinlay %A Ramana Rao %A Stuart K. Card %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 67-73 %K Information visualization, Search, Browsing, Access management, Information retrieval, Organic user interfaces, Data fusion, Hypertext, Citation graphs %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/jdm_bdy.htm %X This paper describes Butterfly, an Information Visualizer application for accessing DIALOG's Science Citation databases across the Internet. Network information often involves slow access that conflicts with the use of highly-interactive information visualization. Butterfly addresses this problem, integrating search, browsing, and access management via four techniques: 1) visualization supports the assimilation of retrieved information and integrates search and browsing activity, 2) automatically-created "link-generating" queries assemble bibliographic records that contain reference information into citation graphs, 3) asynchronous query processes explore the resulting graphs for the user, and 4) process controllers allow the user to manage these processes. We use our positive experience with the Butterfly implementation to propose a general information access approach, called Organic User Interfaces for Information Access, in which a virtual landscape grows under user control as information is accessed automatically. %M C.CHI.95.1.74 %T End-User Training: An Empirical Study Comparing On-Line Practice Methods %S Papers: End-User Training and Help %A Susan Wiedenbeck %A Patti L. Zila %A Daniel S. McConnell %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 74-81 %K Training, Practice methods, Exercises, Guided-exploration, Minimal manual, End-users, Tutorials %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/sw_bdy.htm %X An empirical study was carried out comparing three kinds of hands-on practice in training users of a software package: exercises, guided-exploration, and a combination of exercises and guided-exploration. Moderate to high experience computer users were trained. Subjects who were trained with exercises or the combined approach did significantly better in both time and errors than those trained using guided-exploration. There were no significant differences between the exercise and the combined approach groups. Thus, it appears that the better performance of these groups can be attributed to the exercise component of their practice. %M C.CHI.95.1.82 %T A Comparison of Still, Animated, or Nonillustrated On-Line Help with Written or Spoken Instructions in a Graphical User Interface %S Papers: End-User Training and Help %A Susan M. Harrison %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 82-89 %K Graphical user interfaces, On-line help, Visuals, User interface components %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/smh_bdy.htm %X Current forms of on-line help do not adequately reflect the graphical and dynamic nature of modern graphical user interfaces. Many of today's software applications provide text-based on-line help to assist users in performing a specific task. This report describes a study in which 176 undergraduates received on-line help instructions for completing seven computer-based tasks. Instructions were provided in either written or spoken form with or without still graphic or animated visuals. Results consistently revealed that visuals, either still graphic or animated, in the on-line help instructions enabled the users to significantly perform more tasks in less time and with fewer errors than did users who did not have visuals accompanying the on-line help instructions. Although users receiving spoken instructions were faster and more accurate for the initial set of tasks than were users receiving written instructions, the majority of subjects preferred written instructions over spoken instructions. The results of this study suggest additional empirically-based guidelines to designers for the development of effective on-line help. %M C.CHI.95.1.90 %T Dynamic Generation of Follow Up Question Menus: Facilitating Interactive Natural Language Dialogues %S Papers: End-User Training and Help %A Vibhu O. Mittal %A Johanna D. Moore %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 90-97 %K Hyper-media, Natural language, Intelligent systems, User interface components, Usability engineering %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/vm_bdy.htm %X Most complex systems provide some form of help facilities. However, typically, such help facilities do not allow users to ask follow up questions or request further elaborations when they are not satisfied with the systems' initial offering. One approach to alleviating this problem is to present the user with a menu of possible follow up questions at every point. Limiting follow up information requests to choices in a menu has many advantages, but there are also a number of issues that must be dealt with in designing such a system. To dynamically generate useful embedded menus, the system must be able to, among other things, determine the context of the request, represent and reason about the explanations presented to the user, and limit the number of choices presented in the menu. This paper discusses such issues in the context of a patient education system that generates a natural language description in which the text is directly manipulable -- clicking on portions of the text causes the system to generate menus that can be used to request elaborations and further information. %M C.CHI.95.1.98 %T A Generic Platform for Addressing the Multimodal Challenge %S Papers: Multimodal Interfaces %A Laurence Nigay %A Joelle Coutaz %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 98-105 %K Multimodal interactive systems, Software design, Software architecture, I/O devices, Interaction languages, Data fusion %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/lmn_bdy.htm %X Multimodal interactive systems support multiple interaction techniques such as the synergistic use of speech and direct manipulation. The flexibility they offer results in an increased complexity that current software tools do not address appropriately. One of the emerging technical problems in multimodal interaction is concerned with the fusion of information produced through distinct interaction techniques. In this article, we present a generic fusion engine that can be embedded in a multi-agent architecture modelling technique. We demonstrate the fruitful symbiosis of our fusion mechanism with PAC-Amodeus, our agent-based conceptual model, and illustrate the applicability of the approach with the implementation of an effective interactive system: MATIS, a Multimodal Airline Travel Information System. %M C.CHI.95.1.106 %T Developing Dual Interfaces for Integrating Blind and Sighted Users: The HOMER UIMS %S Papers: Multimodal Interfaces %A Anthony Savidis %A Constantine Stephanidis %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 106-113 %K UIMS, Aids for the impaired, Programming environments %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/sa_bdy.htm %X Existing systems which enable the accessibility of Graphical User Interfaces to blind people follow an "adaptation strategy"; each system adopts its own fixed policy for reproducing visual dialogues to a non-visual form, without knowledge about the application domain or particular dialogue characteristics. It is argued that non-visual User Interfaces should be more than automatically generated adaptations of visual dialogues. Tools are required to facilitate non-visual interface construction, which should allow iterative design and implementation (not supported by adaptation methods). There is a need for "integrated" User Interfaces which are concurrently accessible by both sighted and blind users in order to prevent segregation of blind people in their working environment. The concept of Dual User Interfaces is introduced as the most appropriate basis to address this issue. A User Interface Management System has been developed, called HOMER, which facilitates the development of Dual User Interfaces. HOMER supports the integration of visual and non-visual lexical technologies. In this context, a simple toolkit has been also implemented for building non-visual User Interfaces and has been incorporated in the HOMER system. %M C.CHI.95.1.114 %T Improving GUI Accessibility for People with Low Vision %S Papers: Multimodal Interfaces %A Richard L. Kline %A Ephraim P. Glinert %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 114-121 %K Workstation interfaces, Assistive technology, Low vision, Screen magnification, X window system %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/rlk_bdy.htm %X We present UnWindows V1, a set of tools designed to assist low vision users of X Windows in effectively accomplishing two mundane yet critical interaction tasks: selectively magnifying areas of the screen so that the contents can be seen comfortably, and keeping track of the location of the mouse pointer. We describe our software from both the end user's and implementor's points of view, with particular emphasis on issues related to screen magnification techniques. We conclude with details regarding software availability and plans for future extensions. %M C.CHI.95.1.122 %T Collaborative Tools and the Practicalities of Professional Work at the International Monetary Fund %S Papers: Studying Work %A Richard Harper %A Abigail Sellen %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 122-129 %K CSCW, Work practice, Ethnography, Paper documents, Groupware, Professional work, International Monetary Fund %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/rh_bdy.htm %X We show how an ethnographic examination of the International Monetary Fund in Washington, D.C. has implications for the design of tools to support collaborative work. First, it reports how information that requires a high degree of professional judgement in its production is unsuited for most current groupware tools. This is contrasted with the shareability of information which can 'stand-alone'. Second, it reports how effective re-use of documents will necessarily involve paper, or 'paper-like' equivalents. Both issues emphasise the need to take into account social processes in the sharing of certain kinds of information. %M C.CHI.95.1.130 %T Telephone Operators as Knowledge Workers: Consultants Who Meet Customer Needs %S Papers: Studying Work %A Michael J. Muller %A Rebecca Carr %A Catherine Ashworth %A Barbara Diekmann %A Cathleen Wharton %A Cherie Eickstaedt %A Joan Clonts %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 130-137 %K Telephone operators, Knowledge work, Expertise, Skilled performance, Participatory design, Participatory analysis %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/mm1_bdy.htm %X We present two large studies and one case study that make a strong case for considering telephone operators as knowledge workers. We describe a quantitative analysis of the diversity of operators' knowledge work, and of how their knowledge work coordinates with the subtle resources contained within customers' requests. Operators engage in collaborative query refinement with customers, exhibiting a rich set of skilled performances. Earlier reports characterized the operators' role as an intermediary between customer and database. In contrast, we focus on operator's consultative work in which they use computer systems as one type of support for their primarily cognitive activities. Our results suggest that knowledge work may be a subtle feature of many jobs, not only those that are labeled as such. Our methodology may be useful for the analysis of other domains involving skilled workers. %M C.CHI.95.1.138 %T Ethics, Lies and Videotape... %S Papers: Studying Work %A Wendy E. Mackay %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 138-145 %K HCI professional issues, Video editing, Ethics, Social computing %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/wem1bdy.htm %X Videotape has become one of the CHI community's most useful technologies: it allows us to analyze users' interactions with computers, prototype new interfaces, and present the results of our research and technical innovations to others. But video is a double-edged sword. It is often misused, however unintentionally. How can we use it well, without compromising our integrity? This paper presents actual examples of questionable videotaping practices. Next, it explains why we cannot simply borrow ethical guidelines from other professions. It concludes with a proposal for developing usable ethical guidelines for the capture, analysis and presentation of video. %M C.CHI.95.1.146 %T Multidisciplinary Modeling in HCI Design ...In Theory and in Practice %S Papers: Usability Analysis: From Research to Practice %A Victoria Bellotti %A Simon Buckingham Shum %A Allan MacLean %A Nick Hammond %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 146-153 %K Theory, Cognitive modelling, Formal methods, Design practice, Argumentation, Design rationale, Media spaces, Multidisciplinary %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/vb_bdy.htm %X In one of the largest multidisciplinary projects in basic HCI research to date, multiple analytic HCI techniques were combined and applied within an innovative design context to problems identified by designers of an AV communication system, or media space. The problems were presented to user-, system- and design-analysts distributed across Europe. The results of analyses were integrated and passed back to the designers, and to other domain experts, for assessment. The aim of this paper is to illustrate some theory-based insights gained into key problems in media space design and to convey lessons learned about the process of contributing to design using multiple theoretical perspectives. We also describe some obstacles which must be overcome if such techniques are to be transferred successfully to practice. %M C.CHI.95.1.154 %T Design Space Analysis as "Training Wheels" in a Framework for Learning User Interface Design %S Papers: Usability Analysis: From Research to Practice %A J. W. van Aalst %A T. T. Carey %A D. L. McKerlie %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 154-161 %K HCI education, Design space analysis, Design rationale, Design skills, Interactive multimedia %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/tcy_bdy.htm %X Learning about design is a central component in education for human-computer interaction. We have found Design Space Analysis to be a useful technique for students learning user interface design skills. In the FLUID tool described here, we have combined explicit instruction on design, worked case studies, and problem exercises for learners, yielding an interactive multimedia system to be incorporated into an HCI design course. FLUID is intended as a "training wheels" for learning user interface design. In this paper, we address the question of how this form of teaching might mediate and extend the learning process and we present our observations on Design Space Analysis as a training wheels aid for learning user interface design. %M C.CHI.95.1.162 %T Practical Education for Improving Software Usability %S Papers: Usability Analysis: From Research to Practice %A John Karat %A Tom Dayton %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 162-169 %K HCI education, Technology transfer, Participatory design, User-centered design, Usability engineering, Design problem-solving %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/jk_bdy.htm %X A usable software system is one that supports the effective and efficient completion of tasks in a given work context. In most cases of the design and development of commercial software, usability is not dealt with at the same level as other aspects of software engineering (e.g., clear usability objectives are not set, resources for appropriate activities are not given priority by project management). One common consequence is the assignment of responsibility for usability to people who do not have appropriate training, or who are trained in behavioral sciences rather than in more product-oriented fields such as design or engineering. Relying on our experiences in industrial settings, we make personal suggestions of activities for the realistic and practical alternative of training development team members as usability advocates. Our suggestions help meet the needs specified in the recent Strong et al. [21] report on human-computer interaction education, research, and practice. %M C.CHI.95.1.170 %T Evolution of a Reactive Environment %S Papers: Learning from Design Experiences %A Jeremy R. Cooperstock %A Koichiro Tanikoshi %A Garry Beirne %A Tracy Narine %A William Buxton %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 170-177 %K Case studies, CSCW, Intelligent systems, Reactive environments, Home automation, Design rationale, Office applications %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/jrc_bdy.htm %X A basic tenet of "Ubiquitous computing" (Weiser, 1993 [13]) is that technology should be distributed in the environment (ubiquitous), yet invisible, or transparent. In practice, resolving the seeming paradox arising from the joint demands of ubiquity and transparency is less than simple. This paper documents a case study of attempting to do just that. We describe our experience in developing a working conference room which is equipped to support a broad class of meetings and media. After laying the groundwork and establishing the context in the Introduction, we describe the evolution of the room. Throughout, we attempt to document the rationale and motivation. While derived from a limited domain, we believe that the issues that arise are of general importance, and have strong implications on future research. %M C.CHI.95.1.178 %T The High-Tech Toolbelt: A Study of Designers in the Workplace %S Papers: Learning from Design Experiences %A Tamara Sumner %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 178-185 %K Design, Design environments, Domain-orientation, End user modifiability, Iterative design, Interoperability, Tailorability, Task-specificity %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/trs_bdy.htm %X Many design professionals assemble collections of off-the-shelf software applications into toolbelts to perform their job. These designers use several different tools to create a variety of design representations. This case study shows how designers evolve initially generic toolbelts through a process of domain-enriching to make their own domain-specific design environments. Comparing this practice with theoretical findings concerning design processes highlights the benefits and limitations of this toolbelt approach. A key benefit is its flexible support for creating and evolving multiple design representations. A key limitation is how it hinders iterative design by making it difficult for designers to maintain consistency across the different design representations. This limitation could be remedied if tools could be extended or "tuned" to support the observed domain-enriching process. Such tuning would enable designers to extend tools during use to: (1) support important domain distinctions and (2) define dependencies between different design representations based on these domain distinctions. %M C.CHI.95.1.186 %T Time Affordances: The Time Factor in Diagnostic Usability Heuristics %S Papers: Learning from Design Experiences %A Alex Paul Conn %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 186-193 %K Usability engineering, Heuristics, Time delay, Affordances, Taxonomy, Principles, Design rationale, Practical guidelines %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/apc_bdy.htm %X A significant body of usability work has addressed the issue of response time in interactive systems. The sharp increase in desktop and networked systems changes the user's focus to a more active diagnostic viewpoint. Today's more experienced networked user is now engaged in complicated activities for which the issue is whether the system is carrying out the appropriate task and how well it is proceeding with tasks that may vary in response time from instantaneous to tens of minutes. We introduce the concept of a time affordance and a set of principles for determining whether the diagnostic information available to the user is rich enough to prevent unproductive and even destructive actions due to an unclear understanding of progress. %M C.CHI.95.1.194 %T Recommending and Evaluating Choices in a Virtual Community of Use %S Papers: Using the Information of Others %A Will Hill %A Larry Stead %A Mark Rosenstein %A George Furnas %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 194-201 %K Human-computer interaction, Interaction history, Computer-supported cooperative work, Organizational computing, Browsing, Set-top interfaces, Resource discovery, Video on demand %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/wch_bdy.htm %X When making a choice in the absence of decisive first-hand knowledge, choosing as other like-minded, similarly-situated people have successfully chosen in the past is a good strategy -- in effect, using other people as filters and guides: filters to strain out potentially bad choices and guides to point out potentially good choices. Current human-computer interfaces largely ignore the power of the social strategy. For most choices within an interface, new users are left to fend for themselves and if necessary, to pursue help outside of the interface. We present a general his tory-of-use method that automates a social method for informing choice and report on how it fares in the context of a fielded test case: the selection of videos from a large set. The positive results show that communal history-of-use data can serve as a powerful resource for use in interfaces. %M C.CHI.95.1.202 %T Pointing the Way: Active Collaborative Filtering %S Papers: Using the Information of Others %A David Maltz %A Kate Ehrlich %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 202-209 %K Collaborative filtering, Information retrieval, Hypertext, World Wide Web, Lotus Notes %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/ke_bdy.htm %X Collaborative filtering is based on the premise that people looking for information should be able to make use of what others have already found and evaluated. Current collaborative filtering systems provide tools for readers to filter documents based on aggregated ratings over a changing group of readers. Motivated by the results of a study of information sharing, we describe a different type of collaborative filtering system in which people who find interesting documents actively send "pointers" to those documents to their colleagues. A "pointer" contains a hypertext link to the source document as well as contextual information to help the recipient determine the interest and relevance of the document prior to accessing it. Preliminary data suggest that people are using the system in anticipated and unanticipated ways, as well as creating information "digests". %M C.CHI.95.1.210 %T Social Information Filtering: Algorithms for Automating "Word of Mouth" %S Papers: Using the Information of Others %A Upendra Shardanand %A Patti Maes %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 210-217 %K Social information filtering, Personalized recommendation systems, User modeling, Information retrieval, Intelligent systems, CSCW %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/us_bdy.htm %X This paper describes a technique for making personalized recommendations from any type of database to a user based on similarities between the interest profile of that user and those of other users. In particular, we discuss the implementation of a networked system called Ringo, which makes personalized recommendations for music albums and artists. Ringo's database of users and artists grows dynamically as more people use the system and enter more information. Four different algorithms for making recommendations by using social information filtering were tested and compared. We present quantitative and qualitative results obtained from the use of Ringo by more than 2000 people. %M C.CHI.95.1.218 %T A Comparison of User Interfaces for Panning on a Touch-Controlled Display %S Papers: Navigating and Scaling in 2D Space %A Jeff A. Johnson %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 218-225 %K Touch display, Touchscreen, Panning, Scrolling, Navigation %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/jaj2bdy.htm %X An experiment was conducted to determine which of several candidate user interfaces for panning is most usable and intuitive: panning by pushing the background, panning by pushing the view/window, and panning by touching the side of the display screen. Twelve subjects participated in the experiment, which consisted of three parts: 1) subjects were asked to suggest panning user interfaces that seemed natural to them, 2) subjects each used three different panning user interfaces to perform a structured panning task, with experimenters recording their performance, and 3) subjects were asked which of the three panning methods they preferred. One panning method, panning by pushing the background, emerged as superior in performance and user preference, and slightly better in intuitiveness than panning by touching the side of the screen. Panning by pushing the view/window fared poorly relative to the others on all measures. %M C.CHI.95.1.226 %T Pre-Screen Projection: From Concept to Testing of a New Interaction Technique %S Papers: Navigating and Scaling in 2D Space %A Deborah Hix %A James N. Templeman %A Robert J. K. Jacob %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 226-233 %K Interaction techniques, Empirical studies, Pre-screen projection, Egocentric projection, Formative evaluation, User tasks, Input devices and strategies, Interaction styles, Input/output devices, Polhemus tracker, Visualization, Metaphors, User interface component %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/dh_bdy.htm %X Pre-screen projection is a new interaction technique that allows a user to pan and zoom integrally through a scene simply by moving his or her head relative to the screen. The underlying concept is based on real-world visual perception, namely, the fact that a person's view changes as the head moves. Pre-screen projection tracks a user's head in three dimensions and alters the display on the screen relative to head position, giving a natural perspective effect in response to a user's head movements. Specifically, projection of a virtual scene is calculated as if the scene were in front of the screen. As a result, the visible scene displayed on the physical screen expands (zooms) dramatically as a user moves nearer. This is analogous to the real world, where the nearer an object is, the more rapidly it visually expands as a person moves toward it. Further, with pre-screen projection a user can navigate (pan and zoom) around a scene integrally, as one unified activity, rather than performing panning and zooming as separate tasks. This paper describes the technique, the real-world metaphor on which it is conceptually based, issues involved in iterative development of the technique, and our approach to its empirical evaluation in a realistic application testbed. %M C.CHI.95.1.234 %T Space-Scale Diagrams: Understanding Multiscale Interfaces %S Papers: Navigating and Scaling in 2D Space %A George W. Furnas %A Benjamin B. Bederson %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 234-241 %K Zoom views, Multiscale interfaces, Fisheye views, Information visualization, GIS, Visualization, User interface components, Formal methods, Design rationale %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/gwf_bdy.htm %X Big information worlds cause big problems for interfaces. There is too much to see. They are hard to navigate. An armada of techniques has been proposed to present the many scales of information needed. Space-scale diagrams provide an analytic framework for much of this work. By representing both a spatial world and its different magnifications explicitly, the diagrams allow the direct visualization and analysis of important scale related issues for interfaces. %M C.CHI.95.1.242 %T User Embodiment in Collaborative Virtual Environments %S Papers: Advanced Media for Collaboration %A Steve Benford %A John Bowers %A Lennart E. Fahlen %A Chris Greenhalgh %A Dave Snowdon %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 242-249 %K Virtual reality, CSCW, Embodiment %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/sdb_bdy.htm %X This paper explores the issue of user embodiment within collaborative virtual environments. By user embodiment we mean the provision of users with appropriate body images so as to represent them to others and also to themselves. By collaborative virtual environments we mean multi-user virtual reality systems which explicitly support co-operative work (although we argue that the results of our exploration may also be applied to other kinds of collaborative system). The main part of the paper identifies a list of embodiment design issues including: presence, location, identity, activity, availability, history of activity, viewpoint, actionpoint, gesture, facial expression, voluntary versus involuntary expression, degree of presence, reflecting capabilities, physical properties, active bodies, time and change, manipulating your view of others, representation across multiple media, autonomous and distributed body parts, truthfulness and efficiency. Following this, we show how these issues are reflected in our own DIVE and MASSIVE prototype systems and also show how they can be used to analyse several other existing collaborative systems. %M C.CHI.95.1.250 %T Providing Assurances in a Multimedia Interactive Environment %S Papers: Advanced Media for Collaboration %A Doree Duncan Seligmann %A Rebecca T. Mercuri %A John T. Edmark %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 250-256 %K Auditory I/O, Communication, Virtual reality, Visualization, Graphics, Teleconferencing, Telepresence, User-interfaces %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/dds_bdy.htm %X In ordinary telephone calls, we rely on cues for the assurance that the connection is active and that the other party is listening to what we are saying. For instance, noise on the line (whether it be someone's voice, traffic sounds, or background static from a bad connection) tells us about the state of our connection. Similarly, the occasional "uhuh" or muffled sounds from a side conversation tells us about the focus and activity of the person on the line. Conventional telephony is based on a single connection for communication between two as such, it has relatively simple assurance needs. Multimedia, multiparty systems increase the complexity of the communication in two orthogonal directions, leading to a concomitant increase in assurance needs. As the complexity of these systems and services grows, it becomes increasingly difficult for users to assess the current state of these services and the level of the user interactions within the systems. We have addressed this problem through the use of assurances that are designed to provide information about the connectivity, presence, focus, and activity in an environment that is part virtual and part real. We describe how independent network media services (a virtual meeting room service, a holophonic sound service, an application sharing service, and a 3D augmented reality visualization system) were designed to work together, providing users with coordinated cohesive assurances for virtual contexts in multimedia, multiparty communication and interaction. %M C.CHI.95.1.257 %T A Virtual Window on Media Space %S Papers: Advanced Media for Collaboration %A William W. Gaver %A Gerda Smets %A Kees Overbeeke %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 257-264 %K CSCW, Groupwork, Media spaces, Video %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/wwg1bdy.htm %X The Virtual Window system uses head movements in a local office to control camera movement in a remote office. The result is like a window allowing exploration of remote scenes rather than a flat screen showing moving pictures. Our analysis of the system, experience implementing a prototype, and observations of people using it, combine to suggest that it may help overcome the limitations of typical media space configurations. In particular, it seems useful in offering an expanded field of view, reducing visual discontinuities, allowing mutual negotiation of orientation, providing depth information, and supporting camera awareness. The prototype we built is too large, noisy, slow and inaccurate for extended use, but it is valuable in opening a space of possibilities for the design of systems that allow richer access to remote colleagues. %M C.CHI.95.1.265 %T Virtual Reality on a WIM: Interactive Worlds in Miniature %S Papers: Innovative Interaction I %A Richard Stoakley %A Matthew J. Conway %A Randy Pausch %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 265-272 %K Virtual reality, Three-dimensional interaction, Two-handed interaction, Information visualization %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/rws_bdy.htm %X This paper explores a user interface technique which augments an immersive head tracked display with a hand-held miniature copy of the virtual environment. We call this interface technique the Worlds in Miniature (WIM) metaphor. In addition to the first-person perspective offered by a virtual reality system, a World in Miniature offers a second dynamic viewport onto the virtual environment. Objects may be directly manipulated either through the immersive viewport or through the three-dimensional viewport offered by the WIM. In addition to describing object manipulation, this paper explores ways in which Worlds in Miniature can act as a single unifying metaphor for such application independent interaction techniques as object selection, navigation, path planning, and visualization. The WIM metaphor offers multiple points of view and multiple scales at which the user can operate, without requiring explicit modes or commands. Informal user observation indicates that users adapt to the Worlds in Miniature metaphor quickly and that physical props are helpful in manipulating the WIM and other objects in the environment. %M C.CHI.95.1.273 %T The "Prince" Technique: Fitts' Law and Selection Using Area Cursors %S Papers: Innovative Interaction I %A Paul Kabbash %A William Buxton %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 273-279 %K Input techniques, Graphical user interfaces, Fitts' law, Haptic input %* (c) Copyright 1995 Association for Computing Machinery %X In most GUIs, selection is effected by placing the point of the mouse-driven cursor over the area of the object to be selected. Fitts' law is commonly used to model such target acquisition, with the term A representing the amplitude, or distance, of the target from the cursor, and W the width of the target area. As the W term gets smaller, the index of difficulty of the task increases. The extreme case of this is when the target is a point. In this paper, we show that selection in such cases can be facilitated if the cursor is an area, rather than a point. Furthermore, we show that when the target is a point and the width of the cursor is W, that Fitts' law still holds. An experiment is presented and the implications of the technique are discussed for both 2D and 3D interfaces. %M C.CHI.95.1.280 %T Applying Electric Field Sensing to Human-Computer Interfaces %S Papers: Innovative Interaction I %A Thomas G. Zimmerman %A Joshua R. Smith %A Joseph A. Paradiso %A David Allport %A Neil Gershenfeld %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 280-287 %K User interface, Input device, Gesture interface, Non-contact sensing, Electric field %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/tgz_bdy.htm %X A non-contact sensor based on the interaction of a person with electric fields for human-computer interface is investigated. Two sensing modes are explored: an external electric field shunted to ground through a human body, and an external electric field transmitted through a human body to stationary receivers. The sensors are low power (milliwatts), high resolution (millimeter) low cost (a few dollars per channel), have low latency (millisecond), high update rate (1 kHz), high immunity to noise (>72 dB), are not affected by clothing, surface texture or reflectivity, and can operate on length scales from microns to meters. Systems incorporating the sensors include a finger mouse, a room that knows the location of its occupant, and people-sensing furniture. Haptic feedback using passive materials is described. Also discussed are empirical and analytical approaches to transform sensor measurements into position information. %M C.CHI.95.1.288 %T Learning to Write Together Using Groupware %S Papers: Technology at Work %A Alex Mitchell %A Ilona Posner %A Ronald Baecker %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 288-295 %K CSCW, Groupware, Group work, Collaborative writing, Learning to write, Novice writers, Ethnography %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/am_bdy.htm %X Most studies of collaborative writing have focused on mature writers who have extensive experience with the process of writing together. Typically, these studies also deal with short, somewhat artificial tasks carried out in a laboratory, and thus do not extend over a period of time as real writing usually does. This paper describes an ethnographic study of collaborative writing by two groups of 4 grade six students using synchronous collaborative writing software for one hour per week over a 12 week period. Despite initially having little appreciation of what it means to write together, and no experience in synchronous collaborative writing, both groups produced nearly one dozen short collaboratively conceived, written, and edited documents by the end of the study. A careful analysis of video tape records, written documents, questionnaires, and interviews demonstrated the importance of concepts such as awareness, ownership, and control in the writing process, and highlighted many examples of strengths and weaknesses in the writing software. %M C.CHI.95.1.296 %T Electronic Futures Markets versus Floor Trading: Implications for Interface Design %S Papers: Technology at Work %A Satu S. Parikh %A Gerald L. Lohse %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 296-303 %K Futures trading, Automated exchange, Trading pits, Interface design, Electronic markets %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/jll_bdy.htm %X The primary concern in designing an interface for an electronic trading system is the impact on market liquidity [9]. Current systems make use of efficient order-execution algorithms but fail to capture elements of the trading floor that contribute to an efficient market [9]. We briefly describe tasks conducted in futures pit trading and current off-hours electronic trading systems. Understanding the tasks helps define key components to an interface for electronic trading. These include visualization of the market and its participants, a trading process which allows active participation and price discovery as well as concurrent interaction among each of the participants. %M C.CHI.95.1.304 %T Dinosaur Input Device %S Papers: Technology at Work %A Brian Knep %A Craig Hayes %A Rick Sayre %A Tom Williams %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 304-309 %K Entertainment applications, Motion capture, Animation %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/bk_bdy.htm %X We present a system for animating an articulate figure using a physical skeleton, or armature, connected to a workstation. The skeleton is covered with sensors that monitor the orientations of the joints and send this information to the computer via custom-built hardware. The system is precise, fast, compact, and easy to use. It lets traditional stop-motion animators produce animation on a computer without requiring them to learn complex software. The working environment is very similar to the traditional environment but without the nuisances of lights, a camera, and delicate foam-latex skin. The resulting animation lacks the artifacts of stop-motion animation, the pops and jerkiness, and yet retains the intentional subtleties and hard stops that computer animation often lacks. %M C.CHI.95.1.310 %T Dynamic Stereo Displays %S Papers: Visual Display Techniques %A Colin Ware %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 310-316 %K Stereo displays, Virtual reality, 3D displays %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/cw_bdy.htm %X Based on a review of the facts about human stereo vision, a case is made that the stereo processing mechanism is highly flexible. Stereopsis seems to provide only local additional depth information, rather than defining the overall 3D geometry of a perceived scene. New phenomenological and experimental evidence is presented to support this view. The first demonstration shows that kinetic depth information dominates stereopsis in a depth cue conflict. Experiment 1 shows that dynamic changes in effective eye separation are not noticed if they occur over a period of a few seconds. Experiment 2 shows that subjects who are given control over their effective eye separation, can comfortably work with larger than normal eye separations when viewing a low relief scene. Finally, an algorithm is presented for the generation of dynamic stereo images designed to reduce the normal eye strain that occurs due to the mis-coupling of focus and vergence cues. %M C.CHI.95.1.317 %T Transparent Layered User Interfaces: An Evaluation of a Display Design to Enhance Focused and Divided Attention %S Papers: Visual Display Techniques %A Beverly L. Harrison %A Hiroshi Ishii %A Kim J. Vicente %A William A. S. Buxton %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 317-324 %K Display design, Evaluation, Transparency, User interface design, Interaction technology %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/blh_bdy.htm %X This paper describes a new research program investigating graphical user interfaces from an attentional perspective (as opposed to a more traditional visual perception approach). The central research issue is how we can better support both focusing attention on a single interface object (without distraction from other objects) and dividing or time sharing attention between multiple objects (to preserve context or global awareness). This attentional trade-off seems to be a central but as yet comparatively ignored issue in many interface designs. To this end, this paper proposes a framework for classifying and evaluating user interfaces with semi-transparent windows, menus, dialogue boxes, screens, or other objects. Semi-transparency fits into a more general proposed display design space of "layered" interface objects. We outline the design space, task space, and attentional issues which motivated our research. Our investigation is comprised of both empirical evaluation and more realistic application usage. This paper reports on the empirical results and summarizes some of the application findings. %M C.CHI.95.1.325 %T User-Centered Video: Transmitting Video Images Based on the User's Interest %S Papers: Visual Display Techniques %A Kimaya Yamaashi %A Yukihiro Kawamata %A Masayuki Tani %A Hidekazu Matsumoto %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 325-330 %K Networks or communication, Digital video, Compression, User's interest, Computing resources %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/ky_bdy.htm %X Many applications, such as video conference systems and remotely controlled systems, need to transmit multiple video images through narrow band networks. However, high quality transmission of the video images is not possible within the network bandwidth. This paper describes a technique, User-Centered Video (UCV), which transmits multiple video images through a network by changing quality of the video images based on a user's interest. The UCV assigns a network data rate to each video image in proportion to the user's interest. The UCV transmits video images of interest with high quality, while degrading the remaining video images. The video images are degraded in the space and time domains (e.g., spatial resolution, frame rate) to fit them into the assigned data rates. The UCV evaluates the degree of the user's interest based on the window layouts. The user thereby obtains both the video images of interest, in detail, and the global context of video images, even through a narrow band network. %M C.CHI.95.1.331 %T Visualizing Complex Hypermedia Networks through Multiple Hierarchical Views %S Papers: Creating Visualizations %A Sougata Mukherjea %A James D. Foley %A Scott Hudson %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 331-337 %K Hypermedia, Overview diagrams, Information visualization, Hierarchization %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/sm_bdy.htm %X Our work concerns visualizing the information space of hypermedia systems using multiple hierarchical views. Although overview diagrams are useful for helping the user to navigate in a hypermedia system, for any real-world system they become too complicated and large to be really useful. This is because these diagrams represent complex network structures which are very difficult to visualize and comprehend. On the other hand, effective visualizations of hierarchies have been developed. Our strategy is to provide the user with different hierarchies, each giving a different perspective to the underlying information space to help the user better comprehend the information. We propose an algorithm based on content and structural analysis to form hierarchies from hypermedia networks. The algorithm is automatic but can be guided by the user. The multiple hierarchies can be visualized in various ways. We give examples of the implementation of the algorithm on two hypermedia systems. %M C.CHI.95.1.338 %T SageBook: Searching Data-Graphics by Content %S Papers: Creating Visualizations %A Mei C. Chuah %A Steven F. Roth %A John Kolojejchick %A Joe Mattis %A Octavio Juare %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 338-345 %K Data-visualization, Data-graphic design, Automatic presentation, Intelligent interfaces, Content-based search, Image-retrieval, Information-retrieval %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/mcc_bdy.htm %X Currently, there are many hypertext-like tools and database retrieval systems that use keyword search as a means of navigation. While useful for certain tasks, keyword search is insufficient for browsing databases of data-graphics. SageBook is a system that searches among existing data-graphics, so that they can be reused with new data. In order to fulfill the needs of retrieval and reuse, it provides: 1) a direct manipulation, graphical query interface; 2) a content description language that can express important relationships for retrieving data-graphics; 3) automatic description of stored data-graphics based on their content; 4) search techniques sensitive to the structure and similarity among data-graphics; 5) manual and automatic adaptation tools for altering data-graphics so that they can be reused with new data. %M C.CHI.95.1.346 %T Finding and Using Implicit Structure in Human-Organized Spatial Layouts of Information %S Papers: Creating Visualizations %A Frank M. Shipman, III %A Catherine C. Marshall %A Thomas P. Moran %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 346-353 %K Emergent structure, Spatial diagrams, Spatial structure recognition, Informal systems, Hypermedia %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/fms_bdy.htm %X Many interfaces allow users to manipulate graphical objects, icons representing underlying data or the data themselves, against a spatial backdrop or canvas. Users take advantage of the flexibility offered by spatial manipulation to create evolving lightweight structures. We have been investigating these implicit organizations so we can support user activities like information management or exploratory analysis. To accomplish this goal, we have analyzed the spatial structures people create in diverse settings and tasks, developed algorithms to detect the common structures we identified in our survey, and experimented with new facilities based on recognized structure. Similar recognition-based functionality can be used within many common applications, providing more support for users' activities with less attendant overhead. %M C.CHI.95.1.354 %T Comparison of Face-To-Face and Distributed Presentations %S Papers: Making Choices for Communication %A Ellen A. Isaacs %A Trevor Morris %A Thomas K. Rodriguez %A John C. Tang %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 354-361 %K Distributed presentations, Distance learning, Computer-supported cooperative work (CSCW), Video conferencing, Multimedia, Organizational communication %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/ei_bdy.htm %X As organizations become distributed across multiple sites, they are looking to technology to help support enterprise-wide communication and training to distant locations. We developed an application called Forum that broadcasts live video, audio, and slides from a speaker to distributed audiences at their computer desktops. We studied how distributed presentations over Forum differed from talks given in face-to-face settings. We found that Forum attracted larger audiences, but the quality of interaction was perceived to be lower. Forum appeared to provide more flexible and effective use of slides and other visual materials. On the whole, audiences preferred to watch talks over Forum but speakers preferred to give talks in a local setting. The study raises issues about how to design this technology and how to help people discover effective ways of using it. %M C.CHI.95.1.362 %T What Mix of Video and Audio is Useful for Small Groups Doing Remote Real-Time Design Work? %S Papers: Making Choices for Communication %A Judith S. Olson %A Gary M. Olson %A David K. Meader %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 362-368 %K Group support system, Remote work, Concurrent editing, Small group behavior, Desktop video %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/jso_bdy.htm %X This study reports the second in a series of related studies of the ways in which small groups work together, and the effects of various kinds of technology support. In this study groups of three people worked for an hour and a half designing an Automated Post Office. Our previous work showed that people doing this task produced higher quality designs when they were able to use a shared-editor to support their emerging design. This study compares the same kinds of groups now working at a distance, connected to each other both by this shared editor and either with high-quality stereo audio or the same audio plus high-quality video. The video was arranged so that people made eye contact and spatial relations were preserved, allowing people to have a sense of who was doing what in a way similar to that in face-to-face work. Results showed that with video, work was as good in quality as that face-to face; with audio only, the quality of the work suffered a small but significant amount. When working at a distance, however, groups spent more time clarifying to each other and talking longer about how to manage their work. Furthermore, groups rated the audio-only condition as having a lower discussion quality, and reported more difficulty communicating Perceptions suffer without video, and work is accomplished in slightly different manner, but the quality of work suffers very little. %M C.CHI.95.1.369 %T Designing SpeechActs: Issues in Speech User Interfaces %S Papers: Making Choices for Communication %A Nicole Yankelovich %A Gina-Anne Levow %A Matt Marx %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 369-376 %K Speech interface design, Speech recognition, Auditory I/O, Discourse, Conversational interaction %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/ny_bdy.htm %X SpeechActs is an experimental conversational speech system. Experience with redesigning the system based on user feedback indicates the importance of adhering to conversational conventions when designing speech interfaces, particularly in the face of speech recognition errors. Study results also suggest that speech-only interfaces should be designed from scratch rather than directly translated from their graphical counterparts. This paper examines a set of challenging issues facing speech interface designers and describes approaches to address some of these challenges. %M C.CHI.95.1.377 %T Integrating Task and Software Development for Object-Oriented Applications %S Papers: Design Tools %A Mary Beth Rosson %A John M. Carroll %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 377-384 %K Prototyping, Design tools, Scenarios, Object-oriented programming, Software engineering, Design rationale %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/mbr1body.htm %X We describe an approach to developing object-oriented applications that seeks to integrate the design of user tasks with the design of software implementing these tasks. Using the Scenario Browser -- an experimental environment for developing Smalltalk applications -- a designer employs a single set of task scenarios to envision and reason about user needs and concerns and to experiment with and refine object-oriented software abstractions. We argue that the shared context provided by the scenarios promotes rapid feedback between usage and software concerns, so that mutual constraints and opportunities can be recognized and addressed early and continuingly in the development process. %M C.CHI.95.1.385 %T Using Computational Critics to Facilitate Long-Term Collaboration in User Interface Design %S Papers: Design Tools %A Uwe Malinowski %A Kumiyo Nakakoji %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 385-392 %K Usability engineering, Collaborative design, Design rationale, User interface design environments, Critiquing systems, End-user adaptation, Process control %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/um_bdy.htm %X User interface design and end-user adaptation during the use of the system should be viewed as an ongoing collaborative design process among interface designers and end-users. Existing approaches have focused on the two activities separately and paid little attention to integration of the two by supporting their asynchronous collaboration over a long period of time throughout the evolution of the interface design. Our knowledge-based domain-oriented user interface design environments serve both as design media and as communication media among interface designers and end-users. An embedded computational critiquing mechanism not only identifies possible problematic situations in a design for user interface designers and end-users but also facilitates asynchronous communication among stakeholders. The presentation of critiquing messages often triggers designers and end-users to articulate design rationale by describing how they responded to the critiques. The recorded design rationale mediates collaboration among end-users and user interface designers during the end-user adaptation and redesign of the interface by providing background context for a design decision. %M C.CHI.95.1.393 %T A Theoretically Motivated Tool for Automatically Generating Command Aliases %S Papers: Design Tools %A Sarah Nichols %A Frank E. Ritter %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 393-400 %K HCI design tools, Keystroke-Level Model, Design problem solving %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/fer_bdy.htm %X A useful approach towards improving interface design is to incorporate known HCI theory in design tools. As a step toward this, we have created a tool incorporating several known psychological results (e.g., alias generation rules and the keystroke model). The tool, simple additions to a spreadsheet developed for psychology, helps create theoretically motivated aliases for command line interfaces, and could be further extended to other interface types. It was used to semi-automatically generate a set of aliases for the interface to a cognitive modelling system. These aliases reduce typing time by approximately 50%. Command frequency data, necessary for computing time savings and useful for arbitrating alias clashes, can be difficult to obtain. We found that expert users can quickly provide useful and reasonably consistent estimates, and that the time savings predictions were robust across their predictions and when compared with a uniform command frequency distribution. %M C.CHI.95.1.401 %T A Focus+Context Technique Based on Hyperbolic Geometry for Visualizing Large Hierarchies %S Papers: Information Visualization %A John Lamping %A Ramana Rao %A Peter Pirolli %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 401-408 %K Hierarchy display, Information visualization, Fisheye display, Focus+Context technique %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/jl_bdy.htm %X We present a new focus+context (fisheye) technique for visualizing and manipulating large hierarchies. Our technique assigns more display space to a portion of the hierarchy while still embedding it in the context of the entire hierarchy. The essence of this scheme is to lay out the hierarchy in a uniform way on a hyperbolic plane and map this plane onto a circular display region. This supports a smooth blending between focus and context, as well as continuous redirection of the focus. We have developed effective procedures for manipulating the focus using pointer clicks as well as interactive dragging, and for smoothly animating transitions across such manipulation. A laboratory experiment comparing the hyperbolic browser with a conventional hierarchy browser was conducted. %M C.CHI.95.1.409 %T GeoSpace: An Interactive Visualization System for Exploring Complex Information Spaces %S Papers: Information Visualization %A Ishantha Lokuge %A Suguru Ishizaki %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 409-414 %K Interactive techniques, Intelligent interfaces, Cartography, Multi-layer, Graphics presentation, Activation spreading network %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/il_bdy.htm %X This paper presents a reactive interface display which allows information seekers to explore complex information spaces. We have adopted information seeking dialogue as a fundamental model of interaction and implemented a prototype system in the mapping domain -- GeoSpace -- which progressively provides information upon a user's input queries. Domain knowledge is represented in a form of information presentation plan modules, and an activation spreading network technique is used to determine the relevance of information. The reactive nature of the activation spreading network, combined with visual design techniques, such as typography, color and transparency enables the system to support the information seeker in exploring the complex information space. The system also incorporates a simple learning mechanism which enables the system to adapt the display to a particular user's preferences. GeoSpace allows users to rapidly identify information in a dense display and it can guide a users' attention in a fluid manner while preserving overall context. %M C.CHI.95.1.415 %T Enhanced Dynamic Queries via Movable Filters %S Papers: Information Visualization %A Ken Fishkin %A Maureen C. Stone %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 415-420 %K Viewing filter, Lens, Database query, Dynamic queries, Magic lens, Visualization %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/kpf_bdy.htm %X Traditional database query systems allow users to construct complicated database queries from specialized database language primitives. While powerful and expressive, such systems are not easy to use, especially for browsing or exploring the data. Information visualization systems address this problem by providing graphical presentations of the data and direct manipulation tools for exploring the data. Recent work has reported the value of dynamic queries coupled with two-dimensional data representations for progressive refinement of user queries. However, the queries generated by these systems are limited to conjunctions of global ranges of parameter values. In this paper, we extend dynamic queries by encoding each operand of the query as a Magic Lens filter. Compound queries can be constructed by overlapping the lenses. Each lens includes a slider and a set of buttons to control the value of the filter function and to define the composition operation generated by overlapping the lenses. We demonstrate a system that supports multiple, simultaneous, general, real-valued queries on databases with incomplete data, while maintaining the simple visual interface of dynamic query systems. %M C.CHI.95.1.421 %T Turning Research into Practice: Characteristics of Display-Based Interaction %S Papers: Applying Cognitive Analysis to Design %A Marita Franzke %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 421-428 %K Exploration, Retention, Display-based systems, Direct manipulation, Cognitive theory, Cognitive walkthrough, Experimental method %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/mf_bdy.htm %X This research investigates how several characteristics of display-based systems support or hinder the exploration and retention of the functions needed to perform tasks in a new application. In particular it is shown how the combination of the type of interface action, the number of interaction objects presented on the screen, and the quality of the label associated with these objects interact in supporting discovery and retention of the functionality embedded in those systems. An experiment is reported which provides empirical evidence for Polson & Lewis's CE+ theory of exploratory learning of computer systems [11]. It also extends this theory and therefore leads to a refinement of the cognitive walkthrough procedure that was derived from it. The study uses an experimental method that combines observations from realistically complex task scenarios with a detailed analysis of the observed performance. %M C.CHI.95.1.429 %T Learning and Using the Cognitive Walkthrough Method: A Case Study Approach %S Papers: Applying Cognitive Analysis to Design %A Bonnie E. John %A Hilary Packer %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 429-436 %K Usability engineering, Inspection methods, Cognitive Walkthrough %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/bej1bdy.htm %X We present a detailed case study, drawn from many information sources, of a computer scientist learning and using Cognitive Walkthroughs to assess a multi-media authoring tool. This study results in several clear messages to both system designers and to developers of evaluation techniques: this technique is currently learnable and usable, but there are several areas where further method-development would greatly contribute to a designer's use of the technique. In addition, the emergent picture of the process this evaluator went through to produce his analysis sets realistic expectations for other novice evaluators who contemplate learning and using Cognitive Walkthroughs. %M C.CHI.95.1.437 %T What Help Do Users Need?: Taxonomies for On-Line Information Needs and Access Methods %S Papers: Applying Cognitive Analysis to Design %A A. W. Roesler %A S. G. McLellan %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 437-441 %K On-line help, Taxonomy, User interface, Usability, Empirical evaluation, Methodology %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/sgm_bdy.htm %X The feasibility of using a general on-line help taxonomy scheme as the starting point for our interactive graphical applications' on-line help specifications was investigated. We assumed that using such a taxonomy would make it easier for users of the help system, regardless of the application used. The literature, software conferences, trade shows, and the like point to enormous differences of opinion about what help even IS, much less how it should be designed, accessed, displayed, stored, or maintained. While much research described sound design principles and access methods, very little was available on WHAT to organize or access. Our effort on defining a taxonomy for on-line help was based upon three tests: * Test1, a Wizard-of-Oz usability study of an application that identified what types of on-line help our interactive software users actually ask for; * Test2, a test that validated a general taxonomy for on-line help content for help providers, based on the results of Test1, and a general taxonomy of access methods derived from these content types; and * Test3, a repeat of Test1, substituting a prototype help system for Wizard-of-Oz help that successfully validated the usability of both on-line help content and access taxonomies for help users. This paper summarizes the results of all three tests, highlighting the proposed taxonomies and key findings about them from Test2. Together, the results from all tests indicate that a general taxonomy of information needs and the taxonomy of access methods to particular information types make it easy both for help providers to understand what information they need to supply and for help users to find the help they need quickly. %M C.CHI.95.1.442 %T Bricks: Laying the Foundations for Graspable User Interfaces %S Papers: Innovative Interaction II %A George W. Fitzmaurice %A Hiroshi Ishii %A William Buxton %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 442-449 %K Input devices, Graphical user interfaces, Graspable user interfaces, Haptic input, Two-handed interaction, Prototyping, Computer augmented environments, Ubiquitous computing %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/gwfz_bdy.htm %X We introduce the concept of Graspable User Interfaces that allow direct control of electronic or virtual objects through physical handles for control. These physical artifacts, which we call "bricks," are essentially new input devices that can be tightly coupled or "attached" to virtual objects for manipulation or for expressing action (e.g., to set parameters or for initiating processes). Our bricks operate on top of a large horizontal display surface known as the "ActiveDesk." We present four stages in the development of Graspable UIs: (1) a series of exploratory studies on hand gestures and grasping; (2) interaction simulations using mock-ups and rapid prototyping tools; (3) a working prototype and sample application called GraspDraw; and (4) the initial integrating of the Graspable UI concepts into a commercial application. Finally, we conclude by presenting a design space for Bricks which lay the foundation for further exploring and developing Graspable User Interfaces. %M C.CHI.95.1.450 %T Situated Facial Displays: Towards Social Interaction %S Papers: Innovative Interaction II %A Akikazu Takeuchi %A Taketo Naito %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 450-455 %K User interface design, Multimodal interfaces, Facial expression, Anthropomorphism, Subliminal involvement %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/at_bdy.htm %X Most interactive programs have been assuming interaction with a single user. We propose the notion of "Social Interaction" as a new interaction paradigm between multiple humans and computers. Social interaction requires that first a computer has the multiple participants model, second its behaviors are not only determined by internal logic but also affected by perceived external situations, and finally it actively joins the interaction. An experimental system with these features was developed. It consists of three subsystems, a vision subsystem that processes motion video input to examine an external situation, an action/reaction subsystem that generates an action based on internal logic of a task and a situated reaction triggered by perceived external situation, and a facial animation subsystem that generates a three-dimensional face capable of various facial displays. From the experiment using the system with a number of subjects, we found that subjects generally tended to try to interpret facial displays of the computer. Such involvement prevented them from concentrating on a task. We also found that subjects never recognized situated reactions of the computer that were unrelated to the task although they unconsciously responded to them. These findings seem to imply subliminal involvement of the subjects caused by facial displays and situated reactions. %M C.CHI.95.1.456 %T GloveTalkII: An Adaptive Gesture-to-Formant Interface %S Papers: Innovative Interaction II %A Sidney Fels %A Geoffrey Hinton %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 456-463 %K Gesture-to-speech device, Gestural input, Speech output, Speech acquisition, Adaptive interface, Talking machine %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/ssf_bdy.htm %X Glove-TalkII is a system which translates hand gestures to speech through an adaptive interface. Hand gestures are mapped continuously to 10 control parameters of a parallel formant speech synthesizer. The mapping allows the hand to act as an artificial vocal tract that produces speech in real time. This gives an unlimited vocabulary, multiple languages in addition to direct control of fundamental frequency and volume. Currently, the best version of Glove-TalkII uses several input devices (including a Cyberglove, a ContactGlove, a polhemus sensor, and a foot-pedal), a parallel formant speech synthesizer and 3 neural networks. The gesture-to-speech task is divided into vowel and consonant production by using a gating network to weight the outputs of a vowel and a consonant neural network. The gating network and the consonant network are trained with examples from the user. The vowel network implements a fixed, user-defined relationship between hand-position and vowel sound and does not require any training examples from the user. Volume, fundamental frequency and stop consonants are produced with a fixed mapping from the input devices. One subject has trained for about 100 hours to speak intelligibly with Glove-TalkII. He passed through eight distinct stages while learning to speak. He speaks slowly with speech quality similar to a text-to-speech synthesizer but with far more natural-sounding pitch variations. %M C.CHI.95.1.464 %T Pictures as Input Data %S Papers: Pictures and Programming %A Douglas C. Kohlert %A Dan R. Olsen, Jr. %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 464-471 %K Visual languages, Picture parsing, Picture-based applications %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/dck_bdy.htm %X This paper suggests that there exists a large class of inherently graphical applications that could use pictures as their primary input data. These applications have no need to store input data in any other format and thus eliminate the need to do conversions between input data and a graphical representation. Since the graphical representation is the only representation of the data, such applications allow users to edit an application's input data by manipulating pictures in a drawing editor. Such an environment would be ideal for users of pen-based machines since data would not have to be entered via a keyboard, instead a gesture based drawing editor could be used. CUPID, which is a tool for Creating User-Interfaces that use Pictures as Input Data, is presented. %M C.CHI.95.1.472 %T Planning-Based Control of Interface Animation %S Papers: Pictures and Programming %A David Kurlander %A Daniel T. Ling %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 472-479 %K Animation, Planning, User interface management systems, UIMS, User interface components, 3D interfaces %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/djk_bdy.htm %X Animations express a sense of process and continuity that is difficult to convey through other techniques. Although interfaces can often benefit from animation, User Interface Management Systems (UIMSs) rarely provide the tools necessary to easily support complex, state-dependent application output, such as animations. Here we describe Player, an interface component that facilitates sequencing these animations. One difficulty of integrating animations into interactive systems is that animation scripts typically only work in very specific contexts. Care must be taken to establish the required context prior to executing an animation. Player employs a precondition and postcondition-based specification language, and automatically computes which animation scripts should be invoked to establish the necessary state. Player's specification language has been designed to make it easy to express the desired behavior of animation controllers. Since planning can be a time-consuming process inappropriate for interactive systems, Player precompiles the plan-based specification into a state machine that executes far more quickly. Serving as an animation controller, Player hides animation script dependencies from the application. Player has been incorporated into the Persona UIMS, and is currently used in the Peedy application. %M C.CHI.95.1.480 %T Bridging the Gulf Between Code and Behavior in Programming %S Papers: Pictures and Programming %A Henry Lieberman %A Christopher Fry %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 480-486 %K Programming environments, Psychology of programming, Debugging, Educational applications, Software visualization %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/hl_bdy.htm %X Program debugging can be an expensive, complex and frustrating process. Conventional programming environments provide little explicit support for the cognitive tasks of diagnosis and visualization faced by the programmer. ZStep 94 is a program debugging environment designed to help the programmer understand the correspondence between static program code and dynamic program execution. Some of ZStep 94's innovations include: * An animated view of program execution, using the very same display used to edit the source code * A window that displays values which follows the stepper's focus * An incrementally-generated complete history of program execution and output * "Video recorder" controls to run the program in forward and reverse directions and control the level of detail displayed * One-click access from graphical objects to the code that drew them * One-click access from expressions in the code to their values and graphical output %M C.CHI.95.1.487 %T Implicit Structures for Pen-Based Systems within a Freeform Interaction Paradigm %S Papers: Pen Interfaces %A Thomas P. Moran %A Patrick Chiu %A William van Melle %A Gordon Kurtenbach %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 487-494 %K Freeform interaction, Implicit structure, Pen-based systems, Scribbling, Whiteboard metaphor, Informal systems, Recognition-based systems, Perceptual support, List structures, Gestural interfaces, User interface design %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/tpm_bdy.htm %X This paper presents a scheme for extending an informal, pen-based whiteboard system (Tivoli on the Xerox LiveBoard) to provide a structured editing capability without violating its free expression and ease of use. The scheme supports list, text, table, and outline structures over handwritten scribbles and typed text. The scheme is based on the system temporarily perceiving the "implicit structure" that humans see in the material, which is called a WYPIWYG (What You Perceive Is What You Get) capability. The design techniques, principles, trade-offs, and limitations of the scheme are discussed. A notion of "freeform interaction" is proposed to position the system with respect to current user interface techniques. %M C.CHI.95.1.495 %T Back to the Future: Pen and Paper Technology Supports Complex Group Coordination %S Papers: Pen Interfaces %A Steve Whittaker %A Heinrich Schwarz %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 495-502 %K CSCW, Ethnography, Group work, Co-ordination, Group memory, Interpersonal communications, Media, Software development %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/sjw_bdy.htm %X Despite a wealth of electronic group tools for co-ordinating the software development process, instead we find many groups choosing apparently outmoded "material" tools in critical projects. To understand the limitations of current electronic tools, we studied two groups, contrasting the effectiveness of both kinds of tools. We show that the size, public location and physical qualities of material tools engender certain crucial group processes that current on-line technologies fail to support. A large wallboard located in a public area promoted group interaction around the board, it enabled collaborative problem solving, as well as informing individuals about the local and global progress of the project. Furthermore, the public nature of the wallboard encouraged greater commitment and updating. However, material tools fall short on several other dimensions such as distribution, complex dependency tracking, and versioning. We believe that some of the benefits of material tools should be incorporated into electronic systems and suggest design alternatives that could bring these benefits to electronic systems. %M C.CHI.95.1.503 %T Recognition Accuracy and User Acceptance of Pen Interfaces %S Papers: Pen Interfaces %A Clive Frankish %A Richard Hull %A Pam Morgan %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 503-510 %K Pen-based input, Handwriting recognition %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/papers/crf_bdy.htm %X The accuracy of handwriting recognition is often seen as a key factor in determining the acceptability of hand-held computers that employ a pen for user interaction. We report the results of a study in which the relationship between user satisfaction and recogniser performance was examined in the context of different types of target application. Subjects with no prior experience of pen computing evaluated the appropriateness of the pen interface for performing three different tasks that required translation of handwritten text. The results indicate that the influence of recogniser performance on user satisfaction depends on the task context. These findings are interpreted in terms of the task-related costs and benefits associated with handwriting recognition. Further analysis of recognition data showed that accuracy did not improve as subjects became more practised. However, substantial gains in accuracy could be achieved by selectively adapting the recogniser to deal with a small, user-specific subset of characters. %M C.CHI.95.1.511 %T Designing the PenPal: Blending Hardware and Software in a User-Interface for Children %S Design Briefings: Interfaces for Children %A Phillipe Piernot %A Ramon M. Felciano %A Roby Stancel %A Jonathan Marsh %A Marc Yvon %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 511-518 %K Hardware and software integration, User-centered design for children, Internet and multimedia application, Educational application, Portable computing %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/ppp_bdy.htm %X As part of the 1994 Apple Interface Design Competition, we designed and prototyped the PenPal, a portable communications device for children aged four to six. The PenPal enables children to learn by creating images and sending them across the Internet to a real audience of friends, classmates, and teachers. A built-in camera and microphone allow children to take pictures and add sounds or voice annotations. The pictures can be modified by plugging in different tools and sent through the Internet using the PenPal Dock. The limited symbolic reasoning and planning abilities, short attention span, and pre-literacy of children in this age range were taken into account in the PenPal design. The central design philosophy and main contribution of the project was to create a single interface based on continuity of action between hardware and software elements. The physical interface flows smoothly into the software interface, with a fuzzy boundary between the two. We discuss the design process and usability tests that went into designing the PenPal, and the insights that we gained from the project. %M C.CHI.95.1.519 %T Amazing Animation: Movie Making for Kids %S Design Briefings: Interfaces for Children %A Shannon L. Halgren %A Tony Fernandes %A Deanna Thomas %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 519-524 %K Interface design, Kids software, Designing for children, Testing children %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/slh_bdy.htm %X The development of the interface for Amazing Animation was a challenging, unique, and a rewarding experience for our Interface Design Group at Claris. Given the constraints of a very tight timeframe and working with a user population we were unfamiliar with, our group was able to make numerous improvements which had a tremendous impact on the product's usability. This having been our first time designing for and testing children, we learned volumes about this unique user population. Design assumptions and testing methodologies used in adult products must all be reworked for kids. This paper describes the progression of Amazing Animation interface and points out the lessons learned about testing and designing for kids along the way. %M C.CHI.95.1.525 %T Drag Me, Drop Me, Treat Me Like an Object %S Design Briefings: Redesigning Existing Products %A Annette Wagner %A Patrick Curran %A Robert O'Brien %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 525-530 %K Computer-human interface, Direct manipulation, Drag and drop, Common Desktop Environment, Icons, Drag icons, Motif 1.2 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/aw_bdy.htm %X This design briefing covers the major human interface design issues encountered in the development of the Common Desktop Environment Drag and Drop Convenience Application Programming Interface. The presentation will walk through the icon development, user testing and the different problems and solutions that arose during development. %M C.CHI.95.1.531 %T The Effects of Practical Business Constraints on User Interface Design %S Design Briefings: Redesigning Existing Products %A Debra Hershmann %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 531-537 %K Iterative design, Resource constraints, Compromise, Prototyping, Usability testing %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/dhn_bdy.htm %X In a business environment, resource, budget and schedule constraints profoundly affect a product's user interface design. This paper describes the design of a graphical workflow application as it was affected by compromise between management, design and development during the product life cycle. The product is tracked from its initial implementation as a highly functional utility with a non-standard user interface, to its brief life as a prototype representing the ultimate workflow tool. Primary focus is on the third, most recent version, and the design problems that arose in delivering a highly usable interface within practical, real world constraints. %M C.CHI.95.1.538 %T Replacing a Networking Interface "From Hell" %S Design Briefings: Managing Complex Data %A Roxanne F. Bradley %A Linn D. Johnk %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 538-545 %K User-centered design, Usability release criteria, Usability inspections, Comparative usability testing %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/ldj_bdy.htm %X A multidisciplinary design team at Hewlett-Packard (HP) has successfully designed a new user interface for a network troubleshooting tool. Users felt that the new interface let them focus on the task of network troubleshooting, thus freeing them from the details of the interface and its underlying implementation. The design team believes that the success achieved is due to the process used and the multidisciplinary aspect of the team. This design review describes the process followed by the design team, the difficulties encountered, the results obtained from a comparative evaluation of the new and existing product interfaces, and the lessons learned. %M C.CHI.95.1.546 %T User-Centered Development of a Large-Scale Complex Networked Virtual Environment %S Design Briefings: Managing Complex Data %A Thomas W. Mastaglio %A Jeanine Williamson %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 546-552 %K User-centered development, User evaluations, User optimization team, Concurrent engineering, Integrated development, Spiral system development %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/twm_bdy.htm %X An integrated development team comprised of industry engineers, government engineers, and user community representatives is developing a large-scale complex networked virtual environment for the United States Army. The effort is organized into concurrent engineering teams responsible for each system component. Prototypical users who are formally called a User Optimization Team are an integral part of the development effort. The system under development is the Close Combat Tactical Trainer (CCTT). It is comprised of a network of simulators and workstations which interface with a virtual environment representing real world terrain. The nature of these systems requires user involvement in all phases of systems engineering, software development, and testing. The development organization and the usability engineering approaches used are mosaics of engineering skills, knowledge and HCI techniques. %M C.CHI.95.1.553 %T Neither Rain, Nor Sleet, Nor Gloom of Night: Adventures in Electronic Mail %S Design Briefings: Interfaces for Communication %A Maria Capucciati %A Patrick Curran %A Kimberly Donner O'Brien %A Annette Wagner %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 553-557 %K User interface design, Electronic mail, Design collaboration, Common Desktop Environment %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/mc_bdy.htm %X This Design Briefing tells the story of the design and implementation of Mailer, an electronic mail application being built as part of the Common Desktop Environment, a UNIX-based desktop. The design is notable in that it incorporates past usability data, new toolkit widgets, and compliance with a user interface style that was being written at the time the interface was being designed. In addition, Mailer is the product of a collaborative effort within and across companies, where the design is orchestrated among software developers, human interface engineers, and technical writers across the hall and across the country. %M C.CHI.95.1.558 %T The Interchange Online Network: Simplifying Information Access %S Design Briefings: Interfaces for Communication %A Ron Perkins %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 558-565 %K On-line service, Information design, Information space, Electronic publishing, Hypertext, Hypermedia, Interface design, Usability testing, Information retrieval %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/rdp_bdy.htm %X The AT&T Interchange Online Network is an online service designed to foster a sense of community while making it easy for customers to find information. This briefing describes how numerous design iterations aided by usability testing led to progressive refinement of the interface, specifically the information space layout for navigation. By combining context and content, Interchange allows orientation in a large information space. It becomes possible to understand all that is contained in a specific area at a glance. One design goal was to leverage editorial expertise while simultaneously taking advantage of publishing models extended to a very large online information space. Our overriding objective was to create an elegant, modern, and professional information service that values the time of busy people. Testing showed that even people who had never used an online service successfully navigated the large information space and enjoyed using Interchange. At the time of this writing, Interchange is at a Beta test stage and the design may be modified by the time the briefing is presented. %M C.CHI.95.1.566 %T Articulating a Metaphor through User-Centered Design %S Design Briefings: Designing with Metaphors %A H. J. Moll-Carrillo %A Gitta Salomon %A Matthew Marsh %A Jane Fulton Suri %A Peter Spreenberg %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 566-572 %K User-centered design, Design process, Product design, User observation, Metaphor, Book, Tab, Application, Document, Container %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/hmc_bdy.htm %X TabWorks book metaphor enhances the standard Windows user interface, providing an alternative way to organize applications and documents in a familiar, easy to use environment. The TabWorks interface was designed collaboratively by IDEO and XSoft and was based on a concept developed at Xerox PARC. This briefing describes how a user-centered approach affected the design of the TabWorks user interface: how the metaphor's visualization evolved and how interaction mechanisms were selected and designed. %M C.CHI.95.1.573 %T Designing a "Front Panel" for Unix: The Evolution of a Metaphor %S Design Briefings: Designing with Metaphors %A Jay Lundell %A Steve Anderson %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 1 %P 573-579 %K Metaphor, Front panel, Software design, Visual design, Workspaces, Dashboard %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/dsgbrief/sra_bdy.htm %X The Front Panel component of the Common Desktop Environment is a culmination of several year's effort in designing a "dashboard-like" element for graphical Unix desktop systems. This design was a cooperative effort between graphic design artists, human factors professionals, and software designers, and eventually became a cross-company effort as it was adopted for the Common Desktop Environment. We describe the processes that emerged to support this design, and make observations about how metaphors may evolve over time. %M C.CHI.95.2.3 %T Programming as Driving: Unsafe at Any Speed? %S Demonstrations: Programming %A Christopher Fry %A Henry Lieberman %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 3-4 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/cf_bdy.htm %X Programming is dangerous. As programmers, we are still driving the equivalent of a '57 Chevy: the chrome plated bumpers on our programming environment might look good while it's cruising down the road, but it's not very efficient with [mental] fuel, and it's all too likely to crumple in a crash. No seat belts, no anti-lock brakes, and the rear view mirror is obstructed by the fuzzy dice. ZStep 94 is a reversible, WYSIWYG, animated, source code debugger that brings programming into the safety conscious '90s. It provides safety and efficiency options not found on the used car dealer's lot. %M C.CHI.95.2.5 %T Creating Real-Time Animated Interfaces with Stimulus-Response Demonstration %S Demonstrations: Programming %A David Wolber %A Edward Janne %A Kirk Chen %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 5-6 %K End-user programming, UIMS, Programming-by-demonstration, Animation %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/dww_bdy.htm %X Pavlov is a programming-by-demonstration (PBD) system that allows non-programmers to create animated interfaces. Based on stimulus-response demonstration, it is the first PBD system to allow real-time animation to be defined, and it is the first animation system that allows the interactive part of a presentation to be designed using PBD. %M C.CHI.95.2.7 %T The ScienceWare Modeler: A Learner-Centered Tool for Students Building Models %S Demonstrations: Educational Applications %A Shari L. Jackson %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 7-8 %K Educational applications, Science applications, Modeling, Simulation, Multimedia, Learner-centered software design %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/slj_bdy.htm %X Constructing and testing models is a complex task, but the process helps scientists develop a better understanding of natural systems. Similarly, we wish to support students building models, and so we have designed the ScienceWare Modeler with special learner-centered support for students to do scientific modeling and simulation. With the Modeler, students can easily construct dynamic models of scientific phenomena, and run simulations based on their models to verify and analyze the results. Students build their models using an easy-to-use object-oriented visual language -- not traditional programming. This allows students to construct models quickly and easily, focusing their attention on the tasks of testing, analyzing, and re-examining their models, and the understanding on which these models are based. %M C.CHI.95.2.9 %T Teaching Problem-Solving Through a Cooperative Learning Environment %S Demonstrations: Educational Applications %A Rebecca Denning %A Philip J. Smith %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 9-10 %K Multimedia, Hypermedia, Educational applications, Design rationale %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/rd_bdy.htm %X The Biology Sleuth was developed to provide a testbed in which the distribution of critical resources could be varied and the consequent effects on group dynamics and individual learning could be studied. The primary teaching goal of The Biology Sleuth is to teach important problem-solving skills (specifically, diagnostic reasoning) to high school students. In order to meet this goal a cooperative learning [3] environment has been developed in which students work in groups, aided by each other, software, and the classroom teacher. %M C.CHI.95.2.11 %T Home Health Care Support %S Demonstrations: Multi-Media Applications %A Linda Tetzlaff %A Michelle Kim %A Robert J. Schloss %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 11-12 %K Medical, Patient, Health, Home systems %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/lst_bdy.htm %X We describe an application to interconnect health care providers and their patients in the home. The application includes information services, symptom analysis, guidance in the performance of procedures, emotional support, and communications among the health care providers, patients and caretakers. %M C.CHI.95.2.13 %T Interactive Multimedia Conference Proceedings %S Demonstrations: Multi-Media Applications %A Samuel A. Rebelsky %A James Ford %A Kenneth Harker %A Fillia Makedon %A P. Takis Metaxas %A Charles Owen %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 13-14 %K Electronic conference proceedings, Multimedia interfaces, Hypermedia, Academic/educational applications, User-interface components %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/sar_bdy.htm %X Computer technology has changed the way that conference proceedings can be archived and presented. No longer are researchers limited to printed text; electronic proceedings allow virtual participants in the conference to search the proceedings for ideas, to add and share annotations, and to create paths of related concepts through the proceedings. Proceedings that incorporate nontextual materials, such as audio, video, and slides from conference presentations provide further opportunities for virtual participants. In this demonstration of the DAGS interactive multimedia conference proceedings, we present an electronic conference proceedings interface that incorporates both papers and presentations. This interface presents a wide variety of features, admits nonlinear interactions, and suggests new roles for conference proceedings. %M C.CHI.95.2.15 %T IVEE: An Environment for Automatic Creation of Dynamic Queries Applications %S Demonstrations: Visualization %A Christopher Ahlberg %A Erik Wistrand %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 15-16 %K Information visualization, Information exploration, Dynamic queries, Database query, Tight coupling %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/ca_bdy.htm %X The Information Visualization & Exploration Environment (IVEE) is a system for automatic creation of dynamic queries applications. IVEE can take a database relation and create an environment holding visualizations and query widgets. IVEE offers multiple visualizations such as maps, scatterplots, and cluster visualizations, and multiple query widgets, such as sliders, alphasliders, and toggles. %M C.CHI.95.2.17 %T Interactive Data Visualization at AT&T Bell Labs %S Demonstrations: Visualization %A Stephen G. Eick %A Brian S. Johnson %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 17-18 %K Visualization, Graphic interaction, Abstract data visualization, Database visualization, Data mining %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/bsj_bdy.htm %X Visualization is a key technology for understanding large bodies of data. Our approach to visualizing abstract, non-geometric data involves a reduced-representation overview, multiple linked views, filtering and focusing techniques to reduce visual clutter, color, and a highly-interactive user interface. The reduced representations allow users to see the entire data set in one view while still providing immediate access to relevant detail and answers to specific questions in the linked views. We have developed a software infrastructure embodying our design principles for producing novel, high-bandwidth visualizations of corporate datasets. Our approach to abstract data visualization is one the best off-ramps on the information superhighway. %M C.CHI.95.2.19 %T Reno: A Component-Based User Interface %S Demonstrations: Interface Design Tools %A Randy Kerr %A Mike Markley %A Martin Sonntag %A Tandy Trower %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 19-20 %K Object-oriented user interface, Direct manipulation, Constraints, Constructionism, User programming, Document-centric user interface %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/rlk_bdy.htm %X Reno is a proof of concept prototype produced by the Advanced User Interface Group of Microsoft. It illustrates the power and simplicity of object-orientation for the end user when applied completely and uniformly throughout the entire user interface. Its minimalist design is based on a small set of widely applicable object types and commands which are combined into more sophisticated constructions that accommodate the functionality of shells and applications of today, yet with greater integration, consistency, and simplicity. %M C.CHI.95.2.21 %T Building Dynamic Graphical Interfaces with Escalante %S Demonstrations: Interface Design Tools %A Jeffery D. McWhirter %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 21-22 %K User interface development environments, Visual languages, Graph editors %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/jdm1bdy.htm %X The development of dynamic graphical applications is a difficult and time consuming task. This difficulty stems from the complexity of the applications as well as the lack of adequate development tools. Escalante is an environment that supports the visual specification, rapid prototyping and generation of complex graphical applications. Using Escalante, one can rapidly construct a broad range of highly functional applications with a minimal amount of manual programming. %M C.CHI.95.2.23 %T Pad++: A Zooming Graphical Interface System %S Demonstrations: Information Navigation/Usability %A Benjamin B. Bederson %A James D. Hollan %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 23-24 %K Navigation, Interactive interfaces, Multiscale interfaces, Zooming, Authoring, Information navigation, Hypertext, Information visualization, Multimedia, World wide web %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/pad_bdy.htm %X Large information spaces are often difficult to access efficiently and intuitively. We are exploring Pad++, a graphical interface system based on zooming, as an alternative to traditional window and icon-based approaches. Objects can be placed in the graphical workspace at any size, and zooming is the fundamental navigational technique. The goal is to provide simple methods for visually navigating complex information spaces that ease the burden of locating information while maintaining an intuitive sense of location and of relationship between information objects. %M C.CHI.95.2.25 %T PDA-Based Observation Logging %S Demonstrations: Information Navigation/Usability %A Monty Hammontree %A Paul Weiler %A Bob Hendrich %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 25-26 %K Usability, Tools, Data collection, Laboratory, Testing, Logging, Video, Analysis %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/mh_bdy.htm %X This demonstration will show how using personal digital assistants (PDAs) can facilitate the collection of observer notes during usability testing and expedite the ensuing analysis of those notes once testing is complete. The intent of the demonstration is to provide a forum for the exchange of new ideas regarding the use of PDAs as usability tools. The authors will provide an overview of how PDAs have been employed in their usability testing process and what costs and benefits have been realized as a result of their use. %M C.CHI.95.2.27 %T NIC: Interaction on the World Wide Web %S Demonstrations: Tools for Designing Interactive Services %A Dan Olsen %A Ken Rodham %A Doug Kohlert %A Jeff Jensen %A Brett Ahlstrom %A Mike Bastian %A Darren Davis %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 27-28 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/dro1bdy.htm %X The NICUI client provides a full functioned interface interpretation facility. Based on this client, interactive services can be created and posted via normal World Wide Web servers. MIME-based tools can launch the client to provide the interactive services. NIC provides authoring tools for creating interactive artifacts. These tools themselves can be accessed via the WWW. %M C.CHI.95.2.29 %T DynaDesigner: A Tool for Rapid Design and Deployment of Device-Independent Interactive Services %S Demonstrations: Tools for Designing Interactive Services %A Loren Terveen %A Elena Papavero %A Mark Tuomenoksa %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 29-30 %K Service creation tools, Device-independent design, End user programming, Consumer systems %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/lgt1bdy.htm %X DynaDesigner is a tool for creating, testing, and deploying interactive services to be delivered on devices such as telephones, TVs, and PCs. A key feature is that it supports device-independent service design -- a service is designed once, independent of any particular device. This eases the design and maintenance task for service providers and makes services easier for consumers to use, since they are consistent across devices. DynaDesigner has been used to design and deploy many services. With DynaDesigner, services can be designed and deployed in hours. %M C.CHI.95.2.31 %T Personalized Galaxies of Information %S Demonstrations: Accessing Information %A Earl Rennison %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 31-32 %K Information visualization, Abstracted information spaces, 3D interactive graphics, User interest models, Reinforcement learning %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/er_bdy.htm %X The Personalized Galaxies of Information demonstration presents a new interface approach for visualizing, navigating and accessing information objects in a large body of unstructured information, such as on-line news stories, photographs and video clips available via Clarinews; electronic mail; and World Wide Web documents. The system provides mechanisms to analyze the relationships between information objects and builds a representation of the underlying structure of the entire body of information. This relational structure is used to construct a visual information space with which the user interacts to explore the contents of the information base. The system also uses a learning algorithm to adaptively customize the presentation of information to a particular user's interests. This dynamic, personalized structuring of information helps users perform directed searches while simultaneously affording general browsing in a fluid and seamless environment. %M C.CHI.95.2.33 %T Hyper-G and Harmony: Towards the Next Generation of Networked Information Technology %S Demonstrations: Accessing Information %A Keith Andrews %A Frank Kappe %A Hermann Maurer %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 33-34 %K Hypermedia, Information retrieval, Information visualisation, Graphical interaction, Internet %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/ka_bdy.htm %X Current networked information systems on the Internet, whilst extremely successful, run into problems of fragmentation, consistency, scalability, and loss of orientation. The development of "second generation" networked information systems, such as Hyper-G and its Harmony client, can help overcome these limitations. Of particular note are Hyper-G's tightly-coupled structuring, linking, and search facilities, its projection of a seamless information space across server boundaries with respect to each of these facilities, and its support for multiple languages. Harmony utilises two and three-dimensional visualisations of the information space and couples location feedback to search and link browsing operations, in order to reduce the likelihood of disorientation. %M C.CHI.95.2.35 %T KidSim: End User Programming of Simulations %S Demonstrations: Interfaces for Children %A Allen Cypher %A David Canfield Smith %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 35-36 %K End user programming, Simulations, Programming by demonstration, Graphical rewrite rules, Production systems, Programming by example, User programming %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/ac2bdy.htm %X KidSim is an environment that allows children to create their own simulations. They create their own characters, and they create rules that specify how the characters are to behave and interact. KidSim is programmed by demonstration, so that users do not need to learn a conventional programming language or scripting language. %M C.CHI.95.2.37 %T Creative Multimedia for Children: Isis Story Builder %S Demonstrations: Interfaces for Children %A Michelle Y. Kim %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 37-38 %K Multimedia, Educational applications, Home applications, Entertainment applications, Multimedia authoring %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/demos/mkm_bdy.htm %X Isis is a multimedia authoring tool for children, where videos, photos, drawings, texts, sounds and cartoons are treated as electronic building blocks (time boxes). Adopting a metaphor of simple building blocks, Isis allows children to create complex time-space multimedia stories by stacking and arranging "time boxes" on the screen. The algorithms within Isis are based on symbolic temporal constraints, such as "co-start", "co-end", "co-occur", "meet". %M C.CHI.95.2.39 %T Merging Language, Direct Manipulation, and Visualization: A Programmable Research Environment for Diffusion-Limited Aggregation %S Doctoral Consortium %A Eric Blough %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 39-40 %K Programming environments, End-user programming, User interface components, Scientific visualization, Visual programming, Simulation, Computational science, Programmable applications %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/ebb1bdy.htm %X As domain experts with programming expertise, computational scientists require the flexibility of programming languages, yet appreciate the convenience and power of direct-manipulation interfaces and scientific visualization tools. Although traditionally separate, direct-manipulation and programming can support each other in the same application [2]. In such an environment, graphic and textual language elements can be freely intermingled. We are in the process of developing a programmable environment to support research in diffusion-limited aggregation (DLA), an area of computational science, as an exploration of the issues surrounding these ideas. %M C.CHI.95.2.41 %T Human and Machine Dimensions of 3D Interfaces for Virtual Environments %S Doctoral Consortium %A Casey Boyd %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 41-42 %K Virtual environments, Evaluation, Navigation %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/cb1bdy.htm %X This work explores two categories for evaluating and measuring virtual environment (VE) interfaces. One category concerns characteristics of the interface, such as its complexity and abstractness. The other category concerns the human capacities for understanding and using three-dimensional input/output devices. The results may help us predict the usability of VE interfaces and help us to design interfaces that are well matched to their intended users. %M C.CHI.95.2.43 %T AdventurePlayer: An Intelligent Learning Environment %S Doctoral Consortium %A Thaddeus R. Crews, Jr. %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 43-44 %K Intelligent learning environments, Anchored instruction, Macrocontext microworlds, Trip planning, Optimal solutions, Heuristic techniques %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/tc_bdy.htm %X Intelligent Learning Environments (ILE) are constructivist systems that attempt to incorporate beneficial aspects of tutoring systems and cognitive tools. ILEs support discovery learning through reflective interaction as well as curriculum-driven learning through scaffolding and coaching. ILEs are concerned with students developing both general and domain specific thinking and problem solving skills. AdventurePlayer is an ILE designed to facilitate constructivist learning in the context of an anchored instruction curriculum. %M C.CHI.95.2.45 %T Wayfinding in Large-Scale Virtual Worlds %S Doctoral Consortium %A Rudolph P. Darken %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 45-46 %K Virtual worlds, Virtual reality, Wayfinding, Navigation, Environmental design, Spatial orientation, Cognitive maps %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/rd_bdy.htm %X The spatial nature of large-scale virtual worlds introduces wayfinding problems which are often overlooked in the design process. In order to design and build useful virtual worlds in which real work can take place, these issues must be addressed. The research described here is a study of human wayfinding in virtual worlds and how real world solutions can be applied to virtual world design. The objective of this work is to develop design principles which will lead to a design methodology for virtual worlds in which wayfinding problems are alleviated. %M C.CHI.95.2.47 %T Evaluating Distributed Environments Based on Communicative Efficacy %S Doctoral Consortium %A Eckehard Doerry %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 47-48 %K Collaborative work, Distributed interaction, Conversation analysis, Evaluation, Simulation, Learning environments %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/ed_bdy.htm %X One of the most rapidly expanding areas of HCI research is centered around supporting the collaborative endeavors of widely distributed participants. Whether the domain is advanced learning environments or desktop conferencing, the underlying goal of such efforts is to provide a maximally robust simulacrum of copresent interaction. The current trend in research is to characterize these computer-mediated communication environments -- and to argue their efficacy -- by focusing on the technical parameters of the environment. This approach places form above function, completely ignoring the communicative difficulties actually encountered by users. The work described here explores a new evaluative technique, based on methodologies originally developed by Conversation Analysts, which characterizes the communicative efficacy of a computer-mediated environment by documenting how well participants are able to maintain intersubjectivity throughout the interaction. %M C.CHI.95.2.49 %T Evaluating Multimedia Presentations for Comprehension %S Doctoral Consortium %A Peter Faraday %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 49-50 %K Multimedia, Evaluation, Presentation %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/pmf_bdy.htm %X The paper reports the basis for a cognitive walkthrough method to support the formative evaluation of visually based multimedia expository presentations. %M C.CHI.95.2.51 %T High-End High School Communication: Strategies and Practices of Students in a Networked Environment %S Doctoral Consortium %A Barry J. Fishman %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 51-52 %K Media spaces, Education, Communication, Design %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/bjf1bdy.htm %X This paper describes a study of the design of computer-based communication and media space environments that support highly interactive school-based learning communities. The two basic questions posed in this research are: (1) How are media space tools used by students in these classrooms, both in terms of the structure of communications activity and the surrounding physical and temporal constraints of the environment?; and (2) What are possible explanations for student behaviors and attitudes with regard to media space tools? The answers to these questions will provide insight for the design of next-generation media spaces for educational settings. %M C.CHI.95.2.53 %T A System for Application-Independent Time-Critical Rendering %S Doctoral Consortium %A Rich Gossweiler %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 53-54 %K Virtual reality, Virtual environments, Time-critical rendering, Rendering scheduler, Image degradation, Real-time, Application-independence, Interactive graphics %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/rg_bdy.htm %X I am developing a rendering system which supports automatic, application-independent time-critical rendering for 3D graphics. When the scenes being generated overload the rendering engine, a rendering scheduler employs perception-based techniques to reduce the scene complexity at run-time. Perception-based degradation mechanisms are used because they are based on characteristics of the human, not characteristics of the application. Since the human is the one element guaranteed to exist across all interactive applications, this rendering system is application-independent. %M C.CHI.95.2.55 %T The Effect of Domain Knowledge on Elementary School Children's Search Behavior on an Information Retrieval System: The Science Library Catalog %S Doctoral Consortium %A Sandra Goldstein Hirsh %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 55-56 %K Elementary school children, Information retrieval, Search behavior, Science education, Learning, Online catalogs, Domain knowledge, Browsing, Keyword searching, Online monitoring, User interface design %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/sgh_bdy.htm %X Few information retrieval systems are designed with children's special needs and capabilities in mind. We need to learn more about children's information-seeking behavior in order to provide them with information-based tools which support exploratory learning. This dissertation examines children's search behavior on a hypertext-based automated library catalog designed for elementary school children. The focus of this research is on the effect of domain knowledge on children's search performance, search behavior, and learning as they look for science books on this system. Research has shown that level of domain knowledge influences the way people search for information. Data was collected through one-on-one interviews, direct observation, and online monitoring of search sessions. This dissertation will contribute to our understanding of children's search behavior and the factors which influence their behavior. This research also has implications for information retrieval system evaluation and interface design. %M C.CHI.95.2.57 %T Conflicting Class Structures between the Object Oriented Paradigm and Users Concepts %S Doctoral Consortium %A Charles M. Hymes %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 57-58 %K Object-oriented, Categories, Abstraction, Reuse %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/chs_bdy.htm %X The computer science design goals of the object-oriented paradigm may fundamentally conflict with the goal of modeling an application domain as users see it. I propose a research strategy to explore this question. %M C.CHI.95.2.59 %T STRIPE: Remote Driving Using Limited Image Data %S Doctoral Consortium %A Jennifer S. Kay %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 59-60 %K Remotely operated vehicles, Low-bandwidth teleoperation, Semi-autonomous teleoperation, User-interfaces, Interfaces for novice users, Robotics %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/jsk_bdy.htm %X Guiding a remote vehicle when real time image transmission is not possible is an important problem in the field of teleoperation. In such a situation it is impractical for an operator to attempt to directly steer the vehicle using a steering wheel. In semi-autonomous teleoperation, an operator designates the path that the vehicle should follow in an image of the scene transmitted from the vehicle, and the vehicle autonomously follows this path. Previous techniques for semi-autonomous teleoperation require stereo image data, or inaccurately track paths on non-planar terrain. STRIPE (Supervised TeleRobotics using Incremental Polyhedral-Earth geometry) is a new method that I am developing for accurate semi-autonomous teleoperation using monocular image data. This paper provides an summary of the work I am doing for my thesis. This includes the development of the STRIPE robotic system, user studies to empirically measure the accuracy of the STRIPE method under various conditions and with different user interfaces, as well as measurement of baseline data for traditional steering wheel based teleoperation under low-bandwidth and high-latency conditions. %M C.CHI.95.2.61 %T Supporting Design Activities in the Written Medium %S Doctoral Consortium %A Axel Kramer %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 61-62 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/ak_bdy.htm %X The goal of this thesis is to empower individuals involved in design activities using the written medium. The aim is to preserve positive features of traditional written medium while enhancing them by computational components. Towards this goal, the thesis explores the role of the written medium in the design process, discusses prior art in support of such activities, and presents a framework to integrate computational components into the written medium. The central idea of this work is to dissolve the static association between input marks and their interpretation and experiment with a dynamic, yet fluid, user driven association instead. %M C.CHI.95.2.63 %T Interactive Sketching for User Interface Design %S Doctoral Consortium %A James A. Landay %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 63-64 %K Design, Sketching, Prototyping %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/jal2bdy.htm %X Current interactive user interface construction tools are often more of a hindrance than a benefit during the early stages of interface design. These tools take too much time to use and force designers to specify more of the design details than they wish at this stage. Most designers prefer to sketch early interface ideas on paper. I am developing an interactive tool called SILK that allows designers to quickly sketch an interface using an electronic pad and stylus. SILK preserves the important properties of pencil and paper: a rough drawing can be produced very quickly and the medium is very flexible. However, unlike a paper sketch, this electronic sketch can easily be edited, exercised, and semi-automatically transformed into a complete, operational interface in a specified look-and-feel. %M C.CHI.95.2.65 %T Using Psychomotor Models of Movement in the Analysis and Design of Computer Pointing Devices %S Doctoral Consortium %A Anant Kartik Mithal %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 65-66 %K Fitts' law, Pointing devices, Mouse, Isometric joystick, Modeling, Design, Psychomotor models %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/akm_bdy.htm %X Pointing devices have become very important for HCI and their design needs to move beyond iterative engineering approaches towards methods guided by models that describe how pointing devices are used. This thesis aims to extend psychologists' models of manual pointing to pointing devices, as a step towards providing human factors engineers with a basis for pointing device design. %M C.CHI.95.2.67 %T Transforming Graphical Interfaces into Auditory Interfaces %S Doctoral Consortium %A Elizabeth D. Mynatt %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 67-68 %K Human-computer interaction, Auditory interfaces, Enabling technology, Mercator %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/edm2bdy.htm %M C.CHI.95.2.69 %T Supporting Collaborative Design with Representations for Mutual Understanding %S Doctoral Consortium %A Jonathan Ostwald %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 69-70 %K Collaborative design, Workplace cultures, Work-oriented design, Software development, EVA, Functional objects, Prototyping %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/jod_bdy.htm %X This paper describes a research effort to investigate cross-cultural collaboration in software development. The work is based on a model of collaborative design that calls for stakeholders (including developers and end-users) to iteratively construct an understanding of design problems and potential solutions through the construction and refinement of design representations. The Evolving Artifact (EVA) software design environment has been implemented to support this process. EVA has been used in a development project in a regional telephone company. A case study of this project will be analyzed to yield guidelines and design principles for constructing representations for mutual understanding. %M C.CHI.95.2.71 %T Conversational Dialogue in Graphical User Interfaces: Interaction Technique Feedback and Dialogue Structure %S Doctoral Consortium %A Manuel A. Perez %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 71-72 %K Human-computer dialogues, Feedback, States of understanding, User interface management systems %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/map_bdy.htm %X Human conversations have long been considered as a model for interaction with computers [1]. One theory of human conversations, proposed by Clark and Schaefer [2,3], has already been used in other HCI efforts. In the work proposed here, another part of this theory, the states of understanding principles, is used as the basis for a model of feedback for graphical interaction techniques. A formal evaluation of the feedback model will be performed. The feedback model is extended to a multi-threaded dialogue model with which to handle interruption and cancellation requests as negotiated requests. The proposed dialogue model will serve as the requirement specification for the design of a dialogue controller in a user interface management system (UIMS). A prototype of this model will be built and a usability study will be conducted. %M C.CHI.95.2.73 %T Describing Interactive Visualization Artifacts -- DIVA %S Doctoral Consortium %A Lisa Tweedie %A Imperial College %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 73-74 %K Visualization, Interactive graphics %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/lt_bdy.htm %X DIVA is a notation for describing interactive visualization artifacts (IVA). This notation forms one part of my thesis work -- the overall aim of this thesis is to find ways to improve the design of IVAs. By describing different IVAs I hope to elicit general principles to aid this process. %M C.CHI.95.2.75 %T Integrating Multiple Cues for Spoken Language Understanding %S Doctoral Consortium %A Karen Ward %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 75-76 %K Spoken language interfaces %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/kw1_bdy.htm %X As spoken language interfaces for real-world systems become a practical possibility, it has become apparent that such interfaces will need to draw on a variety of cues from diverse sources to achieve a robustness and naturalness approaching that of human performance [1]. However, our knowledge of how these relationships behave in the aggregate is still tantalizingly sketchy. We lack a strong theoretical basis for predicting which cues will prove useful in practice and for specifying how these cues should be combined to signal or cancel out potential interpretations of the communicative signal. In the research program summarized here, I propose to develop and test an initial theory of cue integration for spoken language interfaces. %M C.CHI.95.2.77 %T Interactive City Planning Using Multimedia Representation Aids %S Interactive Experience %A Michael J. Schiffer %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 77-78 %K Geographic, Direct manipulation, Noise, Multimedia, Maps, Implementation, Group, Decision %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intexp/mjs_bdy.htm %X This interactive exhibition demonstrates a method of interacting with city planning analysis tools using direct manipulation graphical interfaces. The technology combines maps, interactive video, text, sound, and other forms of data with analytic tools and an associative information structure using a city map as a central metaphor. This allows immediate navigation amongst chunks of related information during city planning meetings. The technology also makes it possible to link descriptive images, such as digital video and sound, to information that would normally be represented quantitatively. %M C.CHI.95.2.79 %T Directed Improvisation with Animated Puppets %S Interactive Experience %A Barbara Hayes-Roth %A Erik Sincoff %A Lee Brownston %A Ruth Huard %A Brian Lent %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 79-80 %K Artistic self-expression, Intelligent systems, Education and entertainment applications, HCI paradigm %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intexp/lbn_bdy.htm %X In "directed improvisation," users give computer characters abstract directions that establish a skeletal structure for and other weak constraints on their behavior. The characters improvise a course of behavior that follows the structure, meets the constraints, and achieves other application-specific objectives. Thus, characters perform as directed, but also surprise and engage users with their improvisations along the way. In "Animated Puppets," children (or other users) direct the improvisational behavior of animated characters in a graphical setting to create their own stories. %M C.CHI.95.2.81 %T A Prototype User Interface for a Mobile Multimedia Terminal %S Interactive Experience %A Allan Christian Long, Jr. %A Shankar Narayanaswamy %A Andrew Burstein %A Richard Han %A Ken Lutz %A Brian Richards %A Samuel Sheng %A Robert W. Brodersen %A Jan Rabaey %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 81-82 %K Human computer interaction, Mobile computing, Speech recognition, Handwriting recognition, Pen-based computing, Multimedia, Multi-modal input %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intexp/acl_bdy.htm %X We have shown a prototype user interface for the InfoPad, a portable terminal with multi-modal input and multimedia output. We believe that many of the people who could benefit from inexpensive, portable, networked terminals are not computer experts, and we are therefore designing the InfoPad and its user interface to be more like a notebook than a workstation. The InfoPad's main features are: * Portability * Continuous network connectivity using a high-bandwidth radio link * Pen input with handwriting recognition * Audio input with speech recognition * Full-motion video playback with synchronized audio The InfoPad's unique input and output characteristics offer challenges and opportunities for user interface design. We are prototyping applications and user interfaces to explore how handwriting and voice recognition may best be used together. We believe that the lessons we will learn can be applied to other multi-modal platforms. %M C.CHI.95.2.83 %T On Site Wearable Computer System %S Interactive Experience %A Len Bass %A Dan Siewiorek %A Asim Smailagic %A John Stivoric %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 83-84 %K Wearable computers, Body worn computers, Task oriented computer systems %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intexp/ljb_bdy.htm %X A wearable computer system designed for on site, hands free maintenance operations will be demonstrated. This system is the latest completed model in a family of wearable computers developed by Carnegie Mellon University. It is approximately one and a half pounds in weight (including batteries), uses a 386 processor and a Private Eye display device. Also being demonstrated are components for the next iteration of the device. The system is designed to be used in a hands free operating mode by large vehicle maintenance personnel. %M C.CHI.95.2.85 %T Audio GUIs: Interacting with Graphical Applications in an Auditory World %S Interactive Experience %A Elizabeth D. Mynatt %A W. Keith Edwards %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 85-86 %K Audio, Human-computer interaction, Auditory interfaces, Interface models, Rehabilitation engineering, Users with special needs, Disability %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intexp/edm3bdy.htm %X One of the foremost design rules for human-computer interfaces is "Know Thy User." As designers, this rule is difficult to follow if the users are much different than us. The purpose of this interactive experience is to allow people to experience what interacting with graphical interfaces might be like for a blind computer user. In this exhibit, we demonstrate Mercator, a system which transforms X Windows applications into auditory interfaces. The exhibit allows individuals to interact with common graphical applications via an auditory interface. Additional applications of this work for mobile, limited-display devices are also described. %M C.CHI.95.2.87 %T DO-IT: Deformable Objects as Input Tools %S Interactive Experience %A Tamostsu Murakami %A Kazuhiko Hayashi %A Kazuhiro Oikawa %A Naomasa Nakajima %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 87-88 %K Human interface, 3-D input tool, Computer graphics, Computer-aided design, Free-form deformation %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intexp/tm_bdy.htm %X Standard input tools such as the mouse and keyboard do not provide users with a direct and intuitive means of 3-D shape manipulation. This study proposes a new concept of interface system for 3-D shape deformation using a deformable real object as an input tool. By deforming the tool with bare hands with a tactile feedback, users can manipulate a 3-D shape modeled and displayed on a computer screen directly and intuitively. A PC-based prototype system with a cubical input tool made of electrically conductive polyurethane foam demonstrates the effectiveness and promise of the concept. %M C.CHI.95.2.89 %T Designing a Multimedia Publication: American Center for Design Interact Journal %S Interactive Experience %A Peter Spreenberg %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 89-90 %K Design, Interactive publication, Interaction design, Interface design, Graphic design, Interactive multimedia, Navigational interface %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intexp/ps2bdy.htm %X In August of 1994, the American Center for Design published a journal on Interaction Design containing a CD-ROM edited by IDEO. The editing task included constructing a navigational interface and integrating content supplied by a variety of contributors. Visitors to this exhibit will be able to browse both the paper and interactive CD-ROM versions of the Interact Journal, experiencing for themselves the synergy of information presented in two separate but complimentary media. %M C.CHI.95.2.91 %T Merging Language, Direct Manipulation, and Visualization: Programmable Research Environments for Computational Scientists %S Interactive Posters %A Eric Blough %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 91-92 %K Programming environments, End-user programming, User interface components, Scientific visualization, Visual programming, Simulation, Computational science, Programmable applications %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/ebb2bdy.htm %X As domain experts with programming expertise, computational scientists require the flexibility of programming languages, yet appreciate the convenience and power of direct-manipulation interfaces and scientific visualization tools. Although traditionally separate, direct-manipulation and programming can support each other in the same application [1]. In such an environment, graphic and textual language elements can be freely intermingled, as can manipulations and textual programming statements. We are in the process of developing a programmable environment to support research in diffusion-limited aggregation (DLA), an area of computational science, as an exploration of the issues surrounding these ideas. %M C.CHI.95.2.93 %T Directing Pictures with Art Pals %S Interactive Posters %A James Ambach %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 93-94 %K Artistic exploration, Direct manipulation, Delegation %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/jga_bdy.htm %X Creating art can be seen as the creative exploration of a design space defined by the artist and his or her tools. Existing artistic tools such as paint brushes, chisels and erasers are of a passive nature stressing a direct manipulation interaction scheme which leaves the exploration process strictly to the artist. If these tools had the ability to be more autonomous, they could assist in the exploration process, possibly discovering things that the artist was unaware of. This poster describes Art Pals, a drawing application which combines passive drawing tools with active, behavior-based tools in order to create an artistic environment more conducive to creative exploration. %M C.CHI.95.2.95 %T The Just Noticeable Difference of Speech Recognition Accuracy %S Interactive Posters %A Ron Van Buskirk %A Mary LaLomia %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 95 %K Speech recognition, Recognition accuracy, JND %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/rvb_bdy2.htm %X An important speech recognition issue is how large an improvement do you have to make to the speech recognizor's accuracy rate so that people can detect an improvement. We are exploring the just-noticeable difference (JND) for speech recognition accuracy. Participants dictate pairs of 200-word passages and then report which passage is recognized more accurately. The difference between the accuracy rates of the passages is continually reduced until the subject is unable to reliably report a difference (the method of limits). We used a "Wizard of Oz" methodology to simulate speech recognizors with varied accuracy rates. A second factor under investigation is how error correction affects participants' perception of accuracy and whether the perception of accuracy follows Weber's Law. %M C.CHI.95.2.96 %T A Comparison of Speech and Mouse/Keyboard GUI Navigation %S Interactive Posters %A Ron Van Buskirk %A Mary LaLomia %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 96 %K Speech navigation, Continuous speech recognition, Discrete speech recognition %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/rvb_bdy1.htm %X We compared two speaker-independent, navigation systems (discrete and continuous) on 11 tasks, measuring accuracy, perceived performance, task time, and perceived system usability. Ten IBM and temporary help agency employees with GUI experience participated. Their ages ranged from 25 to 55 years. The participants completed 11 tasks on both systems using voice or keyboard. The participants began the set of tasks on a randomly selected navigator, filled out a questionnaire about the perceived system speed and accuracy, completed the same tasks using the keyboard, then repeated the same procedure on a second system and keyboard. The voice navigator tasks took approximately twice as long as the keyboard tasks. Additionally, the survey results showed that participants' acceptance of the system was quite sensitive to small changes in system response time. The slowest tasks were the ones with precise cursor or window movement, the fastest were ones only requiring brief commands. The results are discussed in terms of recommendations for designing speech into GUIs. %M C.CHI.95.2.97 %T The TrackPad -- A Study on User Comfort and Performance %S Interactive Posters %A Ahmet E. Cakir %A Gisela Cakir %A Thomas Miller %A Pieter Unema %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 97-98 %K Input device, TrackPad, Postural discomfort, EMG %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/aec2bdy.htm %X The user study on the TrackPad, a new touch tablet technology input device, was designed to investigate the impact of the use of the device on the biomechanical load and postural comfort of the users. In a one day test, the subjects, experienced Macintosh users, performed tests and worked on tasks, using a portable computer, that were organized to resemble normal office tasks and measure performance. The tasks included intensive use of the keyboard. The performance was measured by text editing tasks and eight Fitts's Tests with two levels of difficulty. The biomechanical load was measured and evaluated by means of EMG and postural (motion) analyses. General comfort and postural comfort was evaluated with questionnaires. The analyses of the EMG-measurements yielded no indication of progressive fatigue or increased muscular load from one session to the next. On the contrary, the recorded EMG-levels showed a decrease in muscular activity. The postural analyses indicated that undue deviation, extension, or flexion of the hands, which may cause discomfort, generally did not occur. The average values were within the limits given by the physiology of the human arm. However, personal preferences for the arm posture were highly different. When performing the text editing task with the TrackPad, during the training session, the subjects had already achieved a performance equivalent to 65% of mouse performance. A performance of more than 90% was achieved after two hours and 100% in the fifth hour session. This means that the learning period for such tasks will in practice be accomplished within one working day. The average performance achieved with the TrackPad for the eight tasks with Fitts's Test, during the last session, was lower than that with the mouse, but the difference was not statistically significant. The results of this study indicate that the TrackPad can be used for everyday tasks without causing postural discomfort or fatigue. In some respects, this device may even be preferable to the mouse, if the users can achieve the same level of performance. %M C.CHI.95.2.99 %T High-End High School Communication: Strategies and Practices of Students in a Networked Environment %S Interactive Posters %A Barry J. Fishman %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 99-100 %K Media spaces, Education, Communication, Design %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/bjf2bdy.htm %X This poster describes a dissertation study presented at the CHIs'95 Doctoral Consortium on the design of computer-based communication and media space environments to support highly interactive school-based communities. The two basic questions posed in this research are: (1) How are media space tools used by students in these classrooms, both in terms of the structure of communications activity and the surrounding physical and temporal constraints of the environment?; and (2) What are possible explanations for student behaviors and attitudes with regard to media space tools? The answers to these questions will guide the design of next-generation media spaces for educational settings. %M C.CHI.95.2.101 %T Improving Human-Proceedings Interaction: Indexing the CHI Index %S Interactive Posters %A Peter Foltz %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 101-102 %K Indexing, Information retrieval, Latent semantic analysis, Keywords, Paper-based documents %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/pwd_bdy.htm %X Over the past two years, the CHI conference committee has tried to improve the usability of the conference proceedings through improving the index. Latent Semantic Indexing, a statistically-based retrieval method, was used to analyze the titles and abstracts of papers and suggest additional relevant keywords not provided by the authors. This poster describes the method for generating the indices and shows how it can be used as a general approach for improving access to paper-based documents. %M C.CHI.95.2.103 %T An Example of Formal Usability Inspections in Practice at Hewlett-Packard Company %S Interactive Posters %A Cathy Gunn %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 103-104 %K Usability inspections, Human computer interaction, User-centered design, Process redesign %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/cg_bdy.htm %X Can usability engineers, not formally educated as human factors engineers, help facilitate improving the ease of use of software products? Can design engineers learn to detect usability defects? The answer to both questions is yes. This is a success story of a partnership between human factors engineers and usability engineers in providing a Formal Usability Methodology that has been accepted and is continuing to be used by product developers since it was introduced two years ago. The usability engineers have added usability practices and facilitation skills to their traditional roles as technical writers and support engineers. Design engineers enjoy using the methodology, and learn how to evaluate their products from the user's viewpoint. %M C.CHI.95.2.105 %T Rewriting Interaction %S Interactive Posters %A Roland Hubscher %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 105-106 %K Visual animation, Science education, Visual programming, Rewrite rules, Temporal constraints %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/rh_bdy.htm %X Interactive visual computer animation is becoming an important tool for science education in grade school. Unfortunately, students and teachers cannot easily create their own animations, because programming these systems tends to be too hard for non-professional programmers. I present an approach that simplifies the description of complex interactions of objects by describing interactions with declarative, temporal constraints. A system that describes animation in terms of the actions of the objects and the interactions between the objects is being built on top of a grid-based, graphical programming environment. %M C.CHI.95.2.107 %T STRIPE: Remote Driving Using Limited Image Data %S Interactive Posters %A Jennifer S. Kay %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 107-108 %K Remotely operated vehicles, Low-bandwidth teleoperation, Semi-autonomous teleoperation, User-interfaces, Interfaces for novice users, Robotics %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/doctoral/jsk_bdy.htm %X Guiding a remote vehicle when real time image transmission is not possible is an important problem in the field of teleoperation. In such a situation it is impractical for an operator to attempt to directly steer the vehicle using a steering wheel. In semi-autonomous teleoperation, an operator designates the path that the vehicle should follow in an image of the scene transmitted from the vehicle, and the vehicle autonomously follows this path. Previous techniques for semi-autonomous teleoperation require stereo image data, or inaccurately track paths on non-planar terrain. STRIPE (Supervised TeleRobotics using Incremental Polyhedral-Earth geometry) is a new method that I am developing for accurate semi-autonomous teleoperation using monocular image data. This paper provides an summary of the work I am doing for my thesis. This includes the development of the STRIPE robotic system, user studies to empirically measure the accuracy of the STRIPE method under various conditions and with different user interfaces, as well as measurement of baseline data for traditional steering wheel based teleoperation under low-bandwidth and high-latency conditions. %M C.CHI.95.2.109 %T Teachers in Charge: Model-Based Authoring of Educational Software %S Interactive Posters %A Smadar Kedar %A Benjamin Bell %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 109-110 %K Educational software, Multimedia, Authoring tools, Model-based interface tools %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/sk_bdy.htm %X We describe Goal-Based Scenario Builder, a prototype model-based authoring tool for multimedia educational software, intended for teachers and curriculum designers. %M C.CHI.95.2.111 %T Is Multimedia-Based Training Effective? Yes and No. %S Interactive Posters %A Adrienne Y. Lee %A Douglas J. Gillan %A Evan E. Upchurch %A Jeffrey S. Melton %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 111-112 %K Education, Multimedia, Evaluation %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/ayl_bdy2.htm %X Most studies in multimedia have not been controlled and have focused on student satisfaction rather than examining what students have learned. This poster will describe results from current research designed to evaluate the efficacy of multimedia-based training in producing increased learning and retention of factual knowledge and skills. %M C.CHI.95.2.113 %T Generalized Fitts' Law Model Builder %S Interactive Posters %A R. William Soukoreff %A I. Scott MacKenzie %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 113-114 %K Fitts' law, Mouse, Input techniques, Human performance modeling, HCI education %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/rws_bdy.htm %X A tool for designing experiments, capturing data, and building Fitts' law models is described. The software runs on an IBM or compatible computer equipped with an appropriate graphical display and selection device (e.g., mouse, joystick). Features intended for HCI educational purposes or experimental research are included, making this a very powerful utility for research in input techniques or Fitts' law. The software is available via anonymous FTP through the internet. %M C.CHI.95.2.115 %T Validating an Extension to Participatory Heuristic Evaluation: Quality of Work and Quality of Work Life %S Interactive Posters %A Michael J. Muller %A Anne McClard %A Brigham Bell %A Scott Dooley %A Lori Meiskey %A Judith A. Meskill %A Randall Sparks %A Donna Tellam %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 115-116 %K Heuristic evaluation, Usability, Participatory design, Participatory assessment, Quality of worklife, Skill, Quality %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/mm2bdy.htm %X We describe an extension and validation of Nielsen's heuristic evaluation approach, to include "humanistic" aspects of systems. Three additional heuristics addressed quality of work product, quality of work life, and respect for users' skills. In a participatory heuristic evaluation of an intelligent tutoring system, the three new heuristics performed comparably to earlier sets of heuristics. %M C.CHI.95.2.117 %T Remote Exploratoriums: Combining Network Media with Design Environments %S Interactive Posters %A Corrina Perrone %A Alexander Repenning %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 117-118 %K World Wide Web, Mosaic, Learning, Distance education, Design environments %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/cpar_bdy.htm %X In an educational context World Wide Web clients such as Mosaic are of limited value because they put learners into the role of information absorbers. Drawing on a museum analogy, learners using Mosaic can be perceived, like museum visitors, to be passive observers of exhibits. Despite the richness of exhibits in terms of the amount of material presented and the use of multimedia, activity is restricted to navigation through real (museum) or hyper (Mosaic) spaces. To be most effective, learning should include constructive activities more engaging than browsing through hyperspaces. Distance education can be facilitated by combining network media with design environments to create highly interactive, engaging environments that we call Remote Exploratoriums. In contrast to classical museums, exploratoriums, such as in San Francisco or numerous children's museums, feature engaged, hands-on learning experiences through interactive exhibits that are not only observed but are actively manipulated. The Agentsheets Remote Exploratorium is a mechanism to facilitate the easy exchange and distribution of educational interactive exhibits through networks. Agentsheets is a programming substrate to create interactive simulation and design environments. In this paper, we discuss the implications of combining a network medium and a design environment to support distance education. %M C.CHI.95.2.119 %T On Site Maintenance Using a Wearable Computer System %S Interactive Posters %A Bethany Smith %A Len Bass %A Jane Siegel %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 119-120 %K Wearable computers, Body worn computers, Task oriented computer systems, Hands free maintenance, Help desks, Vehicle maintenance, Help desk collaboration %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/bs_bdy.htm %X This poster displays a vision of the future of vehicle maintenance. This future includes a wearable computer system that can be operated with the mechanics' hands free. The computer system will provide necessary information to solve maintenance tasks and to communicate with collaborators. The ability to support both solo and collaborative maintenance activity, especially trouble shooting and the ability to effectively deliver light weight, hands free information access will be achieved through improvements in both technology and HCI. The poster displays the current state, a vision of the future and identifies the HCI and technological improvements necessary to achieve this future state of vehicle maintenance. %M C.CHI.95.2.121 %T 3-D Displays for Real-Time Monitoring of Air Traffic %S Interactive Posters %A Dick Steinberg %A Charles DePlachett %A Kacheshwar Pathak %A Dennis Strickland %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 121-122 %K Graphical user interface, Real-time, Air space monitoring %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/rks_bdy.htm %X Previous research has revealed that three-dimensional (3-D) display formats do not always improve user performance [3]. This report describes an experiment to determine the utility of using a 3-D format for monitoring air traffic of a Department of Defense (DoD) real-time display. An overwhelming quantity of data must be assimilated by personnel monitoring a typical mission. Data from these missions must be monitored and crucial life and death decisions made by personnel within a short period of time. The need for a precise human engineered computer interface resulted in the development and laboratory testing of a 3-D display concept for monitoring a typical DoD air surveillance display. In addition, the 3-D format was augmented using a two-dimensional (2-D) vertical bar graph directly beneath to provide users with additional information (i.e., signal strength) about displayed objects in the 3-D space. The 2-D, 3-D, and 3-D (augmented with vertical bar graph) displays were user tested for accuracy and performance. Results from this analysis revealed that user response times were decreased by 23% with a reduction in errors of 60% using the standard 3-D display. Additional testing is needed to determine the benefit of the vertical bar graph. %M C.CHI.95.2.123 %T Belvedere: Stimulating Students' Critical Discussion %S Interactive Posters %A Massimo Paolucci %A Daniel Suthers %A Arlene Weiner %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 123-124 %K Collaborative argumentation environment, Educational application, Design rationale %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/dds_bdy.htm %X We describe "Belvedere," a system to support students engaged in critical discussion of science and public policy issues. The design is intended to address cognitive and metacognitive limitations of unpracticed beginners while supporting their practice of this complex skill. The limitations include (1) difficulty in focusing attention given the abstract and complex nature of theories and arguments, (2) lack of domain knowledge, and (3) lack of motivation. Belvedere addresses these limitations by (1) giving arguments a concrete diagrammatic form, and providing tools for focusing on particular problems encountered in the construction and evaluation of complex arguments; (2) providing access to on-line information resources; and (3) supporting students working in small groups to construct documents to be shared with others. Both prior psychological research and formative evaluation studies with users shaped the interface design. %M C.CHI.95.2.125 %T The Gear Model of HCI Education %S Interactive Posters %A Manfred Tscheligi %A Verena Giller %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 125-126 %K Human-computer interaction, Curriculum, HCI education %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/mt2_bdy.htm %X Gears are used as central metaphor for the philosophy of a coordinated HCI education program. The program consists of six parts distributed over one year. The main emphasis of all parts is on active involvement with a considerable amount of feedback and reflection. %M C.CHI.95.2.127 %T Readability of Fonts in the Windows Environment %S Interactive Posters %A Thomas S. Tullis %A Jennifer L. Boynton %A Harry Hersh %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 127-128 %K Font, Text, Readability, Legibility, Windows %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/tst_bdy.htm %X The readability of twelve different fonts and sizes in the Microsoft Windows environment was studied. The specific fonts were Arial, MS Sans Serif, MS Serif, and Small Fonts. Their sizes ranged from 6.0 to 9.75 points. These were presented using black text on either a white or gray background and either bold or non-bold style. There were significant differences between the various font/size combinations in terms of reading speed, accuracy, and subjective preferences. There were no consistent differences as a result of background color or boldness. The most preferred fonts were Arial and MS Sans Serif at 9.75. Most of the fonts from 8.25 to 9.75 performed well in terms of reading speed and accuracy, with the exception of MS Serif at 8.25. Arial at 7.5 and both of the Small Fonts (6.0 and 6.75) should generally be avoided. %M C.CHI.95.2.129 %T The Influence Explorer %S Interactive Posters %A Lisa Tweedie %A Bob Spence %A Huw Dawkes %A Hua Su %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 129-130 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/lt2bdy.htm %X This paper illustrates the benefits, for a wide range of design activities, of Interactive Visualization Artifacts. %M C.CHI.95.2.131 %T Integrating Multiple Cues for Spoken Language Understanding %S Interactive Posters %A Karen Ward %A David G. Novick %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 131-132 %K Spoken language interfaces %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/kw2_bdy.htm %X As spoken language interfaces for real-world systems become a practical possibility, it has become apparent that such interfaces will need to draw on a variety of cues from diverse sources to achieve a robustness and naturalness approaching that of human performance [1]. However, our knowledge of how these cues behave in the aggregate is still tantalizingly sketchy. We lack a strong theoretical basis for predicting which cues will prove useful in practice and for specifying how these cues should be combined to signal or cancel out potential interpretations of the communicative signal. In the research program summarized here, we propose to develop and test an initial theory of cue integration for spoken language interfaces. By establishing a principled basis for integrating knowledge sources for such interfaces, we believe that we can develop systems that perform better from a computer-human interaction standpoint. %M C.CHI.95.2.133 %T Usability Testing of Posture Video Analysis Tool %S Interactive Posters %A Mihriban Whitmore %A Tim McKay %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 133-134 %K Video analysis, User evaluations %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/mw_bdy.htm %X The Posture Video Analysis Tool (PVAT) is an interactive Macintosh menu and button driven SuperCard prototype for classifying working postures from video footage. Following preliminary evaluations, a usability test was conducted to test interface design and to identify required modifications to the software. Five users participated in the study. Each user completed training (to a preset criterion), test, and a post-test questionnaire. All the sessions were video taped for detailed analysis. Preliminary results indicate that PVAT was acceptable in terms of setup and video monitoring procedures as well as screen layouts. Detailed data reduction and analysis are in progress. %M C.CHI.95.2.135 %T Human and Machine Dimensions of 3D Interfaces for Virtual Environments %S Interactive Posters %A Casey Boyd %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 135-136 %K Virtual environments, Evaluation, Navigation %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/cb2bdy.htm %X This work explores two categories for evaluating and measuring virtual environment (VE) interfaces. One category concerns characteristics of the interface, such as its complexity and abstractness. The other category concerns the human capacities for understanding and using three-dimensional input/output devices. The results may help us predict the usability of VE interfaces and help us to design interfaces that are well matched to their intended users. %M C.CHI.95.2.137 %T Editing User-Specific Diagrams by Direct Manipulation %S Interactive Posters %A G. Viehstaedt %A M. Minas %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 137-138 %K User interface, Direct manipulation, Diagram, Generator, Syntax-directed editing %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/gv_bdy.htm %X Diagrams, e.g., certain kinds of trees or graphs, are often needed as part of advanced user interfaces, and are frequently specific to a user's application. Editing these diagrams should be possible by direct manipulation. Some examples of direct manipulation in an editor for Nassi-Shneiderman diagrams (NSDs) are described. This sample editor was generated from a specification by DiaGen, our generator for diagram editors. %M C.CHI.95.2.139 %T Growing Simplicity: A Task-Based Approach to Containing Complexity %S Interactive Posters %A Jason Cassee %A Meghan R. Ede %A Todd Kemp %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 139-140 %K Task-based design, Human computer interaction, Walkthrough, Information system software, User interface %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/ktk_bdy.htm %X A feature-based approach to designing information systems software produces results which, although technically correct, are likely deficient in their ease of use. Designing from a task-based perspective significantly enhances interface usability. Our project team made this change in approach based on a consultation with a specialist in human computer interaction. We describe the impact of this consultation and its effect of dramatically simplifying the user interface. %M C.CHI.95.2.141 %T InteractiveDESK: A Computer-Augmented Desk which Responds to Operations on Real Objects %S Interactive Posters %A Toshifumi Arai %A Kimiyoshi Machii %A Soshiro Kuzunuki %A Hiroshi Shojima %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 141-142 %K Augmented reality, Pen-based system, Computer-augmented desk %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/tai_bdy.htm %X Office and engineering workers' workloads are reduced with a computer-augmented desk named InteractiveDESK. The desk has a large desktop display with a pen-input facility and an ordinary upright display with a keyboard, thus integrating features of conventional systems and pen-based systems. The desk detects the operations on real objects on its real desk top, and responds to the operations to reduce users' workloads. The prototype of the desk assists users in switching input methods and retrieving electronic files. %M C.CHI.95.2.143 %T Elastic Graphical Interfaces for Precise Data Manipulation %S Interactive Posters %A Toshiyuki Masui %A Kouichi Kashiwagi %A George R. Borden, IV %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 143-144 %K Elastic interface, Slider, Scroll bar, Rubber-band interface %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/tm_bdy.htm %X We propose an interaction technique for manipulating precise data or selecting one element from a large number of items. Although conventional graphical interaction tools like sliders cannot be used for selecting more items than the pixel size of the slider, we can specify more precise data by using the elastic slider based on the rubber-band metaphor, where a control object can be moved by pulling the object with a rubber-band between the object and the mouse cursor. The same technique can be applied to many graphical interface tools like scroll bars and drawing editors. %M C.CHI.95.2.145 %T Simulation-Based Dialogue Design for Speech-Controlled Telephone Services %S Interactive Posters %A Ivan Bretan %A Anna-Lena Ereback %A Catriona MacDermid %A Annika Waern %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 145-146 %K Speech interfaces, Wizard-of-Oz simulations, Telephone services %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/intpost/ib_bdy.htm %X A design methodology for speech-controlled telephone services has been developed using Wizard-of-Oz simulations as the principal mechanism for evaluating and getting input for dialogue design. This methodology may enable service developers to support dialogues that are optimal with respect to naturalness, especially on a pragmatic level, given the technical restrictions at hand. %M C.CHI.95.2.147 %T Abstract Specification of User Interfaces %S Interactive Posters %A Ole Lauridsen %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 147-148 %K Interface design, Automatic generation of user interface, Design process %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/ol1_bdy.htm %X The paper discusses automation of user interface design and proposes a user interface design method that combines the use of formal semantic specification and rapid user interface builders. Based on formalized design rules, a user interface design proposal can be derived from the functionality of an application. The advantages of this method are: Automation of parts of the design process, automatic design evaluation, and automatic mapping to multiple user interface toolkits. The method will ease the transition from the functional design of an application to the user interface design by a semantically driven design of user interfaces. %M C.CHI.95.2.149 %T Science-by-Mail %S Interactive Posters: Social Action %A Ellen A. White %A Marc E. Fusco %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 149-150 %K Science-by-Mail, Science, Children, Volunteer, Social action %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/socpost/mfo_bdy.htm %X Science-by-Mail is a hands-on, experimental science activity program for children in grades 4-9 that is designed to be engaging, educational, and fun! Each participating child is matched with a volunteer pen-pal scientist who provides encouragement and guidance. They receive three "challenge packets" throughout the year containing information and materials related to an issue in science or technology. Communication between students and scientists about the packets forms the core of the interactions. A nationwide program developed by the Museum of Science, Boston, Science-by-Mail currently involves about 25,000 children and 2,500 scientists. %M C.CHI.95.2.151 %T A Computer Science Community Service Project %S Interactive Posters: Social Action %A Saul Jimenez %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 151-152 %K Service learning, Curriculum development %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/socpost/sjz_bdy.htm %X Computer science is a rapidly changing field which makes academic and professional education both necessary and problematic. This paper shows, by describing the analysis, design and implementation of relational database for community child care providers, the need for technical service donations to human service organizations. These donations have both an educational use (appropriate for academe or industry) and a beneficial outcome for the sponsoring organization. %M C.CHI.95.2.153 %T CompuMentor: People Helping Computers Help People %S Interactive Posters: Social Action %A Melissa Schofield %A Daniel Ben-Horin %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 153-154 %K Community service, Nonprofits, Not-for-profits, Schools, Volunteers, Computer consulting, Mentoring %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/socpost/msd_bdy.htm %X California and also, increasingly, on a national scale, whose main purpose is to match skilled computer users (volunteer mentors) with nonprofits and other public service groups that need their skills. In recent years CompuMentor projects have included 1) basic computerization assistance to nonprofits and schools, 2) scholarships programs for agencies with no funds for technical support, 3) computerization and telecommunications-focused consultation and training for nonprofits and public institutions, and 4) a software distribution project specifically for nonprofits and public schools. In addition to our regular work, we are now starting to design a scaleable model of our organization that we hope to share with other groups around the country, with the intent of providing nonprofits in other communities access to the services we've made available in the Bay Area. %M C.CHI.95.2.155 %T What You See, Some of What's in the Future, And How We Go About Doing It: HI at Apple Computer, Inc. %S Organization Overviews %A Don Norman %A Jim Miller %A Austin Henderson %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 155 %K Organizational overview, Organizational structure, Technology transfer %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/orgover/dan_bdy.htm %X In this organizational overview we cover some of the critical aspects of human interface research and application at Apple or, as we prefer to call it, the "User Experience." We cover what we do, where we are going (as much as we are permitted to say in public), and how we are organized. Some of our innovations in the product process and in the transfer of research from the laboratories to product should be of special interest to the HCI community. %M C.CHI.95.2.156 %T Usability at Eastman Kodak Company: A Study in Group Collaboration %S Organization Overviews %A Elizabeth Rosenweig %A Cay Lodine %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 156-157 %K Interaction, Research organizations, User testing, Design guidelines, Collaborative development, Organizational context, Development tools and methods %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/orgover/er_bdy.htm %X This presentation describes the Kodak Boston Development Center Usability Laboratory and its collaborative work within the larger Eastman Kodak Company corporate environment. The unique product development process, resultant user interface guidelines and subsequent products are discussed. In addition, a description of the collaborative work within the larger corporation is described. %M C.CHI.95.2.158 %T Interface Evaluation, Design and Research at Intel %S Organization Overviews %A Jean Scholtz %A Paul Sorenson %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 158-159 %K Usability, Interface design, Usability research %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/orgover/jcs1bdy.htm %X At Intel, usability engineers are currently seen as vital contributors to our goal of making the PC appear everywhere! Intel has in the past been predominately a hardware company. However, the scope at Intel is being broadened to software in order to illustrate the usefulness of new hardware technology. As more leading edge software is being produced, usability has become an important process at Intel. %M C.CHI.95.2.160 %T FRIEND21 Project: Two-Tiered Architecture for 21st-Century Human Interfaces %S Organization Overviews: Cognitive Modeling %A Hajime Nonagaki %A Hirotada Ueda %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 160-161 %K Symbolic environment, Symbolic context, Two-tiered HI architecture, Metaware, Agency model %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/orgover/hn_bdy.htm %X The FRIEND21 Project, which ended on March 31, 1994, is briefly described and its final results are presented. The FRIEND21 Project conducted research into human interfaces having two-tiered architecture consisting of "metaware" and "agency model." This approach attempts to deal with human-interface issues from the very top layer of a symbolic and cognitive environment constructed between the user and the machine to the bottom layer of machine functions organized into the agency model. %M C.CHI.95.2.162 %T HCI at New Mexico State University %S Organization Overviews: Cognitive Modeling %A Douglas J. Gillan %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 162-163 %K Organization overview, University, Cognitive models %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/orgover/dg1_bdy.htm %X HCI at New Mexico State University has a dual focus -- the development of cognitive theory in a real-world context and the application of cognitive principles and methods to interface design. Graduate training exhibits that dual focus, with general training in experimental psychology and statistical methods, as well as specialized training in HCI design, prototyping, and evaluation. Faculty research centers around the development of cognitive models of computer users, with particular emphasis on multivariate methods for modeling user knowledge, such as Pathfinder networks. %M C.CHI.95.2.164 %T Interaction Design at IDEO Product Development %S Organization Overviews: HCI Consulting %A Peter Spreenberg %A Gitta Salomon %A Phillip Joe %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 164-165 %K Interaction design, Information design, Multimedia, Human factors, User interface, Prototyping, Hardware integration, User-centered design %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/orgover/ps1bdy.htm %X IDEO Product Development is a multidisciplinary consultancy with offices worldwide. This overview describes how interaction design personnel within the San Francisco and London offices work with other disciplines such as human factors and industrial design to apply a five step, user-centered approach to product development. Three broad areas of interaction design work and the IDEO design process are described. %M C.CHI.95.2.166 %T User Interface Engineering: Fostering Creative Product Development %S Organization Overviews: HCI Consulting %A Jared M. Spool %A Carolyn Snyder %A Will Schroeder %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 166-167 %K Prototyping, Low-fidelity prototyping, Process management, Product development, Contextual inquiry, Modeling, Practical techniques, Group dynamics %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/orgover/jsl2_bdy.htm %X User Interface Engineering is a seven-year old company researching and consulting on what makes products usable. Our mission is to encourage and foster creative product development teams that build applications users will use and value. We do this not only by demonstrating the technology used in building better product interfaces, but also through the processes which produce that technology. We accomplish this through research, training, consulting, and publication. Training, consulting and publication serve to transfer the techniques and technologies developed in our research. Our work emphasizes innovative applications of usability to the challenges facing today's product developers. %M C.CHI.95.2.168 %T Integrated Software Usability Services %S Organization Overviews: HCI Consulting %A Christel Dehaes %A Kris Vanstappen %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 168-169 %K HCI services, User interface design, User documentation %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/orgover/chv_bdy.htm %X The Human Interface Group is a consulting firm specialising in software usability. Their services cover the complete software development cycle. The integration of user interface design (from conceptual design to usability testing) and user documentation (from documentation plan to localisation, DTP and packaging) makes them excellent partners for large international companies that develop software. %M C.CHI.95.2.170 %T Creative Prototyping Tools: What Interaction Designers Really Need to Produce Advanced User Interface Concepts %S Panels %A Manfred Tscheligi %A Stephanie Houde %A Rahgu Kolli %A Aaron Marcus %A Michael Muller %A Kevin Mullet %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 170-171 %K Prototyping, Interaction design, Visual design, Participatory design, Industrial design, Non standard user interfaces %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/panels/mt_bdy.htm %X Prototyping is an important, well accepted and compelling technique for any person dealing with the design of effective communication between people and technology. We all use some "tool" to enlive our ideas and to tell our stories to all of the other people involved during development of new and alternative user interface concepts. The word "tool" covers all sorts of means to tell these stories. Available prototyping tools run behind the need of interaction designers in particular with the goal to invent new forms of interaction. Do they really deserve the name "prototyping" tool? Based on the experiences of the panelists the panel should discuss the current situation and proclaim thinking in the direction of more designer oriented and flexible prototyping support. Panelists should discuss their vision of an "ideal" prototyping environment useful for designers and not only suited for programmers. The discussion should include support for the whole activity of innovation (from high level conceptual design and idea sketching to detailed design activities) and support for non style guide oriented interaction designs. At the beginning of the panel a short introduction to the main issues of the panel is given by the moderator. This will be followed by the initial position presentations of the panelists. The panelists cover the topic by addressing their experiences based on their different backgrounds and fields of experience. Examples will be provided. Time will be reserved for interaction with the audience. At the end of the panel the panelists will be asked to give a personal summary of the discussion and will be particularly asked to address the most important parts of their dreams of an ideal prototyping tool. The panel is closed by a short resume. %M C.CHI.95.2.172 %T Retrospective Views on Apple Computer's Interface Design Project %S Panels %A S. Joy Mountford %A Stephanie Houde %A Ron Baecker %A Sergio Canetti %A Yvonne Rogers %A Tom Bellman %A Robert Girling %A Patrick Meehan %A Magnus Ramage %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 172-173 %K Design process, Teaching HCI, Relationship between industry & academia %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/panels/sjm_bdy.htm %X This panel will illustrate, through personal anecdotes, first hand experiences of being involved with the Apple Computer Interface Design Project. This project was initiated to better prepare and train students for real world interaction design problems. This was accomplished by sponsoring a specific project within the university curriculum system. All of the panel participants have been directly involved with the Apple Interface Design Project over the last few years, 1991-94. They represent different sides of the partnership. The faculty who constructed courses around the Apple brief and students who designed interaction prototypes as part of the project class. This will be an open discussion between students and faculty about the benefits and problems encountered. We aim to examine future roles that industry could play in shaping project topics to facilitate more real world design problem experiences. %M C.CHI.95.2.174 %T 3D or Not 3d: "More is Better" or "Less is More"? %S Panels %A Kevin Mullet %A Diane L. Schiano %A George Robertson %A Joel Tesler %A Barbara Tversky %A Kevin Mullet %A Diane J. Schiano %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 174-175 %K Visualization, 3D Graphics, User interface design %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/panels/km_bdy.htm %X The rapid growth in platform-level support for real-time 3D rendering and animation has recently created an explosion of public interest in adding to the dimensionality of the user interface, and the SIGCHI community has been a major source of activity in this area. This panel considers several points of view on the ever-increasing use of 3D visual representations in the user interface itself. We aim to help distinguish between conditions under which "more" truly is better -- from a user-centered perspective -- and those in which a well-designed 2D solution would serve as well or even better. Panelists will offer examples of applications in which 3D is highly essential or completely unnecessary. %M C.CHI.95.2.176 %T Discount or Disservice? Discount Usability Analysis -- Evaluation at a Bargain Price or Simply Damaged Merchandise? %S Panels %A Wayne D. Gray %A Michael E. Atwood %A Carolanne Fisher %A Jakob Nielsen %A John M. Carroll %A John Long %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 176-177 %K Discount usability, Guidelines, Analysis and evaluation techniques %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/panels/wg_bdy.htm %X The panel will focus on Jakob Nielsen's Discount Usability approach and guidelines. Nielsen has single handily restored guidelines to CHI. After being discredited because of the sheer impracticality of using 1000+ guidelines, Nielsen has been working hard to convince practitioners that all they need to know about usability can be summarized in 10 guidelines. This may be a real disservice. While using 10 guidelines may be better than using none, do people who have learned Nielsen's 10 think that they now know all they need to know about usability? The panel proposes a wide-ranging, public discussion of these issues. %M C.CHI.95.2.178 %T Interface Styles: Direct Manipulation versus Social Interactions %S Panels %A Lynn Streeter %A Sara Keisler %A Clifford Nass %A Ben Shneiderman %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 178 %K Agents, Personality, Direct manipulation, Social interaction, Social actors %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/panels/lsr_bdy.htm %X This panel will debate whether, when, and why interfaces should take on human characteristics, such as assume particular personality styles, interact with user in socially meanful terms, use natural language as a means of communicating, etc. Some will argue that interfaces are enhanced by judicious use of social interactions styles while others argue that that users prefer direct control and manipulation of interfaces to anthropomorphic interaction styles, as seen in talking automobiles or talking automatic teller machines. Some panelists will argue that under appropriate circumstances social characteristics can enhance the interface and make it more likable by the user. Other panelists will argue that data has repeatedly shown that social interaction styles are eshewed by users. This debate is particularly timely given the widespread interest ins software agents and how they should be designed. There are several behaviors agents could display (anthropomorphic presentation, adaptive behavior, accept vague goal specification, give the user just what is need, work while the user sleeps or work in places that the user is not physically present). Which of these are important to include or exclude from an interface will be debated. %M C.CHI.95.2.179 %T Browsing vs. Search: Can We Find a Synergy? %S Panels %A Jock D. Mackinlay %A Polle T. Zellweger %A Mark Chignell %A George Furnas %A Gerard Salton %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 179-180 %K Information access, Browsing, Search, Querying, Navigation, Information visualization %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/panels/mz_bdy.htm %X This panel seeks a synergy between two common user interface approaches for information access: browsing and search. Panelists from a variety of backgrounds including information retrieval and hypertext will give short presentations suggesting what the synergy might be from their individual perspectives. The panelists and the audience will then jointly discuss how to achieve an overall synergy. %M C.CHI.95.2.181 %T The NSF/ARPA/NASA Digital Libraries Initiative: Opportunities for HCI Research %S Panels %A William Hefley %A Ann Bishop %A Barbara Buttenfield %A Joseph Hanes %A Scott Stevens %A Nancy Van House %A Terry Winograd %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 181-182 %K Digital libraries, Multimedia, User interface design %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/panels/wmh_bdy.htm %X In September, 1994, the National Science Foundation (NSF) awarded six research projects a total of $24.4 million to develop new technologies for digital libraries. A joint initiative of NSF, the Department of Defense Advanced Research Projects Agency (ARPA), and the National Aeronautics and Space Administration (NASA), the projects' focus is to dramatically advance the means to collect, store, and organize information in digital forms, making it available for networked search and retrieval. Exciting opportunities exist for research in human-computer interaction with huge libraries of digital information. Panel members discuss the individual projects and HCI implications. %M C.CHI.95.2.183 %T The Anti-Mac: Violating the Macintosh Human Interface Guidelines %S Panels %A Stuart Card %A Don Gentner %A Jakob Nielsen %A Austin Henderson %A Don Norman %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 183-184 %K Computer-human interface, Macintosh human interface, Metaphor, Direct manipulation, User control, WYSIWYG, User interface design, WIMP interface, Language, Computer agents, Objects, Attributes, Futurism %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/panels/gen_bdy.htm %X Graphical computer interfaces have become the norm. They are based on a number of principles such as metaphor, see-and-point, direct manipulation, user control, and WYSIWIG. The Anti-Mac project explored alternative interfaces that might result from violating the principles behind conventional graphical interfaces. What emerges is a human-computer interface based on language, a richer representation of objects, expert users, skilled agents, and shared control. %M C.CHI.95.2.185 %T Creativity: Interacting with Computers %S Panels %A Ernest Edmonds %A Gerhard Fischer %A S. Joy Mountford %A Frieder Nake %A Douglas Riecken %A Robert Spence %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 185-186 %K Creativity, Interaction, Design, Art, Emergence, Distribution, Concurrency %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/panels/eae_bdy.htm %X Much traditional HCI research has concentrated on routine, well-defined and stable, tasks or low level computer support for complex tasks, e.g. spell-checking for someone writing a book. Increasingly, however, interest is moving to the support of people involved in creative tasks. This is the topic of the panel. Design and the visual arts will be used as typical examples of creative work and visions of computer futures and their cultural and social implications are explored. %M C.CHI.95.2.187 %T From Our Past to Our Future: User Interfaces Over the Lifespan %S Panels %A Maddy D. Brouwer-Janse %A Jane Fulton Suri %A Roger Coleman %A Sandra Edwards %A James L. Fozard %A David V. Keyson %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 187-188 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/panels/mb_bdy.htm %X The design of user interfaces for consumer products and services for different generations of users presents problems which have been rarely addressed by the HCI community. How can designers meet the needs of senior citizens, the "elderboom" of the 2000's, if they themselves are of the computer game and "edutainment" generation? Or, how do we design for children, having passed childhood long ago, and with guidelines that are lagging behind technological development? The panel will address user interface design issues that concern the lifespan of people and products as they relate to the rapid change in our population distribution. %M C.CHI.95.2.189 %T Mapping the Design Process: Visualizing What We Don't See %S Panels %A Daniel Boyarski %A Virginia Howlett %A Scott Mathis %A David Peters %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 189-190 %K Development and design process, Interdisciplinary teamwork, Problem solving, Visualization %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/panels/djb_bdy.htm %X The process of developing and designing software varies widely across projects and development teams. There are short-term projects and endless ones; small teams and large ones; clearly defined objectives and goals defined on the fly. What is common to most of these efforts is that they are not simple and easy endeavors, developed in linear fashion with predictable results. They are also rarely documented in visual terms, say as process maps with artifacts as exemplars, that can later be studied and improved upon. Within the HCI community, we tend to focus on parts of the process -- such as user models or evaluation methods -- and less often consider the life and shape of the process as a whole. Because of time constraints, development teams are rarely afforded the time to reflect on a completed project, or even a particular phase of a project. How did it turn out? Did we achieve what we set out to do? What worked well and what didn't? What would we do differently next time? Time to reflect on the process employed ends up being time well spent, as such reflection informs future projects, benefitting everyone by saving time and resources. The idea behind this panel is to make the design process explicit. We will do this by showing how three interface design projects progressed from start to finish. Mapping each project's process makes visual a seemingly abstract process. By graphically representing a complex procedure, we are able to see the parts and how they relate to each other within the whole. These are three very different projects from three very different companies; in fact, the situations and constraints could not be more varied. This affords us the chance to compare and contrast design process maps. %M C.CHI.95.2.191 %T Dealing with Complexity: Uniting Agents and Direct Manipulation %S Panels %A Doug Riecken %A Pattie Maes %A Ben Shneiderman %A David Canfield Smith %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 191-192 %* (c) Copyright 1995 Association for Computing Machinery %X N/A %M C.CHI.95.2.193 %T CHI Conference User Feedback Session %S Panels %A Kevin M. Schofield %A Gene Lynch %A Michael Tauber %A Bill Curtis %A Rodney Fuller %A Terry Roberts %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 193-194 %K User feedback, CHI conference, Conference design %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/panels/kms_bdy.htm %X One can think of the annual CHI conference as the HCI community's own piece of "groupware". Since we as a community advocate user participation in the design process, it is fitting that we should devote time during the conference to soliciting feedback from our users. This session will provide an opportunity for conference attendees to critique the conference and to provide suggestions for improving the conference in the future. Panelists will also raise broader issues about the long-term direction of our field and how the conference can best serve that evolution. %M C.CHI.95.2.195 %T The Design Challenge -- Creating a Mosaic Out of Chaos %S Plenary Session: Opening %A Joan Greenbaum %A Morton Kyng %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 195-196 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/plenary/jg_bdy.htm %X As designers we usually find ourselves -- and our designs -- in complex organizational settings, where diverse and often conflicting interests co-exist. Yet design is often seen as a process where the 'one best solution' is developed instead of allowing the rich mosaic of conflicting perspectives to be brought to light. Sooner or later the official pictures of the foreground are contradicted by current practice and create conflicts that may seriously jeopardize systems built on them. With hindsight we can see how this happened, for example in the 1960's and '70's when mainframe system software was designed to follow the automation-like flow of production work, controlling work process and workers and dividing labour and tasks. In the 1980's, despite the use of new software tools and the emphasis on PC-based applications, designers focused on the tasks and procedures of given work flows instead of embarking on approaches that would have allowed them to learn about how new software might be appropriated, put to use and tailored in an organization. We argue that these are not simple mistakes. They are partly due to the failure of our methods and techniques -- and more broadly to the failure of system design practice -- to seriously confront political, social and economic issues, allowing power, politics and perspectives to stay hidden. In order to address these issues, some background assumptions about work and users must be challenged, together with ideas about tools and techniques. %M C.CHI.95.2.197 %T Learning from Diversity: Interactive TV, Computers, and the Frontier of the Cognitive Sciences %S Plenary Session: Closing %A Scott McDonald %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 197 %* (c) Copyright 1995 Association for Computing Machinery %X The digital revolution has promoted the convergence of technologies that heretofore have been in separate spheres: television, computers, and telephones. Yet the dynamics of human interaction with these technologies retain some important differences. Indeed, the early testing of interfaces for interactive television indicates that the "conventional wisdom" derived from work in one sphere may not be wholly applicable to the creation of interfaces in the other spheres. Even after the digital data streams feeding all three technologies converge into one irreducible "atomic" substructure of zeroes and ones, the social contexts in which the three technologies are used may limit the transferability of interface design generalizations across the spheres. The current development scene, though unruly, chaotic, and competitive, offers a unique opportunity to use the diversity of approaches not only to develop optimal user interfaces, but also to advance the formulation of more general theories about human cognition and perception. Individual tiles do not automatically make a mosaic; they need to be organized to create some picture or design. As we work on our separate and diverse interfaces, we should not fail to meet this larger challenge of theory development. %M C.CHI.95.2.198 %T Designing Glyphs to Exploit Patterns in Multidimensional Datasets %S Short Papers: Information Visualization %A Christopher Joslyn %A Clayton Lewis %A Brigitta Domik %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 198-199 %K Glyphs, Iconic displays, Multidimensional data, Pattern detection, Visualization, Visual perception %* (c) Copyright 1995 Association for Computing Machinery %X Designing glyphs for revealing patterns in multidimensional data has been largely a trial-and-error process. We suggest that characteristics of human texture perception can provide useful guidance, allowing more effective glyphs to be designed. Using a combination of empirical study of existing glyphs and analysis of the Bergen and Landy [1] model of texture perception, we developed improved versions of existing glyphs and a new glyph, all effective in revealing certain simple regularities in data. %M C.CHI.95.2.200 %T Livemap -- A System for Viewing Multiple Transparent and Time-Varying Planes in Three Dimensional Space %S Short Papers: Information Visualization %A Robert Silvers %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 200-201 %K Layers, Transparency, Planes, Visualization, Stereo %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/rss_bdy.htm %X Livemap dynamically combines related components of time-varying data to provide a context-relevant view into an information landscape. Livemap facilitates a display of increased density by layering content that contains transparent elements and provides utility to help abstract areas of interest. %M C.CHI.95.2.202 %T Automatic Generation of Starfield Displays Using Constraints %S Short Papers: Information Visualization %A Scott E. Hudson %A Ian Smith %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 202-203 %K Starfield displays, Visualization techniques, Constraints, Graphical user interfaces, Dynamic query filters, Automatic generation %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/ies_bdy.htm %X In this paper we present an constraint-based approach to the automatic generation of starfield displays for use with dynamic query filters. This approach automatically transforms a specification of the data to be displayed into a dynamic query filter interface whose results are shown to the user in a starfield display. This transformation is accomplished by translating the data specification into a specification for a one-way constraint system and accompanying user interface objects. Both of these are compiled into fast, executable code to create a final program. %M C.CHI.95.2.204 %T Visualising Complex Interacting Systems %S Short Papers: Information Visualization %A Nick Drew %A Bob Hendley %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 204-205 %K VR, Object-orientation, Software visualisation, Complex systems %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/nsd_bdy.htm %X The work described here is concerned with enhancing the visualisation of complex software systems (in particular object-oriented systems [4]). The major concern is to provide a powerful and concrete visual representation of such abstract systems, through which a user can move seamlessly from viewing the architectural structure to considering low level detail. The main approaches are to use virtual reality techniques and self organising systems. %M C.CHI.95.2.206 %T Issues of Gestural Navigation in Abstract Information Spaces %S Short Papers: Information Visualization %A David Allport %A Earl Rennison %A Lisa Strausfeld %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 206-207 %K Gestural navigation, Conceptual navigation models, Input devices, Abstract information spaces %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/dea_bdy.htm %X Navigating large multidimensional information spaces presents a set of unique problems for user interface design. The key challenge is not to provide fast and accurate object manipulation, but to prevent the user from getting "lost", and to provide an intuitive way to move through the space. We have developed an interface that uses electrostatic field sensing to interpret natural hand gestures as motion controllers. We are investigating the conceptual models that provide intuitive mappings from hand gestures to movements in multidimensional information space. %M C.CHI.95.2.208 %T Financial Viewpoints: Using Point-of-View to Enable Understanding of Information %S Short Papers: Information Visualization %A Lisa Strausfeld %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 208-209 %K Information visualization, 3D interactive graphics, Financial visualization, Point-of-view, Embodied virtual space, User interface metaphors %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/lss_bdy.htm %X This paper presents Financial Viewpoints, an experimental interactive 3D information space that spatially and volumetrically represents a portfolio of seven mutual funds. 3D point-of-view is used to represent context and context shifts in the information and to allow users to view multiple representations of the information in a single, continuous environment. This project is the first in a larger and ongoing research effort to explore the notion of embodied virtual space. %M C.CHI.95.2.210 %T Audio Augmented Reality: A Prototype Automated Tour Guide %S Short Papers: Audio Interfaces %A Benjamin B. Bederson %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 210-211 %K Interactive user interfaces, Multiscale and zoomable interfaces, Authoring, Information navigation, Hypertext, Information visualization %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/bbb_bdy.htm %X Large information spaces are often difficult to access efficiently and intuitively with traditional window and icon-based interfaces. In this paper, we demonstrate Pad++, a graphical interface system based on zooming. Objects can be placed in the graphical workspace at any size, and zooming is a basic interaction technique for navigating. The goal is to provide simple methods for visually navigating complex information spaces that ease the burden of locating information while maintaining an intuitive sense of location and of relationships between information objects. %M C.CHI.95.2.212 %T Speaker Segmentation for Browsing Recorded Audio %S Short Papers: Audio Interfaces %A Donald D. Kimber %A Lynn D. Wilcox %A Francine R. Chen %A Thomas P. Moran %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 212-213 %K Multi-media, Auditory I/O, Speaker segmentation, Speaker identification, Audio indexing, Browsing %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/dgk_bdy.htm %X Audio recording is an easy way to capture the content of meetings, group discussions, or conversations. However the sequential nature of the media makes good indexing essential to the effective use of the recorded audio. One kind of index is speaker identity. We describe a system which automatically divides a multi-speaker recording into speaker segments and displays this information graphically. The tool allows a user to easily access the parts of a recording where given people are talking. %M C.CHI.95.2.214 %T Ear Tracking: Visualizing Auditory Localization Strategies %S Short Papers: Audio Interfaces %A William Joseph King %A Suzanne J. Weghorst %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 214-215 %K Binaural audio, Virtual acoustic displays, Auditory perception, Position tracking, Adaptive interfaces %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/wjk_bdy.htm %X Auditory displays are an ongoing topic of human computer interaction research and have been shown to be beneficial in human interfaces. Further, binaural spatial acoustic displays are a topic of increasingly active research. As these virtual acoustic displays become more predominant, new methods for measuring user's perceptions and the display's effectiveness become necessary. A novel method for examining virtual acoustic displays, specifically localization strategies within these displays, is presented. This method is analogous to eye tracking in visual displays. Such a method may be useful in the evaluation of virtual acoustic displays and in the design of adaptive acoustic displays. %M C.CHI.95.2.216 %T A Metaphor for the Visually Impaired: Browsing Information in a 3D Auditory Environment %S Short Papers: Audio Interfaces %A Mauricio Lumbreras %A Gustavo Rossi %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 216-217 %K Hypermedia, Auditory I/O, Aids for the impaired, Metaphors, Virtual reality %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/ml_bdy.htm %X In this paper we propose a conversational metaphor to provide an easy access to an information base in the context of a 3D aural environment. This approach tries to exploit the hearing sense at the outmost. We show that this approach allows us to build or to adapt current hypermedia interfaces so that they can be used by blind people. We analyze how to represent the static architecture of a virtual environment in which the user travels, comparing it with existing initiatives for enabling the visually impaired to have access to computer systems. We discuss how a (blind) user navigates through the environment, how he can manage and control the flow of information and how he gets oriented in this aural framework. %M C.CHI.95.2.218 %T AudioStreamer: Exploiting Simultaneity for Listening %S Short Papers: Audio Interfaces %A Chris Schmandt %A Atty Mullins %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 218-219 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/cs_bdy.htm %X AudioStreamer exploits peoples' ability to separate the mix of sounds that arrive at our ears into distinct sources to more effectively browse multiple simultaneous channels of real-time or stored audio. AudioStreamer's listener interface enhances our ability to selectively attend to the source of greatest interest by making it acoustically prominent. It also augments our ability to perceive events in the audio channels which are out of focus by auditorially alerting us to salient events on those channels. The main contributions of AudioStreamer are the use of spatial separation and simultaneous listening for audio document retrieval and modeling listener interest to enhance the effectiveness of simultaneous listening. %M C.CHI.95.2.220 %T Musical vs. Real World Feedback Signals %S Short Papers: Audio Interfaces %A Cynthia A. Sikora %A Linda Roberts %A La Tondra Murray %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 220-221 %K Auditory feedback, Auditory icons, Earcons, Sound %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/csa_bdy.htm %X Sound families comprised of either musical sounds (abstract musical signals), communications sounds (based on traditional electronic signals), or real world sounds (based on naturally occurring, nonmusical events) were designed to provide auditory feedback in a graphical user interface. Typical business users mapped the sounds to functions and rated their confidence in the functional mapping. The sounds which mapped well to functions were then tested within the context of a graphical user interface business communications simulation. Users rated the pleasantness and appropriateness of each sound and selected the best sound for each function. In general, real world sounds mapped most reliably to the functions. However, users consistently preferred musical sounds to the real world sounds. Of the eleven feedback signals selected for specific functions four were communications based and seven were musical. None of the real world auditory signals were acceptable. %M C.CHI.95.2.222 %T Visual Annotation of Links in Adaptive Hypermedia %S Short Papers: Agents and Anthropomorphism %A Peter Brusilovsky %A Leonid Pesin %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 222-223 %K User models, Adaptive hypermedia, Adaptive navigation support %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/plb_bdy.htm %X Visual annotation of links is a new technique for adaptive navigation support in adaptive educational hypermedia. This paper explains briefly this technique and reports preliminary experimental results of its evaluation. The results show that adaptive visual annotation is helpful and can reduce user floundering in hyperspace. %M C.CHI.95.2.224 %T Conceptually Adapted Hypertext for Learning %S Short Papers: Agents and Anthropomorphism %A Kelvin Clibbon %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 224-225 %K Adaptive hypertext, Hypertext based learning, Conceptual modelling, Learning styles %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/kc_bdy.htm %X Cognitive overload and disorientation limits the effectiveness of hypertext for learning. By cognitively adapting a hypertext system to the user and by providing instructional cues, the effects of these problems might be reduced. A quasi-experimental evaluation study is reported, with a view to testing the efficacy of this theory. %M C.CHI.95.2.226 %T "It's the Computer's Fault" -- Reasoning about Computers as Moral Agents %S Short Papers: Agents and Anthropomorphism %A Batya Friedman %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 226-227 %K Computer agents, Computer ethics, Intelligent agents, Social computing, Social impact %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/bf2_bdy.htm %X Typically tool use poses few confusions about who are understand to be the moral agent for a given act. But when the "tool" becomes a computer, do people attribute moral agency and responsibility to the technology ("it's the computer's fault")? Twenty-nine male undergraduate computer science majors were interviewed. Results showed that most students (83%) attributed aspects of agency -- either decision-making and/or intentions -- to computers. In addition, some students (21%) consistently held computers morally responsible for error. Discussion includes implications for computer system design. %M C.CHI.95.2.228 %T Can Computer Personalities be Human Personalities? %S Short Papers: Agents and Anthropomorphism %A Clifford Nass %A Youngme Moon %A BJ Fogg %A Byron Reeves %A Chris Dryer %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 228-229 %K Agents, Personality, Individual differences, Computers are social actors %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/cns_bdy.htm %X The present study demonstrates that (1) computer personalities can be easily created using a minimal set of cues, and (2) that people will respond to these personalities in the same way they would respond to similar human personalities. The present study focuses on the similarity-attraction hypothesis, which predicts that people will prefer to interact with others who are similar in personality. In an experiment (N = 48), dominant and submissive subjects were randomly matched with either a dominant or submissive computer. When a computer was endowed with the properties associated with dominance or submissiveness, subjects recognized the computer's personality type along only that dimension. In addition, subjects not only preferred the similar computer, but they were more satisfied with the interaction. The findings demonstrate that personality does not require richly defined agents, sophisticated pictorial representations, natural language processing, or artificial intelligence. Rather, even the most superficial manipulations are sufficient to produce personality, with powerful effects. %M C.CHI.95.2.230 %T A Model of Optimal Exploration and Decision Making in Novel Interfaces %S Short Papers: Agents and Anthropomorphism %A Bob Rehder %A Clayton Lewis %A Bob Terwilliger %A Peter Polson %A John Rieman %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 230-231 %K User models, Exploratory behavior %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/br_bdy.htm %X Users attempting to interact with an application for the first time are confronted with the problem of determining which command to execute in order to accomplish their goals. A "rational analysis" was conducted in order to determine how users ought to behave when faced with this decision problem. The resulting model is able to account at a qualitative level for a number of behaviors that users actually exhibit when trying to use a new application. %M C.CHI.95.2.232 %T The Use of an Automatic "To Do" List to Guide Structured Interaction %S Short Papers: Agents and Anthropomorphism %A Ian Rogers %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 232-233 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/ipr_bdy.htm %X Knowledge-driven editors can improve productivity by taking care of the low-level details of a design artifact, and by guiding the user through an interaction. Despite this, editors that dictate their knowledge too strongly can actually reduce usability by forbidding a sequence of interactions that the user has planned -- a sequence that may be the most natural to the user. This paper introduces the use of an automatically managed "To Do" list as the primary method for the knowledge agent to communicate to the user. The "To Do" list guides the user to a correctly constructed design artifact, without overly constraining the user. %M C.CHI.95.2.234 %T Evaluating Program Representation in a Demonstrational Visual Shell %S Short Papers: UI Specification and Programming %A Francesmary Modugno %A Albert Corbett %A Brad A. Myers %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 234-235 %K End-user programming, Programming by demonstration, Visual language, Visual shell, Pursuit %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/mod_bdy.htm %X For Programming by Demonstration (PBD) systems to reach their full potential, a program representation is needed so users can view, edit and share programs. We designed and implemented two equivalent representation languages for a PBD desktop similar to the MacIntosh Finder. One language graphically depicts the program's effects. The other language describes the program's actions. A user study showed that both languages enabled users with no prior programming experience to generate and comprehend programs, and that the first language doubled users' abilities to generate programs. %M C.CHI.95.2.236 %T Virtual Slots: Increasing Power and Reusability for User Interface Development Languages %S Short Papers: UI Specification and Programming %A Francisco Saiz %A Javier Contreras %A Roberto Moriyon %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 236-237 %K Constraints, Reusability, User interface implementation, Libraries %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/fsz_bdy.htm %X An extension to constraint-based user interface development languages is shown. It permits the abstract representation of constraints which must be applied to objects that are not accessible in the moment of the constraint definition. Using this mechanism, more modularity is achieved, as each part of information is stored where it is needed. Richer libraries of reusable objects can therefore be built in a natural way. %M C.CHI.95.2.238 %T Students' Use of Animations for Algorithm Understanding %S Short Papers: UI Specification and Programming %A Judith Wilson %A Irvin R. Katz %A Giorgio Ingargiola %A Robert Aiken %A Nathan Hoskin %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 238-239 %K AI education, Visual reasoning %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/jwn_bdy.htm %X Our goal in this pilot study is to explore students' behavior as they learn about two search algorithms, observing the role of algorithm animations. We find that alternative animations of the same algorithm may provide different information and facilitate different types of reasoning. %M C.CHI.95.2.240 %T Abstract Specification of User Interfaces %S Short Papers: UI Specification and Programming %A Ole Lauridsen %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 240-241 %K Interface design, Automatic generation of user interface, Design process %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/ol1_bdy.htm %X The paper discusses automation of user interface design and proposes a user interface design method that combines the use of formal semantic specification and rapid user interface builders. Based on formalized design rules, a user interface design proposal can be derived from the functionality of an application. The advantages of this method are: Automation of parts of the design process, automatic design evaluation, and automatic mapping to multiple user interface toolkits. The method will ease the transition from the functional design of an application to the user interface design by a semantically driven design of user interfaces. %M C.CHI.95.2.242 %T Interface Engineering in an Office Information Appliance %S Short Papers: UI Specification and Programming %A Constance Fleuriot %A David Y. Lees %A Robert D. Macredie %A Peter J. Thomas %A John F. Meech %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 242-243 %K Information appliances, Metaphors, Intelligent systems, Information management, Time management, Office applications %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/fle_bdy.htm %X This paper describes Wells, a prototype information appliance that supports communication, information exchange and information management between co-workers. The appliance is particularly targeted on the requirements of the relationship between managers and their assistants. Wells aims to integrate and coordinate a range of information devices such as phones, faxes, and email and incorporate it with diary-based information. In more general terms, Wells provides an opportunity to explore the issues of personal information management and the design of interfaces to appliances to support these activities [1]. %M C.CHI.95.2.244 %T Building Non-Visual Interaction through the Development of the Rooms Metaphor %S Short Papers: UI Specification and Programming %A Anthony Savidis %A Constantine Stephanidis %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 244-245 %K Metaphors, Non-visual interaction, Interface toolkits, Aids for the impaired %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/sce_bdy.htm %X Today, there are no tools for supporting non-visual User Interface construction. Computer-based applications accessible by blind users are merely non-visual reproductions [2] of interactive software designed for sighted users. Moreover, the above approaches explicitly employ the Desktop metaphor for non-visual interaction. It is evident that there is a the need for: (i) the design of interaction metaphors appropriate for blind users, and (ii) a software developer's library for building non-visual User Interfaces on the basis of these new metaphors. In this context: (a) a methodology for metaphor development has been constructed, (b) a metaphor called Rooms (not to be confused with other systems) has been designed, and (c) a toolkit for developing Rooms-based non-visual interfaces, called COMONKIT, has been developed. %M C.CHI.95.2.246 %T The TrackPad -- A Study on User Comfort and Performance %S Short Papers: Pens and Touchpads %A Ahmet E. Cakir %A Gisela Cakir %A Thomas Mller %A Pieter Unema %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 246-247 %K Input device, TrackPad, Touchpad, Postural discomfort, EMG %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/aec1bdy.htm %X The user study on the TrackPad, a new touch tablet technology input device, was designed to investigate the impact of the use of the device on the biomechanical load and postural comfort of the users. In a one day test, the subjects, experienced Macintosh users, performed tests and worked on tasks, using a portable computer, that were organized to resemble normal office tasks and measure performance. The tasks included intensive use of the keyboard. The performance was measured by text editing tasks and eight Fitts's Tests with two levels of difficulty. The biomechanical load was measured and evaluated by means of EMG and postural (motion) analyses. General comfort and postural comfort was evaluated with questionnaires. The analyses of the EMG-measurements yielded no indication of progressive fatigue or increased muscular load from one session to the next. On the contrary, the recorded EMG-levels showed a decrease in muscular activity. The postural analyses indicated that undue deviation, extension, or flexion of the hands, which may cause discomfort, generally did not occur. The average values were within the limits given by the physiology of the human arm. However, personal preferences for the arm posture were highly different. When performing the text editing task with the TrackPad, during the training session, the subjects had already achieved a performance equivalent to 65% of mouse performance. A performance of more than 90% was achieved after two hours and 100% in the fifth hour session. This means that the learning period for such tasks will in practice be accomplished within one working day. The average performance achieved with the TrackPad for the eight tasks with Fitts's Test, during the last session, was lower than that with the mouse, but the difference was not statistically significant. The results of this study indicate that the TrackPad can be used for everyday tasks without causing postural discomfort or fatigue. In some respects, this device may even be preferable to the mouse, if the users can achieve the same level of performance. %M C.CHI.95.2.248 %T BITS: Browsing in Time and Space %S Short Papers: Pens and Touchpads %A Antonio Eduardo Dias %A Joao Pedro Silva %A Antonio S. Camara %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 248-249 %K Virtual reality, Pen-based input, Metaphors, User interface components, Virtual ecosystems, Browsing in time and space %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/aed_bdy.htm %X Virtual ecosystems are virtual worlds representing real ecosystems. Humans have a limited perception of space and time and are poorly equipped to handle the flow of information generated in such environments. This paper focuses on the creation of an interface, BITS (Browsing In Time and Space), that allows users to browse through such a complex virtual world, interact with its objects and take notes. The pen and note-pad metaphor is used in an intuitive way, replicating a real pen and note-pad. A new concept of the use of this metaphor arises with the use of the space and time sliders. %M C.CHI.95.2.250 %T Translucent History %S Short Papers: Pens and Touchpads %A Andreas Genau %A Axel Kramer %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 250-251 %K Versioning, History-mechanism, Translucency, Interface metaphor, Pen-based interface %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/ag_bdy.htm %X This paper presents an approach that visualizes object history by using translucent presentations. It extends the typical sequential presentation of an object history by a concurrent presentation of the object contents through time. Our goal is to enable the fluid refinement and animation of graphically presented ideas while exposing the changes to objects as a whole and not just in discrete steps. Translucency, as a mechanism, works particularly well if the object content is sufficiently spatially distributed. %M C.CHI.95.2.252 %T Scribbler: A Tool for Searching Digital Ink %S Short Papers: Pens and Touchpads %A Alex Poon %A Karon Weber %A Todd Cass %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 252-253 %K Pen-based input, Digital ink, Information retrieval, Handwriting recognition, Handwriting matching %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/adp_bdy.htm %X Scribbler is a tool that enables users to search untranslated digital ink for target patterns such as words, symbols and simple sketches. By matching the raw stroke data instead of performing traditional handwriting recognition, Scribbler allows users to write quickly and naturally without being constrained to a particular writing style or a limited set of dictionary terms. This paper gives a brief description of the current implementation of Scribbler and discusses the results of a controlled experiment run to evaluate the matching engine's effectiveness. %M C.CHI.95.2.254 %T A Virtual Oval Keyboard and a Vector Input Method for Pen-Based Character Input %S Short Papers: Pens and Touchpads %A Minako Hashimoto %A Masatomo Togasi %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 254-255 %K Virtual oval keyboard, Vector input method, Wedge-shaped stroke, Pen-based character input %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/mh_bdy.htm %X This paper proposes a virtual oval keyboard whose shape is designed on the basis of the easily pointed area with a pen, and a vector input method where user can input both a vector and its origin with one wedge-shaped stroke. Since the shape of conventional virtual keyboards, a rectangle, is not suitable for rotational movement of a wrist, it forces much strain upon the wrist. And since non-alphabet keys frequently used in typing English texts, such as space, are assigned on the outside of alphabet key area on the conventional virtual keyboards, it is necessary to move the wrist excessively. The virtual oval keyboard fits a natural movement of a wrist, because a reclined oval is obtained as the easily pointed area by our experiment. In our preliminary experiment for evaluation, all subjects input faster with the virtual oval keyboard than with a conventional virtual keyboard. In the vector input method, four kinds of vectors enable users to input space, carriage return, back space and SHIFT at any position without moving a pen out of the alphabet key area. %M C.CHI.95.2.256 %T MEMO-PEN: A New Input Device %S Short Papers: Pens and Touchpads %A Shinji Nabeshima %A Shinichirou Yamamoto %A Kiyoshi Agusa %A Toshio Taguchi %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 256-257 %K Pen-based input, Input device, Pointing device %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/sn_bdy.htm %X We have developed a new input device, named MEMO-PEN. The MEMO-PEN is an ordinary ball point pen except for a capability of memorizing what it draws in itself. We can hold the handwriting in computers as it has been, and we can treat it as image data for favorite application. The pen is carrying a small CCD close to its tip to capture a series of not whole but partial snapshots in its memory. This paper presents a brief description of the MEMO-PEN system and an experiment on reconstructing a whole image from the partial snapshots. We also show that we can satisfactorily work out a whole image for 80% of more than 50 examples. %M C.CHI.95.2.258 %T Give and Take: Children Collaborating on One Computer %S Short Papers: Workplaces and Classrooms %A Kori Inkpen %A Kellogg S. Booth %A Steven D. Gribble %A Maria Klawe %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 258-259 %K CSCL, CSCW, Input devices, Interaction styles, Computers in education, Children %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/ki_bdy.htm %X When two children work together on one computer, it is necessary for them to share the input devices. This study examines the effects of having multiple mice with two different control passing protocols: Give and Take. The results suggest that having two mice instead of a single mouse affects the performance of a pair of children playing on a shared computer. This result was gender dependent in that girls solved the most puzzles in the Give condition while boys solved the most puzzles in the Take condition. Moreover, boys in the Take condition exhibited a larger number of exchanges of control than all other experimental conditions. %M C.CHI.95.2.260 %T Community Help: Discovering Tools and Locating Experts in a Dynamic Environment %S Short Papers: Workplaces and Classrooms %A Carlos Maltzahn %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 260-261 %K Group work, Help systems, Group memory, Unix, Research environments %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/cm_bdy.htm %X In a research community each researcher knows only a small fraction of the vast number of tools offered in the continually changing environment of local computer networks. Since the on-line or off-line documentation for these tools poorly support people in finding the best tool for a given task, users prefer to ask colleagues. However, finding the right person to ask can be time consuming and asking questions can reveal incompetence. In this paper we present an architecture to a community sensitive help system which actively collects information about Unix tools by tapping into accounting information generated by the operating system and by interviewing users that are selected on the basis of collected information. The result is a help system that continually seeks to update itself, that contains information that is entirely based on the community's perspective on tools, and that consequently grows with the community and its dynamic environment. %M C.CHI.95.2.262 %T Timespace in the Workplace: Dealing with Interruptions %S Short Papers: Workplaces and Classrooms %A Brid O'Conaill %A David Frohlich %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 262-263 %K Interruptions, Workplace communication, CSCW, Ethnography %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/boc_bdy.htm %X We report findings from an observational study on the nature of interruptions in the workplace. The results show that in most cases, (64%), the recipient received some benefit from the interruption. However in just over 40% of interruptions the recipient did not resume the work they were doing prior to the interruption. Some implications for time management and communication technology are presented. %M C.CHI.95.2.264 %T Parallel Design in the Classroom %S Short Papers: Workplaces and Classrooms %A Saila Ovaska %A Kari-Jouko Raiha %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 264-265 %K Parallel design, Expert and novice designers, HCI education %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/so_bdy.htm %X In parallel design the main goal is to produce design ideas worth investigating further. We have used a design problem previously solved by three experts as the term assignment in our HCI class. We discuss the wealth of solutions produced by the students and their relationship to the expert solutions. Together, the students could come up with more interesting ideas than the experts. On the other hand, for choosing one solution for further development the expert solutions stood out. %M C.CHI.95.2.266 %T Why are Computer Manuals So Bad? %S Short Papers: Workplaces and Classrooms %A Charles Woodson %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 266-267 %K Mental models, Computer manuals, Documentation, User training, Online help, Educational applications %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/cwn_bdy.htm %X Two experiments examined the utility of restructured help information as an aid to new users learning the UNIX commands trn and tin. In both experiments, the help information was reorganized to reflect the conceptual model or mental organization inferred from users response to questions, rather than the dictionary-like organization favored by programmers. A retention test showed higher scores on questions about the program, and student ratings indicated a higher opinion of the instruction they received, greater self-confidence in their knowledge. This paper concludes that the difficulties new users have with most computer manuals is the lack of correspondence between the user's schemata or mental model of the task, and the programmers conceptualization of the task upon which the manual is usually based. %M C.CHI.95.2.268 %T Reducing Visual Stress Symptoms of VDT Users with Prescription Eyeglasses %S Short Papers: Workplaces and Classrooms %A Erik Nilsen %A David Fencsik %A Aidan Smith %A Linda Solares %A Scott Stratton %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 268-269 %K VDT, Eye strain, Visual symptoms %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/eln_bdy.htm %X The use of Video Display Terminals (VDT's) in modern information processing environments is associated with a variety of visual stress symptoms including eye strain, headaches, blurry vision and neck/shoulder pain. This study evaluates a method of prescribing computer specific glasses to improve vision and reduce symptoms. Thirty-seven computer users who suffer from VDT related visual symptoms wore two pairs of prescription eyeglasses for two weeks each in a double blind crossover experiment. The experimental glasses were prescribed using a Gaussian image testing device and the control glasses were prescribed using a standard paper Snellen chart. Data was collected on the frequency and severity of symptoms in their regular work environment as well as in a controlled laboratory setting. Results indicate that the experimental eyeglasses were preferred overall (p<.05). Visual stress symptoms were significantly reduced in frequency and severity for the eyeglasses prescribed using the Gaussian image testing device. %M C.CHI.95.2.270 %T Oh What a Tangled Web We Weave: Metaphor and Mapping in Graphical Interfaces %S Short Papers: Behavioral Issues and Studies %A William W. Gaver %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 270-271 %K Mapping, Metaphor, Semiotics %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/wwg2bdy.htm %X The relations among graphical representations, computer functionality, and everyday objects are more complex than terms like "the desktop metaphor" may suggest. While metaphors in the everyday world highlight similarities between preexisting entities, interface metaphors create new ones. New computer entities can also be created without metaphor, when existing elements are combined by conceptual structuring. Naming such constructs, however, may involve yet another metaphor, between the functionality suggested graphically and that implied by the name. In sum, interface representations -- which can only be called "metaphors" metaphorically -- are complex and confusing, but this leads to a flexibility and power that may be lost if simpler mappings are used. %M C.CHI.95.2.272 %T To Influence Time Perception %S Short Papers: Behavioral Issues and Studies %A Erik Geelhoed %A Peter Toft %A Suzanne Roberts %A Patrick Hyland %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 272-273 %K CSCW, Time perception, User interface %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/egd_bdy.htm %X Within IT there are no studies on how to reduce waiting time perception. We demonstrate the relevance of this issue within the context of synchronous voice and data communication and conclude that waiting time perception can be reduced. %M C.CHI.95.2.274 %T A Poor Quality Video Link Affects Speech But Not Gaze %S Short Papers: Behavioral Issues and Studies %A Andrew F. Monk %A Leon Watts %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 274-275 %K Video communication, CSCW, Analysis of conversation %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/afm_bdy.htm %X Thirty two members of the general public worked remotely from one another in pairs on some simple joint tasks. All the pairs had high quality audio links and were able to see one another's faces through an on-screen video image. For half the pairs this image was small (40 x 65 mm) and for the other half it was large (103 x 140mm). The conversations were analysed in terms of gaze focus (looking at the video image or elsewhere) and speech (speaking or silent). It is concluded that the small video image results in more formal and less fluent verbal interaction but gaze behaviour is unaltered. %M C.CHI.95.2.276 %T Improved Reasoning with Convince Me %S Short Papers: Behavioral Issues and Studies %A Patricia Schank %A Michael Ranney %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 276-277 %K Connectionism, Reasoning, Instruction %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/psk_bdy.htm %X This paper describes Convince Me, a tool for generating and analyzing arguments. Results indicate that the system makes people better reasoners while they employ it, and yields transfer to situations unsupported by the software. %M C.CHI.95.2.278 %T Looking and Lingering as Conversational Cues in Video-Mediated Communication %S Short Papers: Behavioral Issues and Studies %A Herbert L. Colston %A Diane J. Schiano %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 278-279 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/hlc_bdy.htm %X A study is described in which observers rated the difficulty people had in solving problems, based either upon simply how long the person looked at each problem, or also how long his or her gaze lingered on it after being instructed to move on. Initial results show a linear relationship between gaze duration and rated difficulty, with lingering as an added significant factor. These findings are discussed in terms of the role(s) gaze cues play in tracking understanding in conversations, with implications for the design of video-mediated communication (VMC) systems. %M C.CHI.95.2.280 %T Dynamic What-If Analysis: Exploring Computational Dependencies with Slidercells and Micrographs %S Short Papers: Behavioral Issues and Studies %A Staffan Truve %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 280-281 %K Spreadsheet, Dynamic queries, What-if analysis %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/st_bdy.htm %X The use of spreadsheets for what-if analyses can be simplified by allowing cell values to be set by small sliders and displayed as micro-graphs. The sliders define a range in which a cell value will be varied, and the graphs illustrate how other cell values vary when the slider-cell has a value in that range. The resulting mode of operation emphasizes interaction between the system and the user in searching for a desirable value of a cell, and also illustrates the stability of that value by showing the value in a context around it. %M C.CHI.95.2.282 %T A Comparison of Four Navigation Techniques in a 2D Browsing Task %S Short Papers: Usability Evaluation %A Victor Kaptelinin %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 282-283 %K Windows, Navigation techniques %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/vk_bdy.htm %X Four window navigation techniques were compared in the experiment: scroll bars, dragging, and two modifications of a "bird's eye view." It was found that standard scroll bar navigation was associated with the slowest performance and was rated by the subjects as least preferable. The best performance and the highest preference ranks were observed under the "bird's eye view" conditions. Individual differences between subjects and the potential role of task specificity are discussed. %M C.CHI.95.2.284 %T The Effect of Computer Experience on Subjective and Objective Software Usability Measures %S Short Papers: Usability Evaluation %A George V. Kissel %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 284-285 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/gvk_bdy.htm %X In the user-centered approach to software design and development, end-users act as evaluators in usability tests at various points during the development life-cycle. Some usability professionals argue that these usability tests simply reflect the preferences of the participants and should not be used in place of objective performance measures. In an attempt to strengthen the validity of the user-centered approach, the present study examined the association between subjective preference measures and objective performance measures in relation to the user's hardware and software use and familiarity. The results suggest that not only do the subjective ratings of end-user evaluators often differ from objective performance measures, but also that this relationship is dependent on the user's past computer experience. %M C.CHI.95.2.286 %T Apple Guide: A Case Study in User-Aided Design of Online Help %S Short Papers: Usability Evaluation %A Kevin Knabe %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 286-287 %K Online help, User studies, Instructional design %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/kjk_bdy.htm %X Apple Guide, the new online help system in Macintosh system software, provides a standard human interface to online help on the Macintosh. It is the culmination of extensive study at Apple of how users can work most effectively with online help. This paper summarizes several of the major studies in Apple's research, briefly describing the research methods used, major findings, and how those findings contributed to the design of Apple Guide. %M C.CHI.95.2.288 %T Why are Geographic Information Systems Hard to Use? %S Short Papers: Usability Evaluation %A Carol Traynor %A Marian G. Williams %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 288-289 %K Geographic information systems, Participatory design, Task analysis %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/ct_bdy.htm %X Geographic Information System (GIS) software evolved out of the fields of geography, cartography, and database management. As a result, off-the-shelf GIS software requires the user to have or to acquire considerable knowledge of these fields. Navigation through the interfaces of most off-the-shelf GIS software is difficult because they support a system architecture view, rather than a view of the user's work. These problems are compounded for users with little computing experience. In many workplaces, a single technical user becomes the local GIS expert, and acts as a surrogate for other users who have neither the expertise to use the software nor the resources to acquire that expertise. In this paper, we summarize our analysis of what makes GIS so hard to use, and describe our research directions toward designing effective GIS software for non-specialist users. %M C.CHI.95.2.290 %T User Action Graphing Effort (UsAGE) %S Short Papers: Usability Evaluation %A Dana Uehling %A Karl Wolf %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 290-291 %K Usability testing, User interface design, TAE Plus %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/dlu_bdy.htm %X This paper describes a prototype usability test tool which will automate detection of serious usability problems. The tool records the actions that a user makes while performing a predefined application task. Currently the tool supports only user interfaces created with TAE Plus. Prior to a usability testing session, an "expert" user is recorded performing a task. The recording becomes a performance baseline. Later, during actual usability testing, a "novice" user is recorded performing the same task. The action recordings of the two users are then compared by the tool and the comparison results are shown graphically. The hypothesis is that by graphically comparing the actions of an expert and average novice users, a usability analyst can quickly figure out where usability problems (e.g. confusion with menu choices) arise with the user interface. %M C.CHI.95.2.292 %T Apparent Usability vs. Inherent Usability: Experimental Analysis on the Determinants of the Apparent Usability %S Short Papers: Usability Evaluation %A Masaaki Kurosu %A Kaori Kashimura %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 292-293 %K Usability, Screen layout %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/mk_bdy.htm %X Correlational analysis of the evaluation data of the apparent usability with the inherent usability measures revealed that the apparent usability is more strongly affected by the aesthetic aspects than the inherent usability. %M C.CHI.95.2.294 %T Diagram Entry Mechanisms in Graphical Environments %S Short Papers: Drawing, Painting and Sketching %A Wayne Citrin %A Jeffrey D. McWhirter %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 294-295 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/wc_bdy.htm %X Although great strides have been made in the last 10-15 years in the development of systems that use graphical representations, very little work has been done in developing systems that help users input and edit diagrams efficiently. This paper describes an ongoing project addressing the design of one such feature of a graphical editor: diagram entry. We show how knowledge of the syntax and semantics of the language being edited allows us to design a more intelligent diagram entry facility. %M C.CHI.95.2.296 %T 3D Painting: Paradigms for Painting in a New Dimension %S Short Papers: Drawing, Painting and Sketching %A Julie Daily %A Kenneth Kiss %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 296-297 %K 3D painting, Contextual inquiry, Direct manipulation, Texture mapping %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/jdy_bdy.htm %X This paper describes the design process of an innovative digital 3D paint program. The system enables industrial designers to paint surface details directly on rough 3D models for the first time. Contextual inquiry into designers' work inspired a real-world metaphor of painting a physical model. This provided the foundation for making 3D tools as natural to use as 2D. Familiar 2D digital painting paradigms, such as brushes, layers, and masks, were extended to 3 dimensions without adding complexity to the interface. Our informal evaluation sessions have shown that with a cursory introduction, designers who have never seen the interface were able to paint 3D models as easily as they could sketch. %M C.CHI.95.2.298 %T Some Effects of Angle of Approach on Icon Selection %S Short Papers: Drawing, Painting and Sketching %A Thomas G. Whisenand %A Henry H. Emurian %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 298-299 %K Icon selection, Fitts' Law, Input devices, Human performance modeling %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/tgw_bdy.htm %X Over the past decade, research related to various aspects of human-computer interactions has become increasingly prominent within the human factors field. In that regard, the speed and accuracy of human motor movements associated with computer input devices has often been modeled by Fitts' law. However, most such analyses have not considered the angle of movement as a factor. Accordingly, the present study investigated the effects of the angle of approach for a mouse as the input device to select icon-like targets presented on a VDT. The angle of approach had a significant effect on movement time. %M C.CHI.95.2.300 %T Color Adaptive Graphics: What You See in Your Color Palette Isn't What You Get! %S Short Papers: Drawing, Painting and Sketching %A Suguru Ishizaki %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 300-301 %K Color, Simultaneous contrast, Color palette, Visual communication, Information graphics %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/si_bdy.htm %X The color you perceive in a typical color palette is always different from the color you perceive when it is used in your color document because of simultaneous color contrast effect -- a phenomenon in which humans perceive the same physical color differently against different background. The effect is particularly problematic in the visual design of information graphics, in terms of its reliability and communicative quality. This paper presents a prototype of a color adaptive graphic system where simultaneous contrast effect is automatically adjusted such that the color perceived in a palette is preserved when it is used against various background colors. %M C.CHI.95.2.302 %T Mark Your Calendar! Learning Personalized Annotation from Integrated Sketch and Speech %S Short Papers: Drawing, Painting and Sketching %A Robin L. Kullberg %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 302-303 %K Multi-modal interface, Sketch input, Speech input, Interaction design, Intelligent learning agent %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/rkb_bdy.htm %X An intelligent agent learns the user's personal sketch annotations by gathering, integrating, and interpreting sketch and speech input. This agent-assisted, multi-modal interaction affords a natural and adaptable approach to graphical annotation of a personal datebook. %M C.CHI.95.2.304 %T Hyperbolic User Interfaces for Computer Aided Architectural Design %S Short Papers: Drawing, Painting and Sketching %A Volkmar Hovestadt %A Oliver Gramberg %A Oliver Deussen %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 304-305 %K Computer Aided Architectural Design (CAAD), Information visualization, Fisheye technique, Focus+Context technique, Interaction %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/vho_bdy.htm %X We present basic ideas and a prototypical implementation of a graphical user interface intended for the architectural design process. The interface integrates CAD-like object manipulation and navigation through large data sets. Navigation and working area are not separated as done in prior work. Geometric transformations produce a deformed but controllable display of the data in the border area of the working window while normal working is possible in the untransformed center. The arrangement allows the user to shift directly from construction tasks to navigation tasks. Data reduction techniques have been implemented in order to reduce the cost of transformation and display. %M C.CHI.95.2.306 %T An Experimental Evaluation of Video Support for Shared Work-Space Interaction %S Short Papers: Multimodal Interfaces %A Mark Apperley %A Masood Masoodian %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 306-307 %K CSCW, Video, Evaluation, Shared work-space %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/mda_bdy.htm %X An experimental evaluation of video support for shared work-space software is described. Groups of two users worked simultaneously and cooperatively on a problem using Aspects on Macintosh computers in one of four scenarios. Each of these scenarios provided a different form of supplementary communication: audio only, reduced frame-rate video, standard video, and full face-to-face communication. Although the audio link had been found to be essential in an earlier pilot study, in this experiment there was no discernible difference in performance between any of the four scenarios. Nevertheless, users indicated that they were more comfortable with the face-to-face situation. %M C.CHI.95.2.308 %T Voicefax: A Shared Workspace for Voicemail Partners %S Short Papers: Multimodal Interfaces %A David Frohlich %A Owen Daly-Jones %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 308-309 %K Multimedia messaging, Asynchronous communication, Workspace, Annotation, Voicemail, Fax, Pen %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/df_bdy.htm %X We report a pen-based study in which we provided voicefax facilities for the recording of animated voice, writing and gesture on a document background. The findings reflect some cumulative benefits of combining written and spoken media for asynchronous communication. %M C.CHI.95.2.310 %T Exploring Tabla Drumming Using Rhythmic Input %S Short Papers: Multimodal Interfaces %A jae Hun Roh %A Lynn Wilcox %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 310-311 %K Multi-media, Tactile or gestural I/O, Auditory I/O, Intelligent systems, Educational applications, Music applications %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/rwx_bdy.htm %X We describe a system that enables the use of rhythmic input for exploring Indian tabla drumming. Rhythms drummed by the user on a pair of drum pads are mapped to tabla phrases using a hidden Markov model based recognizer. The recognized tabla phrases are played back to the user, while an animated visual representation of the phrase is displayed. %M C.CHI.95.2.312 %T An Empirical Study of Collaborative Wearable Computer Systems %S Short Papers: Multimodal Interfaces %A Jane Siegel %A Robert E. Kraut %A Bonnie E. John %A Kathleen M. Carley %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 312-313 %K Wearable computers, Empirical studies, Collaborative work, Vehicle maintenance %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/js_bdy.htm %X We report an empirical study of aircraft maintenance workers using wearable visual interfaces and collaborative systems to support troubleshooting and repair work. Preliminary results suggest gains in coordination and ease of work when users have shared hypertext, video and audio capability. Study results are being used to inform design and rapid prototyping of wearable systems for use in vehicle maintenance systems. %M C.CHI.95.2.314 %T Pointing on a Computer Display %S Short Papers: Multimodal Interfaces %A Evan Graham %A Christine L. MacKenzie %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 314-315 %K Human performance modelling, Input devices, Fitts' law, Pointing %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/edg_bdy.htm %X Pointing movements with the hand were used to control directly a cursor to point to targets on a graphical display with different gain settings. A detailed analysis of both the cursor and hand movements showed how features of the movements scale over a wide range of distances and target widths. Cursor movements showed gain effects, while hand movements were relatively unaffected by gain. The results suggest that considering the behaviour of the hand, rather than the cursor, will lead to more effective modelling of human performance with certain types of pointing devices. %M C.CHI.95.2.316 %T Negative Inertia: A Dynamic Pointing Function %S Short Papers: Multimodal Interfaces %A R. C. Barrett %A E. J. Selker %A J. D. Rutledge %A R. S. Olyha %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 316-317 %K Pointing devices, Isometric joystick, Transfer functions, Index of performance %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/rcb_bdy.htm %X In-keyboard isometric joysticks can give better performance than mice for mixed typing/pointing tasks. The continuing challenge is to improve such devices to the point that they are preferable even for pure pointing tasks. Previous work has improved joystick performance by considering user perception and motor skills. This paper considers the dynamics of the pointing operation. A dynamic transfer function for an isometric joystick is described which amplifies changes in the applied force to increase responsiveness without loss of control. User tests show a 7.8 +/- 3.5% performance improvement over a standard non-dynamic joystick. This feature has been incorporated into the TrackPoint III from IBM. %M C.CHI.95.2.318 %T The Audible Web: Auditory Enhancements for Mosaic %S Short Papers: Web Browsing %A Michael C. Albers %A Eric Bergman %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 318-319 %K Auditory interface, World-Wide Web, WWW, Mosaic user interface, Mosaic, WWW browsers %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/mca_bdy.htm %X Interest in the World-Wide Web (WWW), a collection of hypermedia information distributed across the Internet, has exploded with the advent of Mosaic, a graphical user interface for navigating the WWW. In spite of Mosaic's popularity, studies have found usability problems in the original interface, especially with regard to feedback, terminology, and adherence to GUI guidelines [2,4]. This paper reports on a preliminary investigation of auditory feedback as one approach to enhancing Mosaic's user interface. The Audible Web is Mosaic embedded with non-speech auditory cues intended to aid user monitoring of data transfer progress, provide feedback for user actions, and to provide content feedback to aid navigation of the WWW. %M C.CHI.95.2.320 %T A New Paradigm for Browsing the Web %S Short Papers: Web Browsing %A Marc H. Brown %A Robert A. Shillner %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 320-321 %K Interactive user interfaces, Information navigation, Interaction techniques, World-Wide Web, Mosaic %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/mhb2_bdy.htm %X This paper introduces DeckScape, a World-Wide Web browser based on a "deck" metaphor. A deck is a collection of Web pages; as the user traverses links, new pages appear on top of the current deck. All retrievals are done using a background thread, so the visible pages in all decks remain active at all times. Users can circulate through the pages in a deck, move and copy pages between decks, and so on. Our primary innovation is the use of decks as a general-purpose way to organize material such as hotlists, query results, and breadth-first expansions. %M C.CHI.95.2.322 %T CyberBELT: Multi-Modal Interaction with a Multi-Threaded Documentary %S Short Papers: Web Browsing %A Joshua Bers %A Sara Elo %A Sherry Lassiter %A David Tames %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 322-323 %K Multi-modal interaction, Interactive documentary, Information exploration, Dynamic story-telling system %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/elo_bdy.htm %X CyberBELT allows a viewer to interact with a multi-threaded documentary using a multi-modal interface. The viewer interacts with the documentary by speaking, pointing and looking around the display. The viewer selects the threads of the story to follow or lets the system navigate through the story. Feedback from the viewer evolves the story to present concepts she is interested in. We discuss the suitability of combining multi-modal interaction and multi-threaded narrative. %M C.CHI.95.2.324 %T VGrep: A Graphical Tool for the Exploration of Textual Documents %S Short Papers: Web Browsing %A Jeffrey D. McWhirter %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 324-325 %K Word search, Visualization %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/jdm2bdy.htm %X Discovering the content and structure of textual files through keyword based search is a common task of computer users. However, the results of such a search is often difficult to understand and to use. This paper describes VGrep, a tool that facilitates keyword based search through large textual documents. VGrep provides the ability to formulate queries and present the results of the queries in an abstract graphical representation. %M C.CHI.95.2.326 %T Showing the Context of Nodes in the World-Wide Web %S Short Papers: Web Browsing %A Sougata Mukherjea %A James D. Foley %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 326-327 %K Hypermedia, Visualization, Structural analysis, World-Wide Web %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/sm2bdy.htm %X This paper talks about a method to show the context of nodes in the World-Wide Web. World-Wide Web presents a lot of information to the user. Consequently, it suffers from the famous lost in hyperspace problem. One way to solve the problem is to show the user where they are in the context of the overall information space. Since the overall information space is large, we need to show the node's context with respect to only the important nodes. In this paper we discuss our method of showing the context and show some examples of our implementation. %M C.CHI.95.2.328 %T Interaction Design for Shared World-Wide Web Annotations %S Short Papers: Web Browsing %A Martin Rscheisen %A Christian Mogensen %A Terry Winograd %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 328-329 %K Mosaic, World-Wide Web, Group annotation, Collaborative filtering, Seal of approval %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/shortppr/cmn_bdy2.htm %X We describe the interaction design for a set of facilities that enable users of an augmented version of the NCSA Mosaic browser to read, write, and filter for annotations on arbitrary segments of World-Wide Web documents, and share them with any other such user. %M C.CHI.95.2.330 %T The CHI Tutorial Program: Just What is the "Common Ground"? %S Special Interest Groups (SIGs) %A Mark Altom %A Marian G. Williams %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 330 %K SIGCHI, Tutorials, Common ground %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/sigs/ma_bdy.htm %X The formal feedback that is traditionally available to the tutorial program planning committee comes from survey questionnaires filled out by tutorial attendees at prior conferences. The surveys are extremely valuable for helping the tutorial committee decide whether individual tutorials meet the needs of attendees. However, the theme of CHI'96, "Common Ground," suggests that we can do more to shape the content and evolution of the CHI tutorial program. At this SIG, we hope to gather opinions and experiences that will help us look at the tutorial program as a whole. This is not the place to compliment or zing an individual tutorial. Rather, it is a place to help shape the future of the CHI tutorial program. Although we are the co-chairs for the CHI'96 tutorial program, we want to make it clear that this SIG is not a CHI'96 planning meeting. Rather, we hope it will be the beginning of an on-going discussion about what the CHI tutorial program should be. %M C.CHI.95.2.331 %T Contextual Techniques: Handling the Organization %S Special Interest Groups (SIGs) %A Karen Holtzblatt %A Hugh Beyer %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 331 %K Design process, Contextual inquiry, Customer-centered design, Ethnography, Usability, Team design, Domain analysis %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/sigs/hrb2_bdy.htm %X Contextual techniques, which ensure good system design by taking the designer out into the users' world, are revolutionizing the way organizations approach design. But since the techniques are still new and unfamiliar, practitioners still wrestle with the problem of marrying this new way of working to traditional development. This SIG gives practitioners the chance to hear others tell how they successfully overcame this challenge, to share their experience, and to get help and perspective on the specific problems they face. The SIG will interest practitioners and researchers concerned with gathering and using of field data in design, whether they do this now or would like to do it in the future. %M C.CHI.95.2.332 %T Visual Interaction Design Special Interest Area Annual Meeting %S Special Interest Groups (SIGs) %A Loretta Staples %A Suzanne Watzman %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 332 %K Design, Graphic design, Visual design, Interaction design, Product design, Industrial design, Information design, Special interest group, Special interest area %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/sigs/ls2bdy.htm %X This fifth annual gathering will provide an informal opportunity for visual communicators at CHI to meet and share ideas and work. In the past, attendees have included practitioners in graphic and industrial design, design educators and students, and those interested in the visual design of interactive digital environments. Most of the meeting will be devoted to informal presentations by attendees who will be invited (through a VISUAL-L announcement) to bring design work to share. These may include demonstrations of recent work or works-in-progress, student presentations, and experimental pieces. A high-end Macintosh and PC will be available. A portion of the meeting will be reserved to discuss a proposed project for CHI'96 -- a functional "design studio" to be located within the Interactive Experience area of the conference. The studio would be "staffed" with volunteers for the duration of the conference to offer design feedback to conference attendees and to serve as a living illustration of the visual design process from the standpoint of design development, iteration, and critique. Preliminary discussion about this project has already taken place in San Francisco among a small group of Bay Area CHI members. Further planning on proceeding with this particular proposal will take place at this meeting. %M C.CHI.95.2.333 %T Current Issues in Assessing and Improving Documentation Usability %S Special Interest Groups (SIGs) %A Stephanie Rosenbaum %A Judith Ramey %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 333 %K Documentation, Documentation usability, Information development, Documentation standards, Usability testing, Product development %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/sigs/srm_bdy.htm %X User documentation, whether in print or "built in" to the online user interface, is now a vital element of successful computer products. Managers and developers recognize that the common model of documentation as remediation for deficient design must not persist, but they often don't know how to build documentation usability into an ongoing product-development effort. Therefore, this meeting is a forum on human factors in computer documentation. With the growth of online user support and the increasing integration of documentation with the user interface, this SIG provides CHI'95 attendees a specific opportunity to discuss recent developments in documentation usability. Topics include: * Addressing documentation usability early in the product design process * Qualitative and quantitative methods for collecting documentation usability data * Roles and relationships among documentation specialists, user-interface designers, and software developers * Schedule and budget issues relating to documentation usability The structure of the SIG is informal discussion, moderated by the session leaders. If attendees have additional issues or concerns related to documentation usability, we welcome them. The first five minutes of the session will be used to create and prioritize a list of specific topics for discussion. We will audiotape the session and make either copies of the tape or meeting notes (depending on volunteers) available to the SIG participants after the conference. %M C.CHI.95.2.334 %T The Garnet and Amulet User Interface Development Environments %S Special Interest Groups (SIGs) %A Brad A. Myers %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 334 %K User interface management systems, User interface development environments, Toolkits, Interface builders, Demonstrational interfaces, Lisp, C++ %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/sigs/bmy_bdy.htm %M C.CHI.95.2.335 %T Ergonomic Standards for Software: Economic and Design Implications %S Special Interest Groups (SIGs) %A Patricia A. Billingsley %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 335 %K Software user interface standards, Software ergonomics, European Union, ISO 9241 %* (c) Copyright 1995 Association for Computing Machinery %X In response to a 1990 European health and safety directive, the member nations of the European Union (EU) have begun to adopt minimum ergonomic standards for computer hardware and software used in office environments. Most EU countries have chosen to base their national ergonomic standards on the 17-part ISO 9241 standard, Ergonomic Requirements for Office Work with VDTs. However, since most of the software-related parts of the ISO 9241 standard are still incomplete, countries cannot yet formally reference the ISO software material in their national regulations. In this session, we will discuss the different strategies EU nations have adopted to fill this gap, and their impact on the design, development, and marketing of software for European customers. The session will also address the impact of the European initiative on national and international ergonomic standards committees as they continue their efforts to develop reasonable and meaningful standards for software user interfaces. The final half-hour of the session will be set aside for an open discussion with the audience. %M C.CHI.95.2.336 %T Usability Management Maturity, Part 1: Self-Assessment -- How Do You Stack Up? %S Special Interest Groups (SIGs) %A George A. Flanagan %A Thyra L. Rauch %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 336 %K Usability, Software, Human factors, Organization, Process %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/sigs/trh1_bdy.htm %X This SIG is a follow-up to the "Issues in Human Factors Organization and Practices" SIG held at CHI'94. During that session, many people expressed interest in the assessment methodology used to evaluate the maturity of usability management in organizations. The intent of this SIG is to provide a forum for participants to assess their own organizations using structured evaluation methods similar to those that the SIG leader previously used in 53 organizational assessments. Participants in this SIG may also want to attend the follow-up SIG, "Usability Management Maturity -- Part 2, Usability Techniques: What can you do?" which explores techniques available for dealing with any weaknesses identified in the self-assessment. %M C.CHI.95.2.337 %T Getting Respect: Beyond Lip-Service to HCI Contributions %S Special Interest Groups (SIGs) %A Harold H. Miller-Jacobs %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 337 %K HCI contributions, Organizational effectiveness, HCI tools & techniques %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/sigs/als_bdy.htm %X Do you have to fight to get funding for your HCIactivities? Does your organization pay lip-service to usability? This SIG will help identify tools and techniques that have been successfully used in getting smaller organizations to recognize the need and value of HCI studies and in particular usability evaluations. %M C.CHI.95.2.338 %T Usability Management Maturity, Part 2: Usability Techniques -- What Can You Do? %S Special Interest Groups (SIGs) %A Thyra L. Rauch %A George A. Flanagan %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 338 %K Usability, Software, Human factors, Methodologies, Activities %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/sigs/trh2_bdy.htm %X This session is a follow-up to both the Special Interest Group (SIG) "Usability Management Maturity, Part 1, Self Assessment: How do you stack up?" held earlier today (an opportunity to self-assess the maturity of your organization's usability activities), and to the "Issues in Human Factors Organization and Practices" SIG held at CHI'94, at which interest was expressed in discussing ways to ascend the usability maturity scale. If you are from an organization with informal or no usability teams, then this is an opportunity to explore and discuss various tools and techniques (e.g. prototyping and user selection). %M C.CHI.95.2.339 %T SIGKID: Multimedia and Children %S Special Interest Groups (SIGs) %A Lynn Rosener %A Debra Lieberman %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 339 %K Children, Education, Entertainment, Interface design, Learning, Multimedia, Research, Usability testing %* (c) Copyright 1995 Association for Computing Machinery %X This SIG will focus on the design of interactive multimedia for children and teens. Its purpose is to establish a community of researchers, educators, and multimedia practitioners who want to exchange information about the goals, interface, curriculum, content, format, and evaluation of entertainment and educational multimedia for young people. At the first meeting, participants will have the opportunity to explore basic issues and share practical ideas about the design and development of children's interactive products. The children's software and video game market is exploding. What are the ingredients of a successful children's product? A great deal of information can be found in the research literature and in educators' and practitioners' heads about children's special needs, interests, and abilities when it comes to interactive software, yet there is no easy way to find that information and integrate it into new products. A SIG focusing on multimedia and children would provide a forum for discussing recent developments and sharing resources. SIG participants will raise and define the issues, which may include: * Information needs. What should we know about children in order to design engaging and effective children's multimedia? * Design issues. What is unique about designing multimedia for children? How do children differ from adults in their use and understanding of interactive media? * Usability testing. What are some techniques to use when testing software with children and teens? * Access to research results. How can we develop products that draw on the latest findings in the research literature? * Access to each other. How can we stay in touch throughout the year? %M C.CHI.95.2.340 %T Subjective Usability Feedback from the Field over a Network %S Special Interest Groups (SIGs) %A Bruce Elgin %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 340 %K Usability, Remote evaluation, Network, User feedback, User motivation, Subjective feedback %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/sigs/be_bdy.htm %X How can good continuous feedback about the effectiveness of a computer-human interface be obtained from distributed users? What kinds of useful subjective usability feedback can be obtained over a network? What approaches and techniques can be used to: * secure the willingness and confidence of users to communicate usability problems and concerns, * assist them in recognizing useful feedback, * assist them in communicating feedback with minimum effort? %M C.CHI.95.2.341 %T Computer Systems Technical Group (CSTG) Meeting of the Human Factors and Ergonomics Society (HFES) %S Special Interest Groups (SIGs) %A Martha E. Crosby %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 341 %K Human aspects of interactive computer systems %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/sigs/mcy_bdy.htm %X This special interest group is one of the two yearly meetings of the Computer Systems Technical Group of the Human Factors and Ergonomics Society. %M C.CHI.95.2.342 %T Using Speech and Audio in the Interface %S Special Interest Groups (SIGs) %A Stephanie Everett %A Bill Gaver %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 342 %K Auditory interfaces, Speech interfaces, Multimodal interfaces, Sound, Acoustic displays, Sonification, Auditory perception %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/sigs/se_bdy.htm %X A workshop entitled The Future of Speech and Audio in the Interface [1] was held at CHI'94 with the goal of further defining the emerging area of sound in user interfaces and applications, and exploring applications, research areas, and interaction techniques that use audio in the interface. The focus of the workshop was on the "CHI perspective" of using speech and sound to exploit the audio channel for the user's benefit. This SIG is designed as a follow-on to that workshop; the focus of the workshop will provide the focus for this session as well. %M C.CHI.95.2.343 %T Participatory Design Practices: A Special Interest Group %S Special Interest Groups (SIGs) %A Elizabeth B.-N. Sanders %A Elizabeth H. Nutter %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 343 %K Participatory design, Participation, User-centered design, Usefulness research, Exploratory research, Participatory analysis %* (c) Copyright 1995 Association for Computing Machinery %X This special interest group will focus on participatory design and its methods, tools, and practices. The key idea in participatory design is that users and other stakeholders become direct participants in the design and development of systems, products, and spaces. This approach is different from more traditional design development approaches that employ users as respondents who react to and/or validate previously constructed concepts, ideas, models, and/or prototypes. GOALS: * To provide a forum for people with experience in participatory design to share methods, ideas, and experiences. * To provide an opportunity for people with an interest in, or curiosity about, participatory design to learn more about the field from the people who are currently practicing it. * To establish a network of participatory design practitioners who are willing to share what they have learned in practice in an ongoing manner. %M C.CHI.95.2.344 %T Usability Lab Tools %S Special Interest Groups (SIGs) %A Paul Weiler %A Bob Hendrich %A Monty Hammontree %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 344 %K Usability, Tools, Data collection, Laboratory, Testing, Logging, Video, Analysis %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/sigs/pwr_bdy.htm %X This Special Interest Group (SIG) will be an update to panels and SIGs from previous conferences including CHI and the Usability Professionals Association. The intent of the SIG is to provide a forum for the exchange of new ideas and technologies in the area of usability laboratory tools. Experts in the area will meet to discuss and demonstrate recent developments in tools and talk about future plans. Topics for discussion include event logging, observation logging, video tape analysis, digital video, highlight tape production, remote usability testing, and other new techniques/technologies. Anyone involved or interested in usability testing is invited to attend. %M C.CHI.95.2.345 %T Introduction & Overview of Human-Computer Interaction %S Tutorials %A Keith A. Butler %A Robert J. K. Jacob %A Bonnie E. John %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 1 %P 345-346 %K Human-computer interaction, Usability engineering, Human performance engineering, Cognitive modeling, Analysis methods, Interaction styles, Interaction hardware, User interface software, User interface management systems %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/kb_bdy.htm %X The objective of this special introductory seminar is to provide newcomers to Human-Computer Interaction (HCI) with an introduction and overview of the field. The material will begin with a brief history of the field, followed by presentation and discussion of how good application development methods pull on the interdisciplinary technologies of HCI. The topics will include the psychology of human-computer interaction, psychologically-based design methods and tools, user interface media and tools, and introduction to user interface architecture. %M C.CHI.95.2.347 %T Interactive Learning Environments: Where They've Come From & Where They're Going %S Tutorials %A Elliot Soloway %A Kate Bielaczyc %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 2 %P 347-348 %K Education & computers, Interactive learning environments, Intelligent tutoring systems, Constructionism %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/es_bdy.htm %X A historical survey of the various teaching and training technologies will be given. The architectures of computer-assisted instruction (CAI) systems, simulations, intelligent tutoring systems (ITS), microworlds, and interactive learning environments (ILE) will be described. In addition, the types of learning outcomes that can be expected from the various technologies will also be summarized. Emphasis will be placed on how the 90's computing infrastructure (e.g., high-MIP/GIP computation, high-bandwidth networks) will impact teaching and training, e.g., what is the role of multimedia, computer-aided design systems, ubiquitous access to information, the home information appliance, in learning? What will the impact be as we transition from User-Centered Design to Learner-Centered Design? Case studies from real instructional systems will be used to illustrate the main points in the tutorial. %M C.CHI.95.2.349 %T Methods of Cognitive Analysis for HCI %S Tutorials %A Douglas J. Gillan %A Nancy J. Cooke %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 3 %P 349-350 %K Cognition, Cognitive task analysis, Design, User testing %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/dg2_bdy.htm %X This tutorial teaches participants about methods used to measure cognitive content, structure, and processes in an active hands-on manner, and how to apply those methods to HCI. The structure of the tutorial centers around the phases of a design process; the areas of cognition addressed are perception, memory, language, and thinking. For the initial analytical phase of design, the tutorial describes methods for measuring visual search, the structure of semantic memory, and process tracing. Methods for measuring readability and comprehension, as well as memory recall and recognition are applied to data from the second phase -- design and diagnostic testing. For the third phase -- system testing, the discussion focuses on scaling methods and statistical techniques. %M C.CHI.95.2.351 %T Enabling Technology for Users with Special Needs %S Tutorials %A Alan Edwards %A Alistair D. N. Edwards %A Elizabeth D. Mynatt %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 4 %P 351-352 %K Disability, Human-computer interaction, Rehabilitation engineering, Users with special needs %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/edm1bdy.htm %X The field of human-computer interface design profits from understanding potential users and exploring difficult design problems. Addressing the design of enabling technology for users with special needs offers both those advantages. Adapting computer interfaces for access and use by people with various physical and cognitive impairments exposes many basic human-computer interface design issues. Likewise, these efforts will result in computer interfaces which are more attractive and usable by all. %M C.CHI.95.2.353 %T Cognitive Factors in Design: Basic Phenomena in Human Memory and Problem Solving %S Tutorials %A Thomas T. Hewett %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 5 %P 353-354 %K Memory, Problem solving, Design, Models of the user %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/th_bdy.htm %X This tutorial provides a "hands-on" (actually, "minds-on") exploration of several basic processes and phenomena of human memory, and problem solving. The emphasis is on developing both intuitive and formal knowledge which can serve as background knowledge useful in making educated design judgments when design guidelines fail, conflict, or are nonexistent. The demonstrations used emphasize phenomena with which any theory of memory or problem solving must deal. In addition, the tutorial suggests some of the general implications of these phenomena for designing interactive computing systems. %M C.CHI.95.2.355 %T Groupware and Workflow: A Survey of Systems and Behavioral Issues %S Tutorials %A Steven Poltrock %A Jonathan Grudin %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 6 %P 355-356 %K Groupware, Workflow, Computer-supported cooperative work, Computer-mediated communication, Collaborative work, Electronic mail, Computer-supported meetings, Desktop conferencing, Video conferencing, Coordination, Organizational design %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/sep_bdy.htm %X This course describes the origin and composition of groupware and workflow management, and discusses significant behavioral and social (as contrasted with technical) challenges to successful development. Recent research prototypes and commercial products are covered, focusing on advances in supporting communication, cooperation, and coordination (primarily through workflow management). Finally, we describe several approaches to addressing the behavioral and social obstacles. Video illustrations of systems and issues are used throughout the tutorial. %M C.CHI.95.2.357 %T Managing the Design of the User Interface %S Tutorials %A Deborah J. Mayhew %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 7 %P 357-358 %K System design, Implementation and use, Analysis methods, Managing human factors in system development, Cost-benefit analysis, Organization of human factors %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/dmw_bdy.htm %X The purpose of this tutorial is to provide an overview of practical methods and techniques for managing the process of designing good user interfaces. The tutorial is organized around a typical, modern project life cycle, and presents human factors methods which can be applied at different points in the development process. Methods and techniques presented include not only information gathering, design and evaluation techniques, but also organizational and managerial strategies. %M C.CHI.95.2.359 %T Contextual Inquiry: Grounding Your Design in Users' Work %S Tutorials %A Anne Smith Duncan %A Minette A. Beabes %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 8 %P 359-360 %K Contextual inquiry, Participatory design, Ethnographic methods, Qualitative research, Requirements, System design %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/asd_bdy.htm %X Contextual Inquiry [4] is a synthesis of ethnographic, field research, and participatory design [8] methods that provide designers with grounded and detailed knowledge of user work as a basis for their design. The tutorial provides an understanding of the fundamental principles behind Contextual Inquiry and practical experiences with methods for data gathering and data analysis. %M C.CHI.95.2.361 %T Introduction to Object-Oriented Design: A Minimalist Approach %S Tutorials %A Mary Beth Rosson %A John M. Carroll %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 9 %P 361-362 %K Object-oriented design, Object-oriented programming, Scenario-based design %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/mbr2body.htm %X The tutorial takes a minimalist approach to introducing object-oriented design (OOD): Students begin working on design projects immediately, creating object models of user task scenarios, and elaborating these models throughout the day to develop a complete design. The students learn methods of responsibility-driven design, as well as how to generalize from a single problem to support class and framework reuse. %M C.CHI.95.2.363 %T Global User Interface Design %S Tutorials %A Tony Fernandes %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 10 %P 363-364 %K International, User interface design, Diversity, Culture %K Internationalization, Globalization, Software Localization %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/tf_bdy.htm %X Computer software products have become a world-wide commodity. Yet little thought is given to how products that are shipped internationally should be designed to maintain a high level of usability. This tutorial looks at how this issue should be addressed in the user interface through interaction design, visual design, and through an understanding of the world's cultural differences. %M C.CHI.95.2.365 %T An Introduction to the Internet and the World Wide Web %S Tutorials %A Bill Hefley %A John "Scooter" Morris %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 11 %P 365-366 %K Internet, World Wide Web (WWW), Interactive systems design, HCI resources, Hypermedia %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/wh_bdy.htm %X The Internet has become an important aspect of the profession of Human-Computer Interaction (HCI), both as part of the design landscape, and as an important resource for information related to HCI and related fields and technologies. This tutorial will present an introduction to the technology and history which has led to the current Internet, discuss some of the services and tools which are commonly used to access the Internet, and provide some guidance and experience on how to begin searching the Internet for information. In addition, a specific technology which is rapidly becoming one of the central mechanisms for providing information on the Internet, the World Wide Web, will be presented and explored in detail. %M C.CHI.95.2.367 %T Tools and Trade-Offs: Making Wise Choices for User-Centered Design %S Tutorials %A Stephanie Rosenbaum %A Judith Ramey %A Judee Humburg %A Anne Seeley %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 12 %P 367-368 %K User-centered design, Design methodologies, Product life cycle, Product development cycle, User data collection, Customer data collection, Usability, Documentation usability, Documentation design, Functional specifications %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/slr_bdy.htm %X How can we choose among customer data collection methods when limited staff and financial resources must be spread across the whole development cycle? This tutorial helps participants understand the tradeoffs, so they can make effective choices among methods at different points during product design and development. It focuses on early user-centered intervention to gain cost-effective, reusable end-user information. %M C.CHI.95.2.369 %T Practical Usability Evaluation %S Tutorials %A Gary Perlman %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 13 %P 369-370 %K User interface, Evaluation/methodology, Software engineering, Tools and techniques, User interfaces, Information systems, User/machine systems, Human factors %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/gp1_bdy.htm %X Practical Usability Evaluation is an introduction to cost-effective, low-skill, low-investment methods of usability assessment. The methods include (1) Inspection Methods (e.g., heuristic evaluation), (2) Observational Skills and Video (including user testing with think-aloud protocols), (3) Program Instrumentation, and (4) Questionnaires. The tutorial features many step-by-step procedures to aid in evaluation plan design. %M C.CHI.95.2.371 %T Converting to Graphical User Interfaces: Design Guidelines for Success %S Tutorials %A Arlene F. Aucella %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 14 %P 371-372 %K Graphical user interface design, Windows, Scroll bars, Icons, Dialogue boxes, Pull-down menus, Input devices, Usability engineering %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/afa_bdy.htm %X This tutorial reviews published research, guidelines and case studies on ease-of-use for graphical user interfaces. Many text-based user interfaces are being converted into graphical user interface platforms. This tutorial emphasizes using graphical user interface components without undermining good principles of design. Course topics include windows, icons, menus and dialogue boxes. Usability aspects of commercial graphical interfaces such as Apple Macintosh, Microsoft Windows and OSF Motif are compared and evaluated. In addition, techniques for collecting user feedback and usability data are discussed. A multi-part class exercise gives participants skill in converting a non-graphical menu and forms-based user interface into a pull-down menu and dialogue box interface. %M C.CHI.95.2.373 %T Metaphor Design in User Interfaces: How to Effectively Manage Expectation, Surprise, Comprehension, and Delight %S Tutorials %A Aaron Marcus %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 15 %P 373-374 %K Consumers, Culture, Diversity, Graphic design, Icons, Information design, Metaphors, Multimedia, Rhetoric, Semantics, Semiotics, Symbols, User interfaces, Visible language %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/ams_bdy.htm %X User interface design requires designing metaphors, the essential terms, concepts, and images representing data, functions, tasks, roles, organizations, and people. Advanced user interfaces require consideration of new metaphors and repurposing of older ones. Awareness of semiotics principles, in particular the use of metaphors, can assist researchers and developers in achieving more efficient, effective ways to communicate to more diverse user communities. %M C.CHI.95.2.375 %T Teaching User Interface Development to Software Engineers %S Tutorials %A Gary Perlman %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 16 %P 375-376 %K Computer and information science education, Curriculum, Project and people management, Staffing, Training, Human factors, Management, Education, Software engineering, User interface %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/gp2_bdy.htm %X Teaching User Interface Development to Software Engineers is an overview of the analysis, design, implementation and evaluation topics to teach and the resources to teach them to software engineers, the people who make most of the user interface design decisions. The goal is to improve the quality of user interface development instruction for software engineers and in turn improve the quality of the user interfaces they build. %M C.CHI.95.2.377 %T Usability Inspection Methods %S Tutorials %A Jakob Nielsen %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 17 %P 377-378 %K Usability engineering, Heuristic evaluation, Cognitive walkthroughs, Pluralistic walkthroughs, Feature inspection, Consistency inspection, Standards inspection %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/jn_bdy.htm %X Usability inspection is the generic name for a set of cost-effective ways of evaluating user interfaces to find usability problems. They are fairly informal methods and easy to use. %M C.CHI.95.2.379 %T Designing Educational Computer Environments for Children %S Tutorials %A Allison Druin %A Cynthia Soloman %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 18 %P 379-380 %K Children, Educational theories, Design process, Prototyping, Historical perspective, Interactive textbook %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/ad_bdy.htm %X This full-day, introductory tutorial will contain lectures and a hands-on design session, for educators and other professionals who are, or would like to be, actively engaged in designing multimedia environments for children. Participants will explore the special challenges and global implications of designing educational computer environments for children. Participants will begin this full-day tutorial with an introduction to past, present, and emerging technologies for children. This will be followed by a hands-on design session where elementary school children will join participants in designing and prototyping a new educational computer environment. Participants will leave this tutorial with a historical perspective on what has been done in this field, as well as actual design experience. %M C.CHI.95.2.381 %T Designing Icons and Visual Symbols %S Tutorials %A William Horton %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 19 %P 381-382 %K Icons, Visual symbols, Pictographs, Design, Language %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/wkh_bdy.htm %X This one-day tutorial teaches a systematic way to develop icons and other visual symbols. It shows how designers can develop consistent sets of understandable icons by treating icons as a language and applying accepted ergonomic principles. %M C.CHI.95.2.383 %T Designing Hypertext Documents for the World Wide Web %S Tutorials %A Darrell Sano %A Carl Meske %A Jarrett Rosenberg %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 20 %P 383-384 %K Hypertext, Visual design, Graphical design, User interface design, Mosaic, World-Wide Web %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/jrg_bdy2.htm %X This all-day tutorial teaches how to create hypertext documents in HTML for use with the World Wide Web, along with visual design principles to make such documents pleasant and efficient conveyors of information. %M C.CHI.95.2.385 %T Diversity and Depth in Participatory Design: Working with a Mosaic of Users and other Stakeholders in the Software Development Lifecycle %S Tutorials %A Michael J. Muller %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 21 %P 385-386 %K Participatory design, Collaborative design, Participatory practices, Usability methods, User centered design, User interface design, Task analysis, Requirements analysis, Usability assessment, CARD, PICTIVE, Bifocals, PANDA %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/mm3bdy.htm %X This advanced-level tutorial extends conceptions of participatory activities in software development processes. Diversity in practice begins with a re-assessment of two methods for participatory design -- CARD and PICTIVE -- to include applications in participatory analysis and participatory assessment. These experiences are generalized to a broader approach called PANDA (Participatory ANalysis, Design, and Assessment). Topics in support of participatory activities cover democratic processes for small groups, as well as theoretical and heuristic approaches to working with a mosaic of dissimilar people in terms of mutual validation, learning, exchange, and respect. The tutorial's themes are integrated in a closing discussion of participatory methods in the software lifecycle. %M C.CHI.95.2.387 %T Usability Evaluation with the Cognitive Walkthrough %S Tutorials %A John Rieman %A Marita Franzke %A David Redmiles %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 22 %P 387-388 %K Cognitive walkthroughs, Usability inspections, Exploratory learning, Software engineering %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/jr_bdy.htm %X The cognitive walkthrough is a technique for evaluating the design of a user interface, with special attention to how well the interface supports "exploratory learning," i.e., first-time use without formal training. The evaluation can be performed by the system's designers in the early stages of design, before empirical user testing is possible. Early versions of the walkthrough method relied on a detailed series of questions, to be answered on paper or electronic forms. This tutorial presents a simpler method, founded in an understanding of the cognitive theory that describes a user's interactions with a system. The tutorial refines the method on the basis of recent empirical and theoretical studies of exploratory learning with display-based interfaces. The strengths and limitations of the walkthrough method are considered, and it is placed into the context of a more complete design approach. %M ?? %M ?? %M C.CHI.95.2.389 %T An Introduction to MS-Windows Software Development %S Tutorials %A Linda R. Jacobson %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 23 %P 389-390 %K Event-driven programming, MS Windows SDK, Screen management, MS Windows programming %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/ljn_bdy.htm %X This is an introductory class that covers the basic concepts of Microsoft Windows software development. These include event-driven programming, message routing and message handling, and screen management issues. The class provides an overview of the Windows functional library (the Software Development Kit) and how it is used to handle menu selections, paint the screen, and display, update and read dialog boxes. A simple program is analyzed to demonstrate these concepts. %M C.CHI.95.2.391 %T Contextual Design: Using Customer Work Models to Drive System Design %S Tutorials %A Karen Holtzblatt %A Hugh Beyer %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 24 %P 391-392 %K Design process, Customer-centered design, Usability, Team design, Domain analysis, Work modeling %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/hrb1_bdy.htm %X Field data gathering techniques such as Contextual Inquiry enable a design team to gather the detailed data they need. These techniques produce enormous amounts of information on how the customers of a system work. This creates a new problem-how to represent all this detail in a coherent, comprehensible form, which can be a suitable basis for design? An affinity diagram effectively shows the scope of the customer problem, but is less effective at capturing and coherently representing the details of how people work. Design teams need a way to organize this detail so they can use it within their own development process. In this tutorial we present the latest methods for representing detailed information about work practice and using these representations to drive system design. These methods have been adopted over the last few years by major product development and information systems organizations. We show how to represent the work of individual users, how to generalize these to describe a whole market or department, and how to use these to drive innovative design. We present both the representation methods and the process by which we build and use them. Participants receive extensive practice in the techniques and also in the team skills necessary to do this work as part of a design team. We show how these methods fit into the Contextual Design process, which gathers field data and uses it to drive design through a well-defined series of steps. The tutorial is particularly appropriate for those who have used field techniques, especially Contextual Inquiry, and would like to put more structure on the process of using field data. %M C.CHI.95.2.393 %T CPM-GOMS: An Analysis Method for Tasks with Parallel Activities %S Tutorials %A Bonnie E. John %A Wayne D. Gray %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 25 %P 393-394 %K GOMS, User models, Cognitive models, Analytic methods %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/bej0_bdy.htm %X GOMS is a family of techniques for analyzing human performance in terms of the Goals, Operators, Methods and Selection rules necessary to perform a task. Traditionally, GOMS has approximated human performance as perceptual, cognitive, and motor activities performed sequentially. However, many tasks require users to perform activities in parallel, e.g., visually searching for information, while listening to a customer, while typing. This tutorial will teach aversion of GOMS, CPM-GOMS, that predicts performance on such tasks and saved an industrial organization millions of dollars through the evaluation of alternative system designs. %M C.CHI.95.2.395 %T Designing for Complex Products %S Tutorials %A Jared M. Spool %A Carolyn Snyder %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 26 %P 395-396 %K Prototyping, Low-fidelity prototyping, Process management, Product development, Contextual inquiry, Modeling, Practical techniques, Wizards, Cue cards, Guided learning, Complexity management %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/jsl1_bdy.htm %X Increasingly, software interfaces bear the burden for communicating new and complex concepts to users. To do this, the designer can employ create wizards, cue cards, drag-and-drop, or other similar techniques. Interfaces contain an ever-increasing amount of functionality. But, in order for these methods to be effective, they must be properly designed. How does the designer determine which approach is called for? How can the designer determine what the user needs? How can the designer create these tools so that they are effective? This tutorial examines the latest interface tools and the techniques for developing them for complex products. %M C.CHI.95.2.397 %T Models, Prototypes, and Evaluations for HCI Design: Making the Structured Approach Practical %S Tutorials %A George Casaday %A Cynthia Rainis %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 27 %P 397-398 %K Design process, Structured design, Modeling, Prototyping, Formative evaluation %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/gc_bdy.htm %X Designing human-computer interaction can be a large and complex task. One way to manage that complexity is to divide design into smaller interrelated subcomponents; this is called the structured approach. It is an excellent way for a beginner to learn design and for a team to stay on track while doing design. However, there are some difficult parts of the structured approach that must be handled for the approach to be practical: A good selection of subcomponents must be made, the relationships among them must be taken into account, and effort must be allocated to them in balance. This tutorial teaches a robust, practical, and learnable route to the structured approach for designing human-computer interaction. The tutorial offers examples, templates, and practice on a specific set of design artifacts called intermediate work products and a process for creating and evaluating them in practical team design. The presentation is accessible to beginners but the techniques are taken from real practice and can be applied immediately. %M C.CHI.95.2.399 %T Intuitive Statistics for CHI Practitioners: Developing Understanding and Avoiding Bloopers %S Tutorials %A Jeff Johnson %A Robin Jeffries %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 28 %P 399-400 %K Statistics, Experimental design, Probability, Intuition, Common sense %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/jaj1bdy.htm %X This full-day tutorial tries a new approach to teaching statistics to CHI practitioners. The approach avoids two errors common in statistics pedagogy: 1) snowing students with mathematics and 2) handing them "recipes" to apply without understanding. Instead, this tutorial focuses on building intuition and common-sense understanding. %M C.CHI.95.2.401 %T Interface Issues and Interaction Strategies for Information Retrieval Systems %S Tutorials %A Scott Henninger %A Nick Belkin %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %N 29 %P 401-402 %K Information retrieval, User interfaces, Databases, Information systems, Interaction strategies %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/tutors/sh_bdy.htm %X The need for effective information retrieval systems becomes increasingly important as computer-based information repositories grow larger and more diverse. In this tutorial, we will present the key issues involved in the use and design of effective interfaces to information retrieval systems. The process of satisfying information needs is analyzed as a problem solving activity in which users learn and refine their needs as they interact with a repository. Current systems are analyzed in terms of key interface and interaction techniques such as querying, browsing, and relevance feedback. We will discuss the impact of information seeking strategies on the search process and what is needed to more effectively support the search process. Retrieval system evaluation techniques will be discussed in terms of their implications for users. We close by outlining some user-centered design strategies for retrieval systems. %M C.CHI.95.2.403 %T Exploring Large Tables with the Table Lens %S Videos %A Ramana Rao %A Stuart K. Card %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 403-404 %K Information visualization, Exploratory data analysis, Graphical representations, Focus+Context technique, Fisheye technique, Tables, Spreadsheets, Relational tables %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/videos/rr_bdy.htm %X The Table Lens is a new technique for visualizing and making sense of large tables. By fusing symbolic and graphical representations into a single manipulable focus+context display and providing a small set of interactive operations (e.g. sorting), the Table Lens supports navigating around a large data space easily isolating and investigating interesting features and patterns. This high-bandwidth interactivity enables an extremely powerful style of direct manipulation exploratory data analysis. %M C.CHI.95.2.405 %T Visual Decision-Making: Using Treemaps for the Analytic Hierarchy Process %S Videos %A Toshiyuki Asahi %A David Turo %A Ben Shneiderman %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 405-406 %K Visualization, Treemap, Analytic hierarchy process, AHP, Decision support %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/videos/ta_bdy.htm %X The Analytic Hierarchy Process (AHP), a decision-making method based upon division of problem spaces into hierarchies, is visualized through the use of treemaps, which pack large amounts of hierarchical information into small screen spaces. Two direct manipulation tools, presented metaphorically as a "pump" and a "hook," were developed and applied to the treemap to support AHP sensitivity analysis. The problem of construction site selection is considered in this video. Apart from its traditional use for problem/information space visualization, the treemap also serves as a potent visual tool for "what if" type analysis. %M C.CHI.95.2.407 %T The DragMag Image Magnifier %S Videos %A Colin Ware %A Marlon Lewis %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 407-408 %K Data display, Pan, Scroll, Zoom %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/videos/cw2_bdy.htm %X Computer image magnification often results in the loss of the contextual information. Two image magnification prototypes are presented that solve this problem. In both the base image is shown at all times with lines connecting the magnified region on the base image to the magnified image. Both prototypes allow for smooth pan, scroll, and zoom of large 2D images with both coarse and fine translation movements. The second design implements a magnifying glass metaphor whereby the degree of magnification is controlled by the distance of the enlarged image to the magnified region of the base image. %M C.CHI.95.2.409 %T SageTools: An Intelligent Environment for Sketching, Browsing, and Customizing Data-Graphics %S Videos %A Steven Roth %A John Kolojejchick %A Joe Mattis %A Mei C. Chuah %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 409-410 %K Graphic design, Data visualization, Automatic presentation systems, Intelligent interfaces, Design environments, Interactive techniques %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/videos/sfr_bdy.htm %X Our approach views data-graphic design as two complementary processes: design as a constructive process of selecting and arranging graphical elements, and design as a process of browsing and customizing previous cases. We present three novel tools for supporting these processes. SageBrush assembles data-graphics from primitive elements like bars, lines, and axes. SageBook browses previously created data-graphics relevant to current needs. SAGE automatically designs data-graphics, interpreting the user's specifications as conveyed with the other tools. The combined environment, SageTools, enhances user-directed design by providing automatic presentation capabilities with styles of interaction that support data-graphic design. %M C.CHI.95.2.411 %T A Taxonomy of See-Through Tools: The Video %S Videos %A Eric A. Bier %A Ken Fishkin %A Ken Pier %A Maureen C. Stone %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 411-412 %K Taxonomy, User interface, See-through, Transparent, Multi-hand, Lens, Viewing filter, Button, Menu, Control panel, Macro %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/videos/eab1bdy.htm %X At the CHI'94 conference we presented a new user interface paradigm, the See-Through Interface, that allows movable tools to readily be brought to computer-based work. On a computer display, see-through tools appear on a semi-transparent sheet that can be positioned over applications using either hand. The tools are applied by clicking through them with a cursor controlled by the dominant hand. This video quickly reviews the see-through paradigm, and then illustrates a taxonomy of see-through tools [1, 4] with examples from graphical editing and text editing tasks. %M C.CHI.95.2.413 %T The Movable Filter as an Interface Tool: The Video %S Videos %A Eric A. Bier %A Ken Fishkin %A Ken Pier %A Maureen C. Stone %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 413-414 %K User interface, See-through, Transparent, Lens, Viewing filter, Composition, Browsing %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/videos/eab2bdy.htm %X At the CHI'94 conference we presented a new user interface tool, the Magic Lens filter, that combines an arbitrarily-shaped region with an operator that changes the view of objects viewed through that region. On a computer display, Magic Lens filters appear on a Toolglass sheet that can be positioned over applications, much as a magnifying glass is moved over a newspaper. This video quickly reviews the basics of Magic Lens filters and then illustrates their evolution with examples of Magic Lens filters in use over a variety of applications. %M C.CHI.95.2.415 %T Building a Distributed Application Using Visual Obliq %S Videos %A Krishna Bharat %A Marc H. Brown %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 415-416 %K UIMS, GUI-builders, Application builders, Distributed applications, CSCW, Groupware %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/videos/mhb_bdy.htm %X This video shows the construction of a distributed, multi-user application using Visual Obliq. In Visual Obliq, applications are created by designing the interface with a GUI-builder and embedding callback code in an interpreted language, in much the same way as one would build a traditional (non-distributed, single-user) application with a modern user interface development environment. The resulting application can be run from within the GUI-builder for rapid turnaround or as a stand-alone executable. The Visual Obliq runtime provides abstractions and support for issues specific to distributed computing, such as replication, sharing, communication, and session management. %M C.CHI.95.2.417 %T Lyberworld -- A 3D Graphical User Interface for Fulltext Retrieval %S Videos %A Matthias Hemmje %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 417-418 %K User interface, Information retrieval, Navigation, 3D, Spatial perception, Visualization %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/videos/mhe_bdy.htm %X LyberWorld is a prototype IR user interface. It implements visualizations of an abstract information space: fulltext. The video demonstrates a visual user interface for the probabilistic fulltext retrieval system INQUERY. Visualizations are used to communicate information search and browsing activities in a natural way by applying metaphors of spatial navigation in abstract information spaces. Visualization tools for exploring information spaces and judging relevance of information items are introduced and an example session demonstrates the prototype. The presence of a spatial model in the user's mind is regarded as an essential contribution towards natural interaction and reduction of cognitive costs during retrieval dialogues. %M C.CHI.95.2.419 %T Organization Overviews and Role Management: Inspiration for Future Desktop Environments %S Videos %A Catherine Plaisant %A Ben Shneiderman %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 419-420 %K Role manager, Personal roles, Desktop metaphor, Coordination, Window management %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/videos/cp_bdy.htm %M C.CHI.95.2.421 %T Ariel: Augmenting Paper Engineering Drawings %S Videos %A W. E. Mackay %A D. S. Pagani %A L. Faber %A B. Inwood %A P. Launiainen %A L. Brenta %A V. Pouzol %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 421-422 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/videos/wem2bdy.htm %X Ariel is an example of a new approach to user interfaces called Augmented Reality (see Wellner et al., 1993, Mackay et al., 1993). The goal is to allow users to continue to use the ordinary, everyday objects they encounter in their daily work, and then to enhance or augment them with functionality from the computer. Ariel is designed to augment the use of a particular type of paper document: engineering drawings. Computer information (menus, multimedia annotations, access to a media space) is projected onto a drawing and users can interact with both the projected information and the paper drawing. The design of Ariel is based on studies of users in a distributed cooperative work setting (the construction of a bridge) combined with a scenario-based design approach in which users contribute to the development of design scenarios. This video shows the third Ariel prototype. Future versions will continue to evolve, based on input from users when the system is installed at the work site. %M C.CHI.95.2.423 %T SYNERGIES: A Vision of Information Products Working Together %S Videos %A Steve Anderson %A Shiz Kobara %A Barry Mathis %A Dustin Rosing %A Eviatar Shafrir %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 423-424 %K Future, Vision, Interfaces, Earthquake, Information appliance %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/videos/san_bdy.htm %X SYNERGIES is a vision of how information products designed for everyday use will serve people in extraordinary situations. The year is 2001. Los Angeles is rocked by a major earthquake. Buildings collapse. Poisons fill the air. But a new kind of emergency response is underway. Equipped with various communications and information appliances which can be rapidly tailored to meet situation needs, a Neighborhood Emergency Team volunteer, a HAZMAT (Hazardous Materials) team, and an Urban Search and Rescue squad come to the aid of the victims. At the Emergency Operations Center, the nerve center for emergency planning and response, incidents are assigned priorities, resources are dispatched and logistics are managed. The underlying premise of SYNERGIES is that the most valuable information assets are informed people. Technology's role is to give people the facts they need to make decisions, and link them together to coordinate action. The interface concepts shown allow users to share information and communicate in the most direct and task-specific way possible. %M C.CHI.95.2.425 %T The Tablet Newspaper: A Vision for the Future %S Videos %A Teresa A. Martin %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 425 %K Electronic publishing, Newspaper interface design, Tablet, Information appliance, Information interface %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/videos/tam_bdy.htm %X The Table Newspaper: A Vision for the Future overviews tomorrow's portable information appliances and the ways in which we may interact with information. It explores the role a newspaper may have in the digital era and the form a newspaper may take as an electronic product. %M C.CHI.95.2.426 %T A Three-Step Filtering Mechanism %S Videos %A Masashi Uyama %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 426-427 %K Innovation-decision process, Collaborative filtering, Context sensitivity, Trialability, Intelligent interface, Reflective learning %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/videos/mu_bdy.htm %X Computer systems should help users find useful software services and integrate such services into their tasks. The three-step filtering mechanism selects services that trustworthy colleagues have recommended. It then selects services specific to the context of the user's task executions. Finally, the mechanism discloses the selected services to the user dynamically and unobtrusively. This context-sensitive disclosure allows users to try out new services in their own task context. The disclosure is unobtrusive since users can ignore the disclosure and continue with their tasks. With the task-associated press, users can reflectively learn such ignored services. %M C.CHI.95.2.428 %T Tactile-Based Direct Manipulation in GUIs for Blind Users %S Videos %A Helen Petrie %A Sarah Morley %A Gerhard Weber %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 428-429 %K Users with special needs, Blind users, Alternative interaction methods %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/videos/hp_bdy.htm %X The increasing use of graphical user interfaces is making computer systems more, rather than less difficult to interact with for blind users. One solution is to create interfaces for blind users which are based on auditory and tactile information rather than visual information. The GUIB Project is developing such an interface making use of a number of different information sources: synthetic and digitised speech, non-speech sounds, braille and a touchpad. This video illustrates how the GUIB interface allows users to directly manipulate interface objects using a touchpad and braille display with cursor routing buttons. This gives blind users the same sense of engagement with the interface which sighted users gain from using a mouse. %M C.CHI.95.2.430 %T Voice Systems: An Inventor's Guide %S Videos %A Chris K. Cowley %A Dylan M. Jones %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 430-431 %* (c) Copyright 1995 Association for Computing Machinery %X After many years of research and development, computer speech technology has finally achieved a level of sophistication conducive to commercial implementation in a wide variety of domains. Speech recognition, synthesis, and digitization facilities are now available at low cost for most computing systems. Widespread implementation of voice systems in the commercial and private sectors has highlighted the need for systematic research into the unique attributes of the auditory modality in human computer interaction. In order for computer speech technology to achieve its long-awaited potential, it is vital for designers to support the implementation of increasingly sophisticated technology with a solid foundation of human-factors research. Contemporary research in these areas in the United Kingdom is taking place in a number of institutions, including: the University of Wales School of Psychology and Dundee University's Micro centre. The film "Voice Systems" examines a wide range of research projects which have been conducted at these institutions, findings from which will be of benefit to speech system designers in all potential implementation domains. The film describes research and development in many areas such as: * Voice annotation * Designing voices * Talking with machines * Speech recognition and error correction * Perceptual centering * Future potential %M C.CHI.95.2.432 %T Cognitive Architectures & HCI %S Workshops %A Susan S. Kirschenbaum %A Wayne D. Gray %A Richard M. Young %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 432 %K Cognitive modeling, User modeling, Simulation %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/workshop/ssk_bdy.htm %X This workshop will focus on appropriate use of cognitive models for the analysis and solution of HCI problems. %M C.CHI.95.2.433 %T From "Model World" to "Magic World": Making Graphical Objects the Medium for Intelligent Design Assistance %S Workshops %A Loren Terveen %A Markus Stolze %A Will Hill %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 433 %K Model worlds, Magic worlds, Agents, Design assistance, What you see is what you want, Visualization %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/workshop/lgt2bdy.htm %M C.CHI.95.2.434 %T HCI Challenges in Government Contracting %S Workshops %A Ira S. Winkler %A Elizabeth A. Buie %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 434 %K User-centered design, Government contracting, Organizational context, Analysis %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/workshop/win_bdy.htm %X Governments spend huge resources on custom computer systems, developed by contractors to government specifications under government monitoring. Although a number of these systems involve defined usability efforts, a majority of the development efforts have little requirement for system usability. For these systems, usability generally relies on the awareness, skills, and perseverance of the developers. HCI practitioners face an exceptionally daunting task in government environments, because funding allocations for the various development activities are clearly defined very early in the development process. A relatively poor understanding of usability issues by most development and acquisition managers usually gives the HCI effort short shrift. Government HCI practitioners met at a Special Interest Group (SIG) Session at CHI'94 to discuss the challenges they face in their work assignments and to explore potential approaches to the challenges. %M C.CHI.95.2.435 %T Increasing Collaboration between Industry and Academia in HCI Education %S Workshops %A Susan B. Hornstein %A Maxine S. Cohen %A Laurie P. Dringus %A Andrew Sears %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 435-436 %K Education, Industry, Partnerships, Academic-industrial cooperation %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/workshop/sh_bdy.htm %X This workshop will continue to explore issues in HCI education. Our goal for the workshop is to identify ways to increase the collaboration between industry and academia, providing benefit to both. To accomplish this we will bring together a diverse group of participants, evenly distributed between university and industry representatives. %M C.CHI.95.2.437 %T Knowledge-Based Support for the User Interface Design Process %S Workshops %A Uwe Malinowski %A Kumiyo Nakakoji %A Jonas Lowgren %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 437 %K User-interface design support, Knowledge-based approaches, Design environments, Combination of support techniques %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/workshop/kn_bdy.htm %X The goal of this workshop is to develop a conceptual map for various supporting techniques for the user interface design process. Rather than applying a single technique, designers can use this map to decide which combination of supporting techniques is appropriate for their current task. During the process of constructing this map, opportunities and limitations of the technical combination of different approaches will be explored. In this workshop, rather than trying to find "the best approach," we use the assumption that combining the approaches increases usefulness as a prerequisite. No discussions about "which technique is better" are allowed. %M C.CHI.95.2.438 %T Gesture at the User Interface %S Workshops %A Alan Wexelblat %A Marc Cavazza %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 438 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/workshop/adw_bdy.htm %X The goal of this workshop is to explore the uses of, and research issues associated with, the use of empty-handed gesture at the user interface. This workshop will help disconnected research efforts become aware of each other and jointly work to identify issues that are important for progress in making full use of this mode at the user interface. It is our belief that the current set of disconnected research efforts addresses a common set of key research questions which need to be answered in order for gestural interfaces to make progress. %M C.CHI.95.2.439 %T Field Oriented Design Techniques: Case Studies and Organizing Dimensions %S Workshops %A Dennis Wixon %A Judy Ramey %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 439-440 %K Ethnographic methods, Field research, Participatory design, Qualitative research, Requirements gathering, System design %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/workshop/drw_bdy.htm %X N/A %M C.CHI.95.2.441 %T Formal Specification of User Interfaces %S Workshops %A Christopher Rouff %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 441 %K Formal specifications, User interfaces %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/workshop/cr_bdy.htm %X The goals of the workshop are to bring together researchers and practitioners to discuss: 1. Issues and problems surrounding current specification techniques. 2. Successes and failures in specification projects. 3. How current techniques could be improved. 4. Areas where current research should be focusing. Through this workshop it is hoped that better techniques for specifying user interfaces can be developed. %M C.CHI.95.2.442 %T Designing & Testing Groupware User Interfaces %S Workshops %A Jean C. Scholtz %A Anthony C. Salvador %A James A. Larson %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 442-443 %K User interface, Design, Evaluation, Groupware, Multiple-user, Multiple-use, Human-computer interaction, Human-automation interaction, Human-human interaction %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/workshop/jcs2bdy.htm %X The purpose of this workshop is to provide a synthesized view of the computer supported cooperative work (CSCW) and groupware knowledge and literature as specifically related to user interface design and evaluation. %M C.CHI.95.2.444 %T Minimizing Bias in Computer Systems %S Workshops %A Batya Friedman %A Helen Nissenbaum %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 444 %K Bias, Computer system design, Design methods, Ethics, Information systems, Social computing, Social impact %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/workshop/bf_bdy.htm %X A few Novembers ago I walked into my familiar voting place -- the run-down social hall of a local church in Berkeley, California. The same old voting booths on tottering legs with scant curtains greeted me. Inside, however, was something new -- a computerized voting card. With a bit of fumbling and careful reading of the directions, I think I figured the thing out. Cast my vote. Participated in the modern democracy. But nationwide, computer punch card tallying systems pose serious problems for fair elections. In particular, under-educated groups are more likely not to understand how the computerized system works and, thus, to invalidate their own votes by either not voting for a position, or by voting for more than one person per position [1]. This example begins to illustrate how the interface design of computerized voting systems can favor some groups over others. More generally, the example speaks to the problem of bias in computing technologies. In this workshop we are concerned with understanding bias in computer systems and developing methods to help minimize bias through the design process. The workshop builds on the organizers' previous work, presented in Amsterdam at InterCHI 1993 [2,3], which provides a framework for understanding biac in computer systems. In the workshop, we apply this framework and draw on participants' research and design experiences to (a) identify common biases in computer systems, (b) generate design guidelines for minimizing bias, and (c) gain hands-on experience with minimizing bias in a design. WORKSHOP GOALS * To share with colleagues a framework for understanding bias in computer systems. * To provide a forum (opportunity) for colleagues to discuss issues of bias in computer systems that have arisen from their own design experiences. * To work with colleagues to identify a list of common biases and means to minimize them. For example interface designs that rely on color to convey information can become biased against people who are colorblind. Such bias against colorblind people can be avoided by encoding the information not only in the hue, but in its intensity, or in some other formal unrelated to color. * To work with colleagues to generate design guidelines to minimize bias. For example, rapid prototyping, formative evaluation, and field testing with a well-conceived population of users can be an effective means to detect unintentional biases in a design early on in the design process. * To provide colleagues with a "low tech" hands-on experience with minimizing bias in the design of an interface. %M C.CHI.95.2.445 %T Collecting User Information on a Limited Budget %S Workshops %A Alison Popowicz %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 445 %K User profiles, Usability engineering, Surveys, Questionnaires, Design, Research %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/workshop/acp_bdy.htm %X The aim of this workshop is to investigate and propose methods of collecting user information without a large market research budget. This will be done by brainstorming methods for collecting information and by participating in an exercise during the CHI'95 conference. The skills learned during this exercise will be valid for any product or project that requires information about end-users. %M C.CHI.95.2.446 %T Tools & Techniques for Visual Design Development %S Workshops %A Loretta Staples %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 446 %K User interfaces, Graphical user interfaces, Visual interaction design, Graphic design, Design methodology, Visual representation, Tools %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/workshop/ls_bdy.htm %X This one-day workshop provides an opportunity for experienced practitioners in visual design to share ideas, techniques, and methods for developing visual designs for interfaces. The range of techniques is expected to include ways to generate images, represent sequences, and iterate designs with respect to media, cultural context, and technology. Toward this end, each participant is expected to share a single useful technique with the group. This technique can be shared through example, demonstration, or case history. The only requirement is that the technique be presented as concretely as possible, in a manner that allows all participants to apply the technique. Possible examples might include: * The use of a specific tool or technology for generating drawings of interface elements with a focus on the attributes that make it preferred. * Non-digital techniques for visualizing and representing linear and branching sequences. * The analysis of media images in advertising as a basis for developing brand identity in a multimedia interface. %M C.CHI.95.2.447 %T CHI'95 Basic Research Symposium on Human-Computer Interaction %S Workshops %A Cathleen Wharton %A Janni Nielsen %B Proceedings of ACM CHI'95 Conference on Human Factors in Computing Systems %D 1995 %V 2 %P 447 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/sigchi/chi95/proceedings/workshop/cwh_bdy.htm %X N/A %M C.CHI.96.1.3 %T Self Disclosure on Computer Forms: Meta-Analysis and Implications %S PAPERS: Learning From Users %A Suzanne Weisband %A Sara Kiesler %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 3-10 %K Computer forms, Computer interviews, Electronic surveys, Measurement, Disclosure, Response bias, Electronic communication %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Weisband/sw_txt.htm %X Do people disclose more on a computer form than they do in an interview or on a paper form? We report a statistical meta-analysis of the literature from 1969 to 1994. Across 39 studies using 100 measures, computer administration increased self-disclosure. Effect sizes were larger comparing computer administration with face-to-face interviews, when forms solicited sensitive information, and when medical or psychiatric patients were the subjects. Effect sizes were smaller but had not disappeared in recent studies, which we attribute in part to changes in computer interfaces. We discuss research, ethical, policy, and design implications. %M C.CHI.96.1.11 %T The Design and Long-Term Use of a Personal Electronic Notebook: A Reflective Analysis %S PAPERS: Learning From Users %A Thomas Erickson %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 11-18 %K Electronic notebooks, Personal information management, Customization, Tailoring, Longitudinal study, Reflective analysis, Co-evolution of design and practice %* (c) Copyright 1996 ACM %X This article describes the design and use of a personal electronic notebook. The findings provide a useful data point for those interested in the issue of how to design highly customizable systems for managing personal information. After a description of the notebook's interface and the usage practices that have co-evolved with the interface, I discuss some of the features that have made the notebook useful over the long term, and trends in the evolution of the design. %M C.CHI.96.1.19 %T Technomethodology: Paradoxes and Possibilities %S PAPERS: Learning From Users %A Graham Button %A Paul Dourish %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 19-26 %K Ethnography, Ethnomethodology, Design practice, Methodology, Accounts, Abstraction %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Button/jpd_txt.htm %X The design of CSCW systems has often had its roots in ethnomethodological understandings of work and investigations of working settings. Increasingly, we are also seeing these ideas applied to critique and inform HCI design more generally. However, the attempt to design from the basis of ethnomethodology is fraught with methodological dangers. In particular, ethnomethodology's overriding concern with the detail of practice poses some serious problems when attempts are made to design around such understandings. In this paper, we discuss the range and application of ethnomethodological investigations of technology in working settings, describe how ethnomethodologically-affiliated work has approached system design and discuss ways that ethnomethodology can move from design critique to design practice: the advent of technomethodology. %M C.CHI.96.1.27 %T Does Animation in User Interfaces Improve Decision Making? %S PAPERS: Empirical Studies of Graphics and Visual Design %A Cleotilde Gonzalez %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 27-34 %K Animation, Decision making %* (c) Copyright 1996 ACM %X This paper reports a laboratory experiment that investigated the relative effects of images, transitions, and interactivity styles used in animated interfaces in two decision making domains. Interfaces used either realistic or abstract images, smooth or abrupt transitions, and parallel or sequential interactivity. Results suggest that decision making performance is influenced by the task domain, the user experience, the image, transition, and interactivity styles used in animated interfaces. Subjects performed better with animated interfaces based on realistic rather than abstract images. Subjects were more accurate with smooth rather than abrupt animation. Subjects were more accurate and enjoyed more the animation with parallel rather than sequential interactivity. Implications on the design of animated interfaces for decision making are provided. %M C.CHI.96.1.35 %T Assessing the Effect of Non-Photorealistic Rendered Images in CAD %S PAPERS: Empirical Studies of Graphics and Visual Design %A Jutta Schumann %A Thomas Strothotte %A Andreas Raab %A Stefan Laser %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 35-41 %K Non-photorealistic rendering, Architectural presentation, Preliminary drafts, Sketches, CAD %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Schumann/chi96fi.html %X Recent work in computer graphics has resulted in new techniques for rendering so-called non-photorealistic images. While such features are now already appearing in commercially available software, little is known about the effect of non-photorealistic images on users and their usefulness in specific contexts. In this paper we report on an empirical study with 54 architects who compared the output of a sketch-renderer for producing pencil-like drawings with standard output of CAD systems for architectural designs. The results show that the different kinds of renditions actually have a very different effect on viewers and that non-photorealistic images actually do deserve their place in the repertoire of CAD systems. %M C.CHI.96.1.42 %T Gratuitous Graphics? Putting Preferences in Perspective %S PAPERS: Empirical Studies of Graphics and Visual Design %A Ellen Levy %A Jeff Zacks %A Barbara Tversky %A Diane Schiano %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 42-49 %K Visualization, Spatial representation, 3-D graphics, User interface design %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Levy/lev_txt.htm %X Rapid growth in 3-D rendering technologies has deluged us with glitzy graphical representations. In what contexts do people find 3-D graphs of 2-D data both attractive and useful? We examine students' preferences for graphical display formats under several use scenarios. Line graphs were preferred more for conveying trends than details, and more for promoting memorability than for immediate use; bar graphs showed the opposite pattern. 3-D graphs were preferred more for depicting details than trends, more for memorability than immediate use, and more for showing others than oneself. The reverse held for 2-D graphs. %M C.CHI.96.1.50 %T Beating the Limitations of Camera-Monitor Mediated Telepresence with Extra Eyes %S PAPERS: Collaborative Systems %A Kimiya Yamaashi %A Jeremy R. Cooperstock %A Tracy Narine %A William Buxton %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 50-57 %K Telepresence, Teleconferencing, CSCW, Multimedia %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Yamaashi/ky_txt.htm %X In physical presence, you are most aware of your immediate surroundings, such as what is at your feet or who is beside you, and less aware of objects further away. In telepresence, almost the opposite is true. Due to the nature of the medium, you are most aware of what is in front, often at a distance, as dictated by the limited view of the camera. Even where remote camera control is possible, the range of exploration is limited and the logistics of control are typically awkward and slow. All of this adds up to a pronounced loss of awareness of the periphery in telepresence. The research described here attempts to compensate for these problems through two mechanisms. First, we provide telepresence users with two separate views, one wide-angle and the other, a controllable, detailed view. To simplify navigation, the two views are seamlessly linked together, so that selecting a region of one will have an effect in the other. Second, we utilize sensor information from the remote location to provide the user with notification of relevant events that may require attention. Together, these tools significantly enhance users' awareness of their telepresence surroundings. %M C.CHI.96.1.58 %T Talk and Embodiment in Collaborative Virtual Environments %S PAPERS: Collaborative Systems %A John Bowers %A James Pycock %A Jon O'Brien %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 58-65 %K Conversation analysis, Interaction analysis, Body movement, Embodiment, Virtual reality, CSCW %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Bowers/jb_txt.htm %X This paper presents some qualitative, interpretative analyses of social interaction in an internationally distributed, real-time, multi-party meeting held within a collaborative virtual environment (CVE). The analyses reveal some systematic problems with turn taking and participation in such environments. We also examine how the simple polygonal shapes by means of which users were represented and embodied in the environment are deployed in social interaction. Strikingly, some familiar coordinations of body movement are observed even though such embodiments are very minimal shapes. The paper concludes with some suggestions for technical development, derived from the empirical analyses, which might enhance interactivity in virtual worlds for collaboration and cooperative work. %M C.CHI.96.1.66 %T Emacspeak -- A Speech Interface %S PAPERS: Alternative Methods of Interaction %A T. V. Raman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 66-71 %K Speech interface, Direct access, Spoken feedback, Audio formatting, Speech as a first-class I/O medium %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Raman/paper.html %X Screen-readers -- computer software that enables a visually impaired user to read the contents of a visual display -- have been available for more than a decade. Screen-readers are separate from the user application. Consequently, they have little or no contextual information about the contents of the display. The author has used traditional screen-reading applications for the last five years. The design of the speech-enabling approach described here has been implemented in Emacspeak to overcome many of the shortcomings he has encountered with traditional screen-readers. The approach used by Emacspeak is very different from that of traditional screen-readers. Screen-readers allow the user to listen to the contents appearing in different parts of the display; but the user is entirely responsible for building a mental model of the visual display in order to interpret what an application is trying to convey. Emacspeak, on the other hand, does not speak the screen. Instead, applications provide both visual and speech feedback, and the speech feedback is designed to be sufficient by itself. This approach reduces cognitive load on the user and is relevant to providing general spoken access to information. Producing spoken output from within the application, rather than speaking the visually displayed information, vastly improves the quality of the spoken feedback. Thus, an application can display its results in a visually pleasing manner; the speech-enabling component renders the same in an aurally pleasing way. %M C.CHI.96.1.72 %T Audio Enhanced 3D Interfaces for Visually Impaired Users %S PAPERS: Alternative Methods of Interaction %A Stephen W. Mereu %A Rick Kazman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 72-78 %K User interface, Auditory interface, Disability access, 3D interface %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Mereu/rnk-txt.htm %X Three dimensional computer applications such as CAD packages are often difficult to use because of inadequate depth feedback to the user. It has, however, been shown that audio feedback can help improve a user's sense of depth perception. This paper describes an experiment which evaluates the use of three different audio environments in a 3D task undertaken by visually impaired users. The three audio environments map tonal, musical, and orchestral sounds to an (x, y, z) position in a 3D environment. In each environment the user's task is to locate a target in three dimensions as accurately and quickly as possible. This experiment has three important results: that audio feedback improves performance in 3D applications for all users; that visually impaired users can use 3D applications with the accuracy of sighted users; and that visually impaired users can attain greater target accuracy than sighted users in a sound-only environment. %M C.CHI.96.1.79 %T Dual Device User Interface Design: PDAs and Interactive Television %S PAPERS: Multi-Modal Applications %A Scott Robertson %A Cathleen Wharton %A Catherine Ashworth %A Marita Franzke %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 79-86 %K Personal digital assistants (PDA), Interactive television (ITV), Ubiquitous computing, Mobile computing, Multiple devices %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Robertson/spr_txt.htm %X Computing environments which involve many interacting devices are a challenge for system and user interface designers. A prototype of a multiple-device application consisting of a personal digital assistant (PDA) that operates in conjunction with interactive television (ITV) was developed from user requirements for a real estate information service. The application is used both as a stand-alone service and in conjunction with a television. Users interact exclusively with the PDA. The television responds to PDA output and is used for the presentation of visual images and videos. In this paper the application is described and user interface design issues that arise in the context of multiple device systems are discussed. %M C.CHI.96.1.87 %T Pen Computing for Air Traffic Control %S PAPERS: Multi-Modal Applications %A Stephane Chatty Patrick Lecoanet %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 87-94 %K Air traffic control, Gesture recognition, Mark-based input, Pen computing, Touch-screen, Direct manipulation, Prototyping %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Chatty/sc_txt.htm %X Modernizing workstations for air traffic controllers is a challenge: designers must increase efficiency without affecting safety in any way. Air traffic control is a time-intensive and safety-critical activity, and thus interaction efficiency and low error rates are crucial. Classical interaction techniques have been used in prototype workstations, but the resulting efficiency is not always satisfactory. This leads designers to consider more advanced interaction techniques. This paper reports on the design and a preliminary evaluation of the first prototype of project IMAGINE, which represents the second generation of graphical interfaces for air traffic control. This prototype, GRIGRI, uses a high resolution touch screen and provides mark based input through the screen. The use of gestures, as well as the use of multi-modal techniques, make interaction faster, and closer to the controllers' habits. %M C.CHI.96.1.95 %T Multimodal Interfaces for Dynamic Interactive Maps %S PAPERS: Multi-Modal Applications %A Sharon Oviatt %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 95-102 %K Multimodal interface design, Dynamic interactive maps, Spoken, Pen-based, and multimodal input, Predictive modeling, Robust processing %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Oviatt/slo_txt.htm %X Dynamic interactive maps with transparent but powerful human interface capabilities are beginning to emerge for a variety of geographical information systems, including ones situated on portables for travelers, students, business and service people, and others working in field settings. In the present research, interfaces supporting spoken, pen-based, and multimodal input were analyze for their potential effectiveness in interacting with this new generation of map systems. Input modality (speech, writing, multimodal) and map display format (highly versus minimally structured) were varied in a within-subject factorial design as people completed realistic tasks with a simulated map system. The results identified a constellation of performance difficulties associated with speech-only map interactions, including elevated performance errors, spontaneous disfluencies, and lengthier task completion time -- problems that declined substantially when people could interact multimodally with the map. These performance advantages also mirrored a strong user preference to interact multimodally. The error-proneness and unacceptability of speech-only input to maps was attributed in large part to people's difficulty generating spoken descriptions of spatial location. Analyses also indicated that map display format can be used to minimize performance errors and disfluencies, and map interfaces that guide users' speech toward brevity can nearly eliminate disfluencies. Implications of this research are discussed for the design of high-performance multimodal interfaces for future map systems. %M C.CHI.96.1.103 %T Using the Web Instead of a Window System %S PAPERS: World Wide Web %A James Rice %A Adam Farquhar %A Philippe Piernot %A Thomas Gruber %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 103-110 %K Internet application, Remote user interface, Active document, CSCW, World Wide Web, Hypertext, HTML, HTTP, Java %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Rice/jpr_txt.htm %X We show how to deliver a sophisticated, yet intuitive, interactive application over the web using off-the-shelf web browsers as the interaction medium. This attracts a large user community, improves the rate of user acceptance, and avoids many of the pitfalls of software distribution. Web delivery imposes a novel set of constraints on user interface design. We outline the tradeoffs in this design space, motivate the choices necessary to deliver an application, and detail the lessons learned in the process. These issues are crucial because the growing popularity of the web guarantees that software delivery over the web will become ever more wide-spread. This application is publicly available at: http://www-ksl-svc.stanford.edu:5915/ %M C.CHI.96.1.111 %T The WebBook and the Web Forager: An Information Workspace for the World-Wide Web %S PAPERS: World Wide Web %A Stuart K. Card %A George G. Robertson %A William York %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 111-117 %K 3D graphics, User interfaces, Information access, World-Wide Web, Information workspace, Workspace %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Card/skc1txt.html %X The World-Wide Web has achieved global connectivity stimulating the transition of computers from knowledge processors to knowledge sources. But the Web and its client software are seriously deficient for supporting users' interactive use of this information. This paper presents two related designs with which to evolve the Web and its clients. The first is the WebBook, a 3D interactive book of HTML pages. The WebBook allows rapid interaction with objects at a higher level of aggregation than pages. The second is the Web Forager, an application that embeds the WebBook and other objects in a hierarchical 3D workspace. Both designs are intended as exercises to play off against analytical studies of information workspaces. %M C.CHI.96.1.118 %T Silk from a Sow's Ear: Extracting Usable Structure from the Web %S PAPERS: World Wide Web %A Peter Pirolli %A James Pitkow %A Ramana Rao %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 118-125 %K Information visualization, World Wide Web, Hypertext %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Pirolli_2/pp2.html %X In its current implementation, the World-Wide Web lacks much of the explicit structure and strong typing found in many closed hypertext systems. While this property probably relates to the explosive acceptance of the Web, it further complicates the already difficult problem of identifying usable structures and aggregates in large hypertext collections. These reduced structures, or localities, form the basis for simplifying visualizations of and navigation through complex hypertext systems. Much of the previous research into identifying aggregates utilize graph theoretic algorithms based upon structural topology, i.e., the linkages between items. Other research has focused on content analysis to form document collections. This paper presents our exploration into techniques that utilize both the topology and textual similarity between items as well as usage data collected by servers and page meta-information lke title and size. Linear equations and spreading activation models are employed to arrange Web pages based upon functional categories, node types, and relevancy. %M C.CHI.96.1.126 %T A Palmtop Display for Dextrous Manipulation with Haptic Sensation %S PAPERS: Virtual and Computer-Augmented Environments %A Haruo Noma %A Tsutomu Miyasato %A Fumio Kishino %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 126-133 %K Palmtop display, Haptic sensation, Force display, Virtual reality, Teleconference, User interface %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Noma/nh_txt.html %X Palmtop displays have been extensively studied, but most of them simply refocus information in the real or virtual world. The palmtop display for dextrous manipulation (PDDM) proposed in this paper allows the users to manipulate a remote object as if they were holding it in their hands. The PDDM system has a small LCD, a 3D mouse and a mechanical linkage (force display). When the user locks onto an object in the center of the palmtop display, s/he can manipulate the object through motion input on the palmtop display with haptic sensation. In this paper, the features of a PDDM with haptic sensation are described, then four operating methods and the haptic representation methods for a trial model are proposed and evaluated. %M C.CHI.96.1.134 %T BrightBoard: A Video-Augmented Environment %S PAPERS: Virtual and Computer-Augmented Environments %A Quentin Stafford-Fraser %A Peter Robinson %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 134-141 %K Augmented reality, Image processing, Machine vision, Pattern recognition, Ubiquitous computing %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Stafford-Fraser/qsf_txt.htm %X The goal of 'Computer Augmented Environments' is to bring computational power to everyday objects with which users are already familiar, so that the user interface to this computational power becomes almost invisible. Video is a very important tool in creating Augmented Environments and recent camera-manufacturing techniques make it an economically viable proposition in the general marketplace. BrightBoard is an example system which uses a video camera and audio feedback to enhance the facilities of an ordinary whiteboard, allowing a user to control a computer through simple marks made on the board. We describe its operation in some detail, and discuss how it tackles some of the problems common to these 'Video-Augmented Environments'. %M C.CHI.96.1.142 %T Wayfinding Strategies and Behaviors in Large Virtual Worlds %S PAPERS: Virtual and Computer-Augmented Environments %A Rudolph P. Darken %A John L. Sibert %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 142-149 %K Virtual worlds, Wayfinding, Navigation, Environmental design, Spatial orientation, Cognitive maps %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Darken/Rpd_txt.htm %X People have severe problems wayfinding in large virtual worlds. However, current implementations of virtual worlds provide little support for effective wayfinding. We assert that knowledge about human wayfinding in the physical world can be applied to construct aids for wayfinding in virtual worlds. An experiment was conducted to determine whether people use physical world wayfinding strategies in large virtual worlds. The study measures subject performance on a complex searching task in a number of virtual worlds with differing environmental cues. The results show that subjects in the treatment without any additional cues were often disoriented and had extreme difficulty completing the task. In general, subjects' wayfinding strategies and behaviors were strongly influenced by the environmental cues in ways suggested by the underlying design principles. %M C.CHI.96.1.150 %T An Empirical Evaluation of Design Rationale Documents %S PAPERS: Design Methodology %A Laurent Karsenty %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 150-156 %K Design rationale, Design methodology, Reuse %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Karsenty/lk_txt.htm %X While several studies propose methods and notations for "capturing" design rationale (DR), there is to date little data available on how useful this information is when a designer needs to reuse a previous design. This paper presents the results of an empirical evaluation of DR documents, carried out with six experienced professional designers who were asked to understand and to assess a past design. These designers were provided with documents that described the solution and documents describing the DR. These DR documents were constructed using the QOC method. To determine the usefulness of DR documents, we attempt to answer the three following questions: (1) Do designers confronted with an unknown design need to know the design rationales? (2) How designers use design rationale documents? (3) Do we succeed in capturing the rationales looked for by designers? The results provided by this study lead us to conclude that DR should be useful, at least for some designers who use it as a support to their reasoning, but not sufficient. Indeed, this study exhibits some limitations of the traditional approaches for recording DR. We discuss these limitations and some solutions needed to go beyond them. %M C.CHI.96.1.157 %T Systematic Design of Spoken Prompts %S PAPERS: Design Methodology %A Brian Hansen %A David G. Novick %A Stephen Sutton %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 157-164 %K Interaction design, Auditory I/O, Dialog analysis, Design techniques, Evaluation, Toolkits %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Hansen/hb_txt.html %X Designers of system prompts for interactive spoken-language systems typically seek 1) to constrain users so that they say things that the system can understand accurately and 2) to produce "natural" interaction that maximizes users' satisfaction. Unfortunately, these goals are often at odds. We present a set of heuristics for choosing appropriate prompt styles and show that a set of dimensions can be formulated from these heuristics. A point (or region) in the space formed by these dimensions is a "style" for prompts. We develop and apply metrics for empirically testing different prompt styles. Finally, we describe a toolkit that automatically generates prompts in a variety of styles for spoken-language dialogues. %M C.CHI.96.1.165 %T MailCall: Message Presentation and Navigation in a Nonvisual Environment %S PAPERS: News and Mail %A Matthew Marx %A Chris Schmandt %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 165-172 %K Auditory I/O, Interaction design, Mobile computing, Speech recognition, Speech interface design %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Marx/mtm_txt.htm %X MailCall is a telephone-based messaging system using speech recognition and synthesis. Its nonvisual interaction approaches the usability of visual systems through a combination of intelligent message categorization, efficient presentation, and random-access navigation. MailCall offers improved feedback, error-correction, and online help by considering the conversational context of the current session. Studies suggest that its nonvisual approach to handling messages is especially effective when the user has a large number of messages. %M C.CHI.96.1.173 %T NewsComm: A Hand-Held Interface for Interactive Access to Structured Audio %S PAPERS: News and Mail %A Deb K. Roy %A Chris Schmandt %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 173-180 %K Audio interfaces, Hand-held computers, Structured audio %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Roy/paper.html %X The NewsComm system delivers personalized news and other program material as audio to mobile users through a hand-held playback device. This paper focuses on the iterative design and user testing of the hand-held interface. The interface was first designed and tested in a software-only environment and then ported to a custom hardware platform. The hand-held device enables navigation through audio recordings based on structural information which is extracted from the audio using digital signal processing techniques. The interface design addresses the problems of designing a hand-held and primarily non-visual interface for accessing large amounts of structured audio recordings. %M C.CHI.96.1.181 %T The Thin Glass Line: Designing Interfaces to Algorithms %S PAPERS: Educational Applications %A Michael Eisenberg %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 181-188 %K Algorithms, Human-computer interaction, Polyhedra, Folding nets %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Eisenberg/me_txt.htm %X Modern application software often includes operations that are performed by complex mathematical algorithms. These algorithms -- far from being the "black boxes" typically portrayed in computer science courses -- may instead be viewed as interactive processes, each presenting its own particular "interface" to the user. This paper, then, offers a number of interface guidelines for mathematical algorithms -- principles whose purpose is to suggest ways in which users may employ algorithms with greater control and expressiveness. As a source of examples, we illustrate the guidelines through a particular complex mathematical problem -- that of generating a "folding net" for a three-dimensional solid. %M C.CHI.96.1.189 %T Learning Theory in Practice: Case Studies of Learner-Centered Design %S PAPERS: Educational Applications %A Elliot Soloway %A Shari L. Jackson %A Jonathan Klein %A Chris Quintana %A James Reed %A Jeff Spitulnik %A Steven J. Stratford %A Scott Studer %A Jim Eng %A Nancy Scala %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 189-196 %K Learner-centered design, Educational applications, Science applications, Socioculturalism, Constructivism, Case study, Scaffolding %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Soloway/es_txt.htm %X The design of software for learners must be guided by educational theory. We present a framework for learner-centered design (LCD) that is theoretically motivated by sociocultural and constructivist theories of learning. LCD guides the design of software in order to support the unique needs of learners: growth, diversity, and motivation. To address these needs, we incorporate scaffolding into the context, tasks, tools, and interface of software learning environments. We demonstrate the application of our methodology by presenting two case studies of LCD in practice. %M C.CHI.96.1.197 %T Assessing Dynamics in Computer-Based Instruction %S PAPERS: Educational Applications %A John F. Pane %A Albert T. Corbett %A Bonnie E. John %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 197-204 %K Animation, Simulation, Multimedia, Computer-based learning %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Pane/jfp_txt.htm %X We present an evaluation of a multimedia educational software system that includes text, graphics, animations, and simulations. When compared with an informationally equivalent control environment that used text and carefully selected still images, we found little evidence that the dynamic presentations enhanced student understanding of the declarative information in this lesson. Furthermore, students cannot be relied on to take full advantage of exploratory opportunities in computer-based instruction. These results prescribe further investigation of whether and how computer-based multimedia can be used effectively in education and training. %M C.CHI.96.1.205 %T A Case for Interaction: A Study of Interactive Information Retrieval Behavior and Effectiveness %S PAPERS: Interactive Information Retrieval %A Jurgen Koenemann %A Nicholas J. Belkin %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 205-212 %K Information retrieval, User interfaces, Evaluation, Empirical studies, Relevance feedback %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Koenemann/jk1_txt.htm %X This study investigates the use and effectiveness of an advanced information retrieval (IR) system (INQUERY). 64 novice IR system users were studied in their use of a baseline version of INQUERY compared with one of three experimental versions, each offering a different level of interaction with a relevance feedback facility for automatic query reformulation. Results, in an information filtering task, indicate that: these subjects, after minimal training, were able to use the baseline system reasonably effectively; availability and use of relevance feedback increased retrieval effectiveness; and increased opportunity for user interaction with and control of relevance feedback made the interactions more efficient and usable while maintaining or increasing effectiveness. %M C.CHI.96.1.213 %T Scatter/Gather Browsing Communicates the Topic Structure of a Very Large Text Collection %S PAPERS: Interactive Information Retrieval %A Peter Pirolli %A Patricia Schank %A Marti Hearst %A Christine Diehl %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 213-220 %K Information retrieval, Scatter/gather, Clustering, Browsing %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Pirolli/pp_txt.htm %X Scatter/Gather is a cluster-based browsing technique for large text collections. Users are presented with automatically computed summaries of the contents of clusters of similar documents and provided with a method for navigating through these summaries at different levels of granularity. The aim of the technique is to communicate information about the topic structure of very large collections. We tested the effectiveness of Scatter/Gather as a simple pure document retrieval tool, and studied its effects on the incidental learning of topic structure. When compared to interactions involving simple keyword-based search, the results suggest that Scatter/Gather induces a more coherent conceptual image of a text collection, a richer vocabulary for constructing search queries, and communicates the distribution of relevant documents over clusters of documents in the collection. %M C.CHI.96.1.221 %T LifeLines: Visualizing Personal Histories %S PAPERS: Interactive Information Retrieval %A Catherine Plaisant %A Brett Milash %A Anne Rose %A Seth Widoff %A Ben Shneiderman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 221-227 %K Visualization, History, Timeline, Personal record, Justice, Medical record, Screen design, Overview, Screen management %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Plaisant/cps1txt.htm %X LifeLines provide a general visualization environment for personal histories that can be applied to medical and court records, professional histories and other types of biographical data. A one screen overview shows multiple facets of the records. Aspects, for example medical conditions or legal cases, are displayed as individual time lines, while icons indicate discrete events, such as physician consultations or legal reviews. Line color and thickness illustrate relationships or significance, rescaling tools and filters allow users to focus on part of the information. LifeLines reduce the chances of missing information, facilitate spotting anomalies and trends, streamline access to details, while remaining tailorable and easily transferable between applications. The paper describes the use of LifeLines for youth records of the Maryland Department of Juvenile Justice and also for medical records. User's feedback was collected using a Visual Basic prototype for the youth record. %M C.CHI.96.1.228 %T Remote Evaluation: The Network as an Extension of the Usability Laboratory %S PAPERS: Evaluation %A H. Rex Hartson %A Jose C. Castillo %A John Kelso %A Wayne C. Neale %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 228-235 %K Remote evaluation, Formative evaluation, Usability testing, Usability method, Usability engineering, Semi-instrumented, Empirical, Critical incident, Video conferencing %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Hartson/hrh_txt.htm %X Traditional user interface evaluation usually is conducted in a laboratory where users are observed directly by evaluators. However, the remote and distributed location of users on the network precludes the opportunity for direct observation in usability testing. Further, the network itself and the remote work setting have become intrinsic parts of usage patterns, difficult to reproduce in a laboratory setting, and developers often have limited access to representative users for usability testing in the laboratory. In all of these cases, the cost of transporting users or developers to remote locations can be prohibitive. These barriers have led us to consider methods for remote usability evaluation wherein the evaluator, performing observation and analysis, is separated in space and/or time from the user. The network itself serves as a bridge to take interface evaluation to a broad range of networked users, in their natural work settings. Several types of remote evaluation are defined and described in terms of their advantages and disadvantages to usability testing. The initial results of two case studies show potential for remote evaluation. Remote evaluation using video teleconferencing uses the network as a mechanism to transport video data in real time, so that the observer can evaluate user interfaces in remote locations as they are being used. Semi-instrumented remote evaluation is based on critical incident gathering by the user within the normal work context. Additionally, both methods can take advantage of automating data collection through questionnaires and instrumented applications. %M C.CHI.96.1.236 %T Usability Problem Identification Using Both Low- and High-Fidelity Prototype %S PAPERS: Evaluation %A Robert A. Virzi %A Jeffrey L. Sokolov %A Demetrios Karis %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 236-243 %K Method, Usability testing, Low-fidelity prototyping %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Virzi/RAVtext.htm %X In two experiments, each using a different product (either a CD-ROM based electronic book or an interactive voice response system), we compared the usability problems uncovered using low- and high-fidelity prototypes. One group of subjects performed a series of tasks using a paper-based low-fidelity prototype, while another performed the same tasks using either a high-fidelity prototype or the actual product. In both experiments, substantially the same sets of usability problems were found in the low- and high-fidelity conditions. Moreover, there was a significant correlation between the proportion of subjects detecting particular problems in the low- and high-fidelity groups. In other words, individual problems were detected by a similar proportion of subjects in both the low- and high-fidelity conditions. We conclude that the use of low-fidelity prototypes can be effective throughout the product development cycle, not just during the initial stages of design. %M C.CHI.96.1.244 %T Toward Automatic Generation of Novice User Test Scripts %S PAPERS: Evaluation %A David J. Kasik %A Harry G. George %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 244-251 %K Automated test generation, Dialog model specification, Genetic algorithms, Software engineering test process %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Kasik/djk_txt.htm %X Graphical user interfaces (GUI's) make applications easier to learn and use. At the same time, they make application design, construction, and especially test more difficult because user-directed dialogs increase the number of potential execution paths. This paper considers a subset of GUI-based application testing: how to exercise an application like a novice user. We discuss different solutions and a specific implementation that uses genetic algorithms to automatically generate user events in an unpredictable yet controlled manner to produce novice-like test scripts. %M C.CHI.96.1.252 %T Pavlov: Programming by Stimulus-Response Demonstration %S PAPERS: Development Tools %A David Wolber %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 252-259 %K End user programming, UIMS, Programming by demonstration, Programming by example, Prototyping %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Wolber/dww_txt.htm %X Pavlov is a Programming By Demonstration (PBD) system that allows animated interfaces to be created without programming. Using a drawing editor and a clock, designers specify the behavior of a target interface by demonstrating stimuli (end-user actions or time) and the (time-stamped) graphical transformations that should be executed in response. This stimulus-response model allows interaction and animation to be defined in a uniform manner, and it allows for the demonstration of interactive animation, i.e., game-like behaviors in which the end-user (player) controls the speed and direction of object movement. %M C.CHI.96.1.260 %T Reusable Hierarchical Command Objects %S PAPERS: Development Tools %A Brad A. Myers %A David S. Kosbie %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 260-267 %K Amulet, User interface development environment, Toolkits, Command objects, Undo, Redo %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Myers/bam_com.htm %X The Amulet user interface development environment uses hierarchical command objects to support the creation of highly-interactive graphical user interfaces. When input arrives or a widget is operated by the user, instead of invoking a call-back procedure as in most other toolkits, Amulet allocates a command object and calls its DO method. Unlike previous uses of command objects, Amulet organizes the commands into a hierarchy, so that low-level operations like dragging or selection invoke low-level commands, which in turn might invoke widget-level commands, which invoke high-level, application-specific commands, and so on. The top-level commands correspond to semantic actions of the program. The result is better modularization because different levels of the user interface are independent, and better code reuse because the lower-level commands, and even many high-level commands such as cut, copy, paste, text edit, and change-color, can be reused from the library. Furthermore, the commands in Amulet support a new form of Undo, where the user can select any previous operation and selectively undo it, repeat it on the same objects, or repeat it on new objects. In addition, operations like scrolling and selections can be undone or repeated, which can be very useful. Thus, the command objects in Amulet make it easier for developers by providing more reusable components, while at the same time providing new capabilities for users. %M C.CHI.96.1.268 %T The Zephyr Help Instance: Promoting Ongoing Activity in a CSCW System %S PAPERS: Collaborative Systems %A Mark S. Ackerman %A Leysia Palen %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 268-275 %K Computer-supported cooperative work, CSCW, Help, Computer-mediated communications, CMC, Norms, Organizational interfaces, Social maintenance, Electronic social spaces %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Ackerman/ack_txt.htm %X If Computer-Supported Cooperative Work (CSCW) systems are to be successful over time, it will be necessary to promote ongoing and continuing activity, not just initial adoption. In this paper, we consider what technical and social affordances are required to encourage the continued use of a CSCW system. To explore these issues, we examine a chat-like system, the Zephyr Help Instance, which is used extensively at MIT. The Help Instance facilitates users asking questions of one another, and is an example of a distributed help and problem-solving system. We provide an overview of the system's use as well as those mechanisms, both technical and social, that facilitate continuing its use over time. %M C.CHI.96.1.276 %T Email Overload: Exploring Personal Information Management of Email %S PAPERS: Collaborative Systems %A Steve Whittaker %A Candace Sidner %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 276-283 %K Email, Information overload, Personal information management, Asynchronous communication, Filing, Task management, Interpersonal communication, Ethnography, Empirical studies %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Whittaker/sw_txt.htm %X Email is one of the most successful computer applications yet devised. Our empirical data show however, that although email was originally designed as a communications application, it is now being used for additional functions, that it was not designed for, such as task management and personal archiving. We call this email overload. We demonstrate that email overload creates problems for personal information management: users often have cluttered inboxes containing hundreds of messages, including outstanding tasks, partially read documents and conversational threads. Furthermore, user attempts to rationalise their inboxes by filing are often unsuccessful, with the consequence that important messages get overlooked, or "lost" in archives. We explain how email overloading arises and propose technical solutions to the problem. %M C.CHI.96.1.284 %T HomeNet: A Field Trial of Residential Internet Services %S PAPERS: Collaborative Systems %A Robert Kraut %A William Scherlis %A Tridas Mukhopadhyay %A Jane Manning %A Sara Kiesler %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 284-291 %K Human factors, Communication applications, Empirical studies, Internet, Electronic mail, World Wide Web, Social impact %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Kraut/rek_txt.htm %X HomeNet is a field trial of residential Internet use with lowered barriers to use. We use multiple longitudinal data collection techniques, including server-side instrumentation. This paper is an initial description of how diverse families used the Internet in the first five months of the trial, and of variables that predicted this usage. The results have implications for design (e.g., provide more help for adults to get started), for marketing (e.g., lower income people have as much desire for on-line services as do upper income people), and for research (e.g., understand why teenagers' lead family computing). %M C.CHI.96.1.292 %T Physical Versus Virtual Pointing %S PAPERS: Fingers %A Evan D. Graham %A Christine L. MacKenzie %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 292-299 %K Analysis methods, Fitts' law, Human performance modelling, Input devices, Pointing, Virtual environments %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Graham/edg_txt.htm %X An experiment was conducted to investigate differences in performance between virtual pointing, where a 2-D computer image representing the hand and targets was superimposed on the workspace, and physical pointing with vision of the hand and targets painted on the work surface. A detailed examination of movement kinematics revealed no differences in the initial phase of the movement, but that the final phase of homing in on smaller targets was more difficult in the virtual condition. These differences are summarised by a two-part model of movement time which also captures the effects of scaling distances to, and sizes of targets. The implications of this model for design, analysis, and classification of pointing devices and positioning tasks are discussed. %M C.CHI.96.1.300 %T Differences in Movement Microstructure of the Mouse and the Finger-Controlled Isometric Joystick %S PAPERS: Fingers %A Anant Kartik Mithal %A Sarah A. Douglas %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 300-307 %K Fitts' law, Pointing devices, Mouse, Isometric joystick, Psychomotor models, Movement microstructure, Characteristics of movement, Performance differences %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Mithal/Akm_txt.htm %X This paper describes a study comparing the movement characteristics of the mouse and the velocity-control isometric joystick. These characteristics are called the microstructure of movement. The comparison found random variations in the velocity of the isometric joystick that make it hard to control. The study shows that the microstructure of movement can explain differences in performance among devices. %M C.CHI.96.1.308 %T The Influence of Muscle Groups on Performance of Multiple Degree-of-Freedom Input %S PAPERS: Fingers %A Shumin Zhai %A Paul Milgram %A William Buxton %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 308-315 %K Input devices, 3-D interface, 6 DOF input, Motor control, Muscle group differences, Hand, Fingers, Arm, Homunculus model %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Zhai/sz_txt.htm %X The literature has long suggested that the design of computer input devices should make use of the fine, smaller muscle groups and joints in the fingers, since they are richly represented in the human motor and sensory cortex and they have higher information processing bandwidth than other body parts. This hypothesis, however, has not been conclusively verified with empirical research. The present work studied such a hypothesis in the context of designing 6 degree-of-freedom (DOF) input devices. The work attempts to address both a practical need -- designing efficient 6 DOF input devices -- and the theoretical issue of muscle group differences in input control. Two alternative 6 DOF input devices, one including and the other excluding the fingers from the 6 DOF manipulation, were designed and tested in a 3D object docking experiment. Users' task completion times were significantly shorter with the device that utilised the fingers. The results of this study strongly suggest that the shape and size of future input device designs should constitute affordances that invite finger participation in input control. %M C.CHI.96.1.316 %T A Collaborative Model of Feedback in Human-Computer Interaction %S PAPERS: Models %A Manuel A. Perez Quinones %A John L. Sibert %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 316-323 %K Human-computer dialogues, Feedback, Conversational dialogues, States of understanding, Collaborative view of conversations %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Perez/map1txt.htm %X Feedback plays an important role in human-computer interaction. It provides the user with evidence of closure, thus satisfying the communication expectations that users have when engaging in a dialogue. In this paper we present a model identifying five feedback states that must be communicated to the user to fulfill the communication expectations of a dialogue. The model is based on a linguistics theory of conversation, but is applied to a graphical user interface. An experiment is described in which we test users' expectations and their behavior when those expectations are not met. The model subsumes some of the temporal requirements for feedback previously reported in the human-computer interaction literature. %M C.CHI.96.1.324 %T A Comprehension-Based Model of Exploration %S PAPERS: Models %A Muneo Kitajima %A Peter G. Polson %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 324-331 %K Cognitive theory, Display-based systems, Exploration %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Kitajima/mk_txt.htm %X This paper describes a comprehension-based model of how experienced Macintosh users learn a new application by doing a task presented as a series of exercises. A comprehension mechanism transforms written instructions into goals that control an action planning process proposed by Kitajima and Polson [11]. The transformation process is based on a theory of solving word problems developed by Kintsch [8,9]. The comprehension and action planning processes define constraints on the wording of effective instructions. The combined model is evaluated using data from Franzke [3]. We discuss implications of these results for Minimalist Instructions [1] and Cognitive Walkthroughs [17]. %M C.CHI.96.1.332 %T Exploring the Unrealized Potential of Computer-Aided Drafting %S PAPERS: Real World Usage Patterns %A Suresh K. Bhavnani %A Bonnie E. John %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 332-339 %K CAD, Task decomposition, Learning %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Bhavnani/bs_txt.htm %X Despite huge investments by vendors and users, CAD productivity remains disappointing. Our analysis of real-world CAD usage shows that even after many years of experience, users tend to use suboptimal strategies to perform complex CAD tasks. Additionally, some of these strategies have a marked resemblance to manual drafting techniques. Although this phenomenon has been previously reported, this paper explores explanations for its causes and persistence. We argue that the strategic knowledge to use CAD effectively is neither defined nor explicitly taught. In the absence of a well-formed strategy, users often develop a synthetic mental model of CAD containing a mixture of manual and CAD methods. As these suboptimal strategies do not necessarily prevent users from producing clean, accurate drawings, the inefficiencies tend to remain unrecognized and users have little motivation to develop better strategies. To reverse this situation we recommend that the strategic knowledge to use CAD effectively should be made explicit and provided early in training. We use our analysis to begin the process of making this strategic knowledge explicit. We conclude by discussing the ramifications of this research in training as well as in the development of future computer aids for drawing and design. %M C.CHI.96.1.340 %T User Customization of a Word Processor %S PAPERS: Real World Usage Patterns %A Stanley R. Page %A Todd J. Johnsgard %A Uhl Albert %A C. Dennis Allen %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 340-346 %K Adaptability, Adaptable, Customization, Customize, Tailor %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Page/srp_txt.htm %X The purpose of the study was to identify the customization changes users typically make to their word processor. Ninety-two percent of the participants customized their software in some way. Participants who used the software most heavily also did the most customization (p < .05). Most of the customization was done to facilitate the participants' work practices. The most common changes involved providing easier access to custom or often-used functionality. Button Bars seemed to provide an easy and effective means for participants to customize access to the functionality they wanted. Few participants customized the visual appearance of the interface. %M C.CHI.96.1.347 %T Multiagent Model of Dynamic Design: Visualization as an Emergent Behavior of Active Design Agents %S PAPERS: Agents %A Suguru Ishizaki %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 347-354 %K Visual design, Visualization, Dynamic information, Automatic design, Multiagent systems %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Ishizaki/si_bdy.htm %X This research has been motivated by the lack of models and languages in the visual design field that are able to address design solutions, which continuously adapt in response to the dynamic changes both in the information itself and in the goals or intentions of the information recipient. This paper postulates a multiagent model of dynamic design -- a theoretical framework of design that provides a model with which the visual designer can think during the course of designing. The model employs a decentralized model of design as a premise, and borrows its conceptual model from the improvisational performance, such as dance and music, and bases its theoretical and technical framework on the field of multiagent systems. A design solution is considered an emergent behavior of a collection of active design agents, or performers, each of which is responsible for presenting a particular segment of information. The graphical behaviors of design agents are described by their dynamic activities -- rather than by the traditional method of fixed attributes. The model is illustrated with two design projects, Dynamic News Display System and E-Mail Reader, both of which were implemented using a multiagent design simulation system, perForm, along with an agent description language, persona. %M C.CHI.96.1.355 %T Helping Users Program Their Personal Agents %S PAPERS: Agents %A Loren G. Terveen %A La Tondra Murray %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 355-361 %K Agents, End-user programming, Intelligent systems %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Terveen/lgt_txt.htm %X Software agents are computer programs that act on behalf of users to perform routine, tedious, and time-consuming tasks. To be useful to an individual user, an agent must be personalized to his or her goals, habits, and preferences. We have created an end-user programming system that makes it easy for users to state rules for their agents to follow. The main advance over previous approaches is that the system automatically determines conflicts between rules and guides users in resolving the conflicts. Thus, user and system collaborate in developing and managing a set of rules that embody the user's preferences for handling a wide variety of situations. %M C.CHI.96.1.362 %T A Collaborative Approach to Developing Style Guides %S PAPERS: Usability in Organizations %A Stephen Gale %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 362-367 %K Style guides, Graphical user interfaces, User interface design, Standards %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Gale/srg_txt.htm %X A vital element in exploiting the benefits of Graphical User Interfaces (GUIs) is the use of an appropriate Style Guide. This paper outlines a collaborative approach to the development of Style Guides and highlights the associated benefits and pitfalls. %M C.CHI.96.1.368 %T Integrating Human Factors in Customer Support Systems Development Using a Multi-Level Organisational Approach %S PAPERS: Usability in Organizations %A Anne Miller %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 368-375 %K Human factors, Usability, Corporate mandate, Graphical user interface, Systems development life cycle, Standards and guidelines, Resourcing %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Miller/am_txt.htm %X Integrating usability into software development projects involves working across multiple organisational levels. Aligning the Customer Support Platform Usability (CSPU) Teams objectives with those of the organisation allowed more effective integration of usability activities within project teams. Primarily, corporate alignment provided a legitimate mandate for the CSPU Team to develop standards and guidelines, and to require that usability activities be undertaken by project teams. However, at the project team level, integration was achieved by definition of roles, activities and processes according to the objectives, constraints and processes of project teams. Achieving common ground in project teams involved a willingness to work with, and to actively adapt to both organisational and project based needs. %M C.CHI.96.1.376 %T Making a Difference -- The Impact of Inspections %S PAPERS: Usability in Organizations %A Paul Sawyer %A Alicia Flanders %A Dennis Wixon %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 376-382 %K Formal inspections, Heuristic evaluations, Usability metrics, User testing, Walkthroughs, Impact ratio usability problems %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Sawyer/ps_txt.htm %X In this methodology paper we define a metric we call impact ratio. We use this ratio to measure the effectiveness of inspections and other evaluative techniques in getting usability improvements into products. We inspected ten commercial software products and achieved an average impact ratio of 78%. We discuss factors affecting this ratio and its value in helping us to appraise usability engineering's impact on products. %M C.CHI.96.1.383 %T Using Small Screen Space More Efficiently %S PAPERS: Color and Transparency %A Tomonari Kamba %A Shawn Elson %A Terry Harpold %A Tim Stamper %A Piyawadee "Noi" Sukaviriya %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 383-390 %K PDAs, Icons, Transparency, Usability study %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Kamba/tk_txt.htm %X This paper describes techniques for maximizing the efficient use of small screen space by combining delayed response with semi-transparency of control objects ("widgets") and on-screen text. Most research on the limitations of small display screens has focused on methods for optimizing concurrent display of text and widgets at the same level of transparency (that is, both are equally opaque). Prior research which proposes that widgets may be made semi-transparent is promising, but it does not, we feel, adequately address problems associated with user interaction with text that is partially obscured by the widgets. In this paper, we will propose that a variable delay in the response of overlapping widgets and text improves the effectiveness of the semi-transparent widget/text model. Our conclusions are based on usability studies of a prototype of an online newspaper that combined transparency and delayed-response techniques. %M C.CHI.96.1.391 %T An Experimental Evaluation of Transparent Menu Usage %S PAPERS: Color and Transparency %A Beverly L. Harrison %A Kim J. Vicente %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 391-398 %K Display design, Evaluation, Transparency, User interface design, Interaction technology, Toolglass %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Harrison/blh_txt.htm %X This paper reports a systematic evaluation of transparent user interfaces. It reflects our progression from theoretically-based experiments in focused attention to more representative application-based experiments on selection response times and error rates. We outline how our previous research relates to both the design and the results reported here. For this study, we used a variably-transparent, text menu superimposed over different backgrounds: text pages, wire-frame images, and solid images. We compared "standard" text (Motif style, Helvetica, 14 point) and a proposed font enhancement technique ("Anti-Interference" outlining). More generally, this experimental evaluation provides information about the interaction between transparency and text legibility. %M C.CHI.96.1.399 %T Do Color Models Really Make a Difference? %S PAPERS: Color and Transparency %A Sarah Douglas %A Ted Kirkpatrick %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 399-405 %K Color models, Color selection, RGB, HSV, User interfaces %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Douglas/sad_txt.htm %X User interfaces for color selection are based upon an underlying color model. There is widespread belief, and some evidence, that color models produce significant differences in human performance. We performed a color-matching experiment using an interface with high levels of feedback. With this interface, we observed no differences in speed or accuracy between the RGB and HSV color models, but found that increasing feedback improved accuracy of matching. We suggest that feedback may be an important factor in usability of a color selection interface. %M C.CHI.96.1.406 %T Externalising Abstract Mathematical Models %S PAPERS: Information Structure %A Lisa Tweedie %A Robert Spence %A Huw Dawkes %A Hua Su %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 406-412 %K Interactive graphics, Visualization %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Tweedie/lt1txt.htm %X Abstract mathematical models play an important part in engineering design, economic decision making and other activities. Such models can be externalised in the form of Interactive Visualisation Artifacts (IVAs). These IVAs display the data generated by mathematical models in simple graphs which are interactively linked. Visual examination of these graphs enables users to acquire insight into the complex relations embodied in the model. In the engineering context this insight can be exploited to aid design. The paper describes two IVAs for engineering design: The Influence Explorer and The Prosection Matrix. Formative evaluation studies are briefly discussed. %M C.CHI.96.1.413 %T Structuring Information with Mental Models: A Tour of Boston %S PAPERS: Information Structure %A Ishantha Lokuge %A Stephen A. Gilbert %A Whitman Richards %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 413-419 %K Cognitive models, Multidimensional scaling, Visualization, Interaction design, Evaluation %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Lokuge/sag_txt.htm %X We present a new systematic method of structuring information using mental models. This method can be used both to evaluate the efficiency of an information structure and to build user-centered information structures. In this paper we present the method using Boston tourist attractions as an example domain. We describe several interfaces that take advantage of our mental models with an activation spreading network. Multidimensional Scaling and Trajectory Mapping are used to build our mental models. Because of the robustness of the technique, it is easy to compare individual difference in mental models and to customize interfaces for individual models. %M C.CHI.96.1.420 %T Embed User Values in System Architecture: The Declaration of System Usability %S PAPERS: Usability Issues %A Elizabeth M. Comstock %A William M. Duane %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 420-427 %K System usability, Complexity, System architecture, Software architecture, Design techniques, Networks %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/papers/Comstock/Emc_txt.htm %X The underlying architecture of complex software products profoundly influences their direction and usability. This paper shares an effort to embed usability within the architecture of complex network products. We began by attempting to build a conceptual model, but we ended by representing customers' and users' values in a Declaration of System Usability to guide product direction and system architecture decisions. %M C.CHI.96.1.428 %T Sensuality in Product Design: A Structured Approach %S DESIGN BRIEFINGS: Small Objects of Desire %A G. H. Hofmeester %A J. A. M. Kemp %A A. C. M. Blankendaal %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 428-435 %K Sensuality, Eroticism, Product design, Pager, Communication, Pleasure, Emotion, Market research, Early user involvement %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Hofmeester/ghh_txt.htm %X This paper describes a user-centred process for designing a product which induces a sensual feeling. It is assumed that in the design of consumer products feelings are an essential part of human-product interaction. The objective of the graduation project discussed here was to pro-actively design a pager which the target user group (women aged 18-30 years) perceived as sensual. Users were involved at an early stage of the design process. Based on information gathered in a series of interviews two pagers were designed. In an evaluation both models were perceived as significantly more sensual than a reference model. %M C.CHI.96.1.436 %T Designing the muse: A Digital Music Stand for the Symphony Musician %S DESIGN BRIEFINGS: Small Objects of Desire %A Christopher Graefe %A Derek Wahila %A Justin Maguire %A Orya Dasna %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 436-441 %K Iterative design process, Music stand, Industrial design, Interaction design, Coordination support, Annotation, Tuning %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Wahila/djw_txt.htm %X As part of the 1995 Apple Design Project, we designed and prototyped the muse, a digital music stand for the symphony musician. Our group consisted of four students from Carnegie Mellon University. We worked closely with members of the Pittsburgh Symphony Orchestra during the development of our product. By observing their practice, rehearsal, and performance habits, we studied the symphony culture and generated the concept of a product that would replace a number of conventional tools and processes with a single digital device. The integration of the interface and industrial design resulted in a cohesive look and feel to the muse. The muse contains a metronome with audio and visual feedback, a pitch-generating tuner, stylus-based on-screen annotation, inter-symphony communication capabilities, a music library, and manual or automatic page turning with indexing. The muse is fashioned from mahogany, aluminum, and steel to reflect the timeless beauty of the instruments with which it shares the stage. %M C.CHI.96.1.442 %T Rapid Scout: Bridging the Gulf Between Physical and Virtual Environments %S DESIGN BRIEFINGS: Small Objects of Desire %A David S. Ranson %A Emily S. Patterson %A Daniel L. Kidwell %A Gavin A. Renner %A Mike L. Matthews %A Jim M. Corban %A Emil Seculov %A Constantine S. Souhleris %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 442-449 %K Visualization, Representation aiding, Groupware, Decision support, Portable computing, Ethnography %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Ranson/dsr_txt.htm %X We explored how to bridge the gulf between physical and virtual environments for the sport of whitewater paddling. Field observations, critical incident analysis, exploratory prototyping, and field and lab evaluations were used to make discoveries. Lessons learned in this ethnographic process led to the design of a guiding, communication, and navigation aid for kayakers and canoeists. In designing "Rapid Scout", we gained insights on making virtual representations context-sensitive, coupling multiple perspectives, dealing with uncertainty, and extending human views. Ways to facilitate collaboration through shared graphic frames of reference were also explored. %M C.CHI.96.1.450 %T Interaction Design and Human Factors Support in the Development of a Personal Communicator for Children %S DESIGN BRIEFINGS: Design for Communication and Communication for Design %A Ron Oosterholt %A Mieko Kusano %A Govert de Vries %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 450-457 %K Children, Communicator, User interface, Interaction, Design, Development process, Qualitative research, Methods and techniques %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Oosterholt/rho_txt.htm %X Today's computer games for children are primarily focused on boys. Two years ago Philips started the development of a new 'personal communication' product that addresses the needs of young children and especially the needs of young girls. This article is focused on the interaction design and human factors support provided throughout the development of this product. It illustrates the involvement of the interaction design discipline, ranging from the initial generation and visualization of interface ideas to the final transfer to the software engineering team of detailed user interface specifications. The article also describes how human factors support ensured that potential users were involved on continuously in the design process, as well as how this involvement influenced the development of the final product. The article concludes with a discussion of the lessons learned in designing products for children. %M C.CHI.96.1.458 %T Demo or Die: User Interface as Marketing Theatre %S DESIGN BRIEFINGS: Design for Communication and Communication for Design %A Annette Wagner %A Maria Capucciati %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 458-465 %K Human interface design, Objects, NEO, NeXT, Demonstration, Presentation, Visual language, Storyboards, Graphic design, Theatre %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Wagner/aw_txt.htm %X This design briefing describes the design and development of a demonstration which simultaneously utilizes and illustrates the use of SunSoft's distributed object technology, NEO. The design is notable in that the demo is primarily a marketing tool, not a product. We discuss the factors that made the NEO demo different from a typical project, and how we created a successful user experience through the visual design and story of the NEO demo. %M C.CHI.96.1.466 %T A User Interface for Accessing 3D Content on the World Wide Web %S DESIGN BRIEFINGS: Design for Communication and Communication for Design %A Mike Mohageg %A Rob Myers %A Chris Marrin %A Jim Kent %A David Mott %A Paul Isaacs %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 466-472 %K User interface design, Three dimensional (3D) navigation, World Wide Web (WWW), Virtual Reality Modeling Language (VRML) %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Mohageg/mfm_txt.htm %X A strategy for accessing and viewing three dimensional data on the World Wide Web is introduced. Factors driving the user interface design of a 3D web browser are presented. The interface for the initial implementation of Silicon Graphics' WebSpaceNavigator, the first commercially available 3D Web browser, is given. Close attention is paid to design issues. Usability lessons learned from this interface are described and it is shown how they affected the second generation browser interface design. %M C.CHI.96.1.473 %T The Windows 95 User Interface: A Case Study in Usability Engineering %S DESIGN BRIEFINGS: User Interfaces for Large Markets %A Kent Sullivan %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 473-480 %K Iterative design, Microsoft Windows, Problem tracking, Rapid prototyping, Usability engineering, Usability testing %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Sullivan/kds_txt.htm %X The development of the user interface for a large commercial software product like Microsoft Windows 95 involves many people, broad design goals, and an aggressive work schedule. This design briefing describes how the usability engineering principles of iterative design and problem tracking were successfully applied to make the development of the UI more manageable. Specific design problems and their solutions are also discussed. %M C.CHI.96.1.481 %T Usability Improvements in Lotus cc:Mail for Windows %S DESIGN BRIEFINGS: User Interfaces for Large Markets %A Stacey Ashlund %A Karen J. Horwitz %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 481-488 %K User interface design, User-centered design, Design process, Usability engineering, Usability testing, E-mail %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Ashlund/sla1txt.htm %X This is a case study about a commercial software design and development process. The highly successful product contained some usability problems that were apparent from a usability perspective, but were to be delayed in the upcoming release. A Lotus Notes database was used to record usability issues, UI design recommendations, and decision rationale. This database was the key strategy that helped convince the team to make changes. The processes and UI design solutions described are not new; rather this design briefing focuses on how they were deployed to effect change that wouldn't have happened otherwise. "Before" and "After" screen shots illustrate this success story. %M C.CHI.96.1.489 %T Real World Design in the Corporate Environment: Designing an Interface for the Technically Challenged %S DESIGN BRIEFINGS: User Interfaces for Large Markets %A Susan Hopper %A Harold Hambrose %A Paul Kanevsky %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 489-495 %K User interface, Corporate environment, Hierarchy, Tab metaphor, Iterative design, Book, Shell %* (c) Copyright 1996 ACM %W http://www.acm.org/sigchi/chi96/proceedings/desbrief/Hopper/Hwh_txt.html %X The development of a graphical user interface for Merrill Lynch's Trusted Global Advisor (TGA) system is a major endeavor to bring enhanced information access and updated technology to the desktops of more than 15,000 financial consultants and industry professionals firmwide. The TGA development team's goals and challenges are two-fold. The business goal is to create a comprehensive, integrated computing environment that is unique and would identify Merrill Lynch as the technology pioneer in the financial services industry. The technological challenge included the design of a graphical user interface that could be easily learned and understood by all users in the Firm-the majority of which are PC illiterate. In order to have acceptance from the users, this new system has to appeal to both the first-time GUI user and mouse aficionados alike. %M C.CHI.96.1.496 %T New Technological Windows into Mind: There is More in Eyes and Brains for Human-Computer Interaction %S INVITED CONTRIBUTION %A Boris M. Velichovsky %A John Paulin Hansen %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 496-503 %K Attention, Eye movements, Human-computer interaction (HCI), Neuroinformatics, Levels-of-processing, Noncommand interfaces, Computer supported cooperative work (CSCW) %* (c) Copyright 1996 ACM %X This is an overview of the recent progress leading towards a full subject-centered paradigm in human-computer interaction. At this new phase in the evolution of computer technologies it will be possible to take into account no just characteristics of average human beings, but create systems sensitive to the actual states of attention and intentions of interacting persons. We discuss some of these methods concentrating on the use of eye-tracking and brain imaging. The development is based on the use of eye movement data for a control of output devices, for gaze-contingent image processing and for disambiguating verbal as well as nonverbal information. %M C.CHI.96.1.504 %T The Virtual Library: A New Common Ground %S INVITED CONTRIBUTION %A Andrew Magpantay %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 504-505 %* (c) Copyright 1996 ACM %X The American Library Association (ALA), a nonprofit educational and service organization based in Chicago, Illinois is the world's oldest and largest professional library association. Founded in 1876, it currently has over 56,000 members -- primarily librarians, but also trustees, publishers, and library supporters. Its mission is to provide leadership and information services and the profession of librarianship in order to enhance learning and ensure access to information for all. In 1995, APA embarked on a five year strategic initiative -- ALA Goal 2000 -- to advocate for the public's right to a free and open information society. As part of this initiative ALA has expanded its Washington Office, now celebrating its 50th anniversary, to increase its ability to influence national issues, policy and legislation. Additionally, ALA established an Office of Information Technology Policy, also in Washington, D.C., to address complex technology policy issues and promote the development and utilization of electronic access to information as a means to ensure the public's right to a free and open information society. %M C.CHI.96.1.506 %T CHIKids: A Common Ground for Kids and Adults %S INVITED CONTRIBUTION %A Allison Druin %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 1 %P 506-507 %K CHIkids, Children, Educational applications, Desktop publishing, Multimedia, World Wide Web, CD-ROMs, Social impact, Childcare %* (c) Copyright 1996 ACM %X CHIkids challenges the traditional notion of childcare and rolls summer camp, technology, and CHI into a new hands-on experience for children. This is an opportunity for the next generation to explore computers, technology, and user interface design at the CHI 96 conference. Children (3-12 years of age) will have the opportunity to create multimedia stories, try the latest educational multimedia titles, test emerging software technologies with CHI researchers, and to be conference reporters using desktop publishing tools and the World Wide Web. These activities will be reported on and presented by CHIkids leaders at the close of the CHI 96 conference. %M C.CHI.96.2.3 %T KAP -- A Prototyper for Technical Device Interfaces %S DEMONSTRATIONS: Prototyping %A Klaus Kespohl %A Gerd Szwillus %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 3-4 %K Prototyping, Formal specification, Design techniques, Development tools, Usability testing, Evaluation %W http://www.acm.org/sigchi/chi96/proceedings/demos/Kespohl/gs_txt.htm %X We present the tool KAP (Kespohl's Automaton Prototyper) for prototyping user interfaces of technical devices, such as VCRs, CD players, alarm clocks, answering machines, etc. The work is based on a formal specification language, DSN/2. KAP supports this notation -- as an editor, for adding interactive elements, and as an animation tool. The system was found suitable for performing user tests on several software models, including a CD player with realistic functionality; the results were verified against user testing on the real device. %M C.CHI.96.2.5 %T Demonstrating the Electronic Cocktail Napkin: A Paper-Like Interface for Early Design %S DEMONSTRATIONS: Prototyping %A Mark D. Gross %A Ellen Yi-Luen Do %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 5-6 %K Pen based systems, Design environments, Constraint-based graphics %W http://www.acm.org/sigchi/chi96/proceedings/demos/Gross/mdg_txt.htm %X We demonstrate the Electronic Cocktail Napkin, a pen based interface for conceptual design. The project goal is to support design by recognizing, interpreting, and managing drawings, and to serve as an interface for knowledge-based critiquing, simulation, and information retrieval. We demonstrate the Napkin's facilities for end-user programmable recognition and interpretation, drawing management, and multi-user collaboration. We show applications of the Napkin: (1) indexing visual databases and (2) a front end to a local area network design program. %M C.CHI.96.2.7 %T SHK: Single Hand Key Card for Mobile Devices %S DEMONSTRATIONS: Very Personal Computing %A Masakatsu Sugimoto %A Kimiyo Takahashi %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 7-8 %K Single hand keyboard, Mobile device, Input device, Input unit, Touch typing, Ambiguity resolution %W http://www.acm.org/sigchi/chi96/proceedings/demos/Sugimoto/ms_txt.htm %X A new input unit for mobile devices is discussed. High speed text input through touch typing and mouse data input is possible through an SHK: Single Hand Key card, "castanets operation", an ambiguity resolution logic applied word by word, and the other support software. %M C.CHI.96.2.9 %T Inhabited Digital Spaces %S DEMONSTRATIONS: Very Personal Computing %A Bruce Damer %A Christina Kekenes %A Terrel Hoffman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 9-10 %K Virtual reality, Social computing, Electronic community %W http://www.acm.org/sigchi/chi96/proceedings/demos/Damer/db_txt.htm %X The emergence of standards such as Virtual Reality Modeling Language (VRML) has made shared, three dimensional virtual spaces available to the greater Internet community. When these spaces become inhabited by representations of people, often referred to as digital actors or avatars, a whole spectrum of social behavior will emerge. Prototypes of inhabited digital spaces have been hosted on the Internet since early 1995. Enough experience has been gained with these systems to produce an initial benchmark of their effectiveness from a user interface standpoint. Observation of social interaction in these spaces has also provided some interesting insights. A key finding is that there is a need for interdisciplinary collaboration between the technologists building digital worlds and specialists in community and social behavior. %M C.CHI.96.2.11 %T StarLogo: An Environment for Decentralized Modeling and Decentralized Thinking %S DEMONSTRATIONS: Education: Modeling and Tutoring %A Mitchel Resnick %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 11-12 %K Educational applications, End-user programming, Modeling %W http://www.acm.org/sigchi/chi96/proceedings/demos/Resnick/mjr_txt.htm %X StarLogo is programmable modeling environment designed to help nonexpert users (in particular, precollege students) model and explore decentralized systems, such as ant colonies and market economies. People often have difficulty understanding the workings of such systems. By using StarLogo, people can move beyond the "centralized mindset" -- that is, they begin to understand how patterns can arise through decentralized interactions, not from the dictates of a centralized authority. %M C.CHI.96.2.13 %T Design Concepts for an Instructional Tool: Teaching Abductive Reasoning in Antibody Identification %S DEMONSTRATIONS: Education: Modeling and Tutoring %A Jodi Heintz Obradovich %A Philip J. Smith %A Stephanie Guerlain %A Jack W. Smith, Jr. %A Sally Rudmann %A Larry Sachs %A John Svirbley %A Melanie Kennedy %A Patricia L. Strohm %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 13-14 %K Computer-aided instruction, Intelligent tutoring systems, Expert systems, Problem-based learning, Abduction, Medical diagnosis %W http://www.acm.org/sigchi/chi96/proceedings/demos/Obradovich/jho_txt.htm %X We have conducted a series of studies aimed at understanding how to design a tutoring system that will support students in expanding their knowledge of immunohematology and in developing their problem-solving skills in a problem-based learning environment [3]. Results from these studies have led to the development of an expert model of problem solving, the identification of common errors and misconceptions in solving such problems, and the development of a model of expert tutoring in this domain. Based on the results of these studies, we designed the Transfusion Medicine Tutor and evaluated its effectiveness in teaching medical technology students to solve antibody identification cases. In our initial evaluation of TMT, the students who used a version of the system with all tutoring functions turned on and with instructor assistance went from 0% correct on a pre-test case to 87%-93% correct on post-test cases. This compares with an improvement rate of 20% by students who used a passive version of the system with the intelligent tutoring functions turned off. The behavioral protocols collected as part of this study provide further evidence regarding the contribution of the task environment, the interface design, and the use of expert systems technology to detect and remediate errors (in cooperation with a human teacher) to the student's learning. %M C.CHI.96.2.15 %T MMVIS: A Multimedia Visual Information Seeking Environment for Video Analysis %S DEMONSTRATIONS: Video: Authoring and Indexing %A Stacie Hibino %A Elke A. Rundensteiner %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 15-16 %K Video analysis, Dynamic queries, Temporal query filters, Interactive visualizations, Trend discovery %W http://www.acm.org/sigchi/chi96/proceedings/demos/Hibino/sh2txt.htm %X Our MultiMedia Visual Information Seeking (MMVIS) environment is designed to support an exploratory approach to video analysis. Specialized subset, temporal, spatial, and motion dynamic query filters are tightly coupled with dynamic, user-customizable relationship visualizations to aid users in the discovery of data trends. Users can select two subsets (e.g., a subset of person P1 talking events) and then browse various relationships between them (e.g., browsing for temporal relationships such as whether events of type A frequently start at the same time as events of type B). The visualization highlights the frequencies of both the subsets and the relationships between them. This allows users to discover various relationships and trends without having to explicitly pre-code them. In this demonstration, we will focus on temporal analysis aspects of the system, presenting our temporal visual query language, temporal visualization, and an application to real CSCW data. %M C.CHI.96.2.17 %T MAD: A Movie Authoring and Design System %S DEMONSTRATIONS: Video: Authoring and Indexing %A Naomi Friedlander %A Ronald Baecker %A Alan J. Rosenthal %A Eric Smith %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 17-18 %K Iterative design, User-centred design, Multimedia systems, Multimedia documents, Authoring tools, Interactive graphics systems %W http://www.acm.org/sigchi/chi96/proceedings/demos/Friedlander/nlf_txt.htm %X MAD (Movie Authoring and Design) is a novel design and authoring system that facilitates the process of creating dynamic visual presentations. MAD aids this process by simultaneously allowing easy structure creation or modification of motion pictures and visualization of the result of those modifications. The principles behind MAD include hierarchical multimedia document representation, the flexible inclusion and combination of words, images, sounds, and video sequences, and real-time playback of a rough version of the final film at any time in the process. MAD represents a paradigm shift both from traditional methods of authoring and producing motion pictures and from modern multimedia authoring tools. Its development therefore required in-depth observation of a variety of users working on a variety of film-making projects. This demonstration will present the key concepts underlying MAD, demonstrate the current, second-generation prototype software, and review how we have worked with users in an iterative design process and how studies of the work of these users have informed key design issues. %M C.CHI.96.2.19 %T Visage: Dynamic Information Exploration %S DEMONSTRATIONS: Visualization %A Peter Lucas %A Steven F. Roth %A Cristina C. Gomberg %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 19-20 %K Data visualization, Graphics, Data exploration, User interface environment %W http://www.acm.org/sigchi/chi96/proceedings/demos/Lucas/lp_txt.html %X Visage is a prototype user interface environment for exploring and analyzing information. It represents an approach to coordinating visualizations and analytical tools in data-intensive domains. Visage is based on an information-centric approach to user interface design which strives to eliminate impediments to direct user access to information objects across applications and visualizations. Visage consists of a set of data manipulation operations, an intelligent system for generating a wide variety of data visualizations and a briefing tool that supports the conversion of visual displays used during exploration into interactive presentation slides. %M C.CHI.96.2.21 %T Using Animation to Aid Process Flow Visualization %S DEMONSTRATIONS: Visualization %A Brenda J. Burkhart %A Marc E. Fusco %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 21-22 %K Animation, Visualization, Simulation, Prototyping, Process flow %W http://www.acm.org/sigchi/chi96/proceedings/demos/Burkhart/mef_txt.htm %X Process flows are difficult to communicate to customers effectively, particularly if they are complex or involve multiple systems. We introduce some animation techniques that we rapidly prototyped so that systems engineering or system design proposals or decisions can be effectively communicated to customers. %M C.CHI.96.2.23 %T Lotus Notes Database Support for Usability Testing %S DEMONSTRATIONS: Tools for UI Analysis %A Mary Beth Butler %A Ericca Lahti %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 23-24 %K Usability testing, Lotus Notes, Groupware %W http://www.acm.org/sigchi/chi96/proceedings/demos/Butler/mbb_txt.htm %X This demonstration will show how we have built a collection of Lotus Notes databases containing usability results and techniques. Because we have these databases available, we can easily research past testing results, share information on common UI artifacts with geographically dispersed development teams, and efficiently develop strategies for testing new products and features. The intent of this demonstration is to show the characteristics of our system of databases that we find most important for supporting our work, and how our workgroup solution helps us accomplish our goals. %M C.CHI.96.2.25 %T QGOMS: A Direct-Manipulation Tool for Simple GOMS Models %S DEMONSTRATIONS: Tools for UI Analysis %A David V. Beard %A Dana K. Smith %A Kevin M. Denelsbeck %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 25-26 %K GOMS, Time motion analysis, Medical image display %X "GOMS models can be practical if the effort required to product them is commensurate with their limited practical accuracy." This demonstration details a direct manipulation tool for quickly building GOMS models. Advanced features allow rapid model construction and analysis. %M C.CHI.96.2.27 %T Providing Explicit Support for Social Constraints: In Search of the Social Computer %S Doctoral Consortium %A Ben Anderson %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 27-28 %K CSCW, System design, Social norms, Videoconferencing %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Anderson/ba_txt.htm %X This short paper outlines an approach to the design and implementation of systems that explicitly support the use of social, rather than technological, methods of control. This approach draws on recent developments in the social sciences, particularly sociology and anthropology, and builds upon current work in the development of 'Media Spaces' and other CSCW systems. %M C.CHI.96.2.29 %T Effects of Field of View on Task Performance with Head-Mounted Displays %S Doctoral Consortium %A Kevin Arthur %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 29-30 %K Head-mounted display, Field of view, Task performance, Adaptation, Spatial awareness, Presence, Simulator sickness %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Arthur/ka_txt.htm %X The goal of this research is to quantify the effects of a head-mounted display's field of view (FOV) on human performance of 3D tasks representative of those typically performed in virtual environments. %M C.CHI.96.2.31 %T A Computational Theory of Working Memory %S Doctoral Consortium %A Michael D. Byrne %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 31-32 %K Cognitive models, Individual differences, User models, GOMS, Human memory %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Byrne/mdb_txt.htm %X One of the key factors in understanding what interfaces will be easy to use is the limited capacity of the human information-processing system. This work outlines a theory of human working memory which is instantiated as a computational system called SPAN. Working memory and the related construct of short-term memory have a long history in psychology, and in the last decade have been used to explain differences in performance on a wide variety of tasks both at the individual level and between different age groups. The production system SPAN was constructed as an attempt to address working memory issues based on several well-established mechanisms such as decay, interference, and processing speed. One property unique to SPAN is its ability to model the use of external memory. It is this last property, combined with SPAN's explicit acknowledgment of individual differences, which gives it a great deal of promise in applications to HCI domains -- particularly in the prediction of errors. %M C.CHI.96.2.33 %T Putting Context into Design %S Doctoral Consortium %A Steven J. Clarke %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 33-34 %K Context, Design notations, Development tools, Design rationale, Activity theory %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Clarke/sjc_txt.html %X There are an increasing number of methods for using context in design. Unfortunately these methods are strong on the collection of contextual data but weak on ways to use the data in design. Furthermore, current methods suffer from bias which constrains the type of data collected by designers as well as the ways the data can be put to use. However, rather than eliminate these biases, we propose that designers should exploit them. This paper argues that this can be achieved by facilitating the creation of explicit links between the human context and the design specification and that this requires computer based support. Without such links, the use of context will be unsystematic and, potentially, ineffective. %M C.CHI.96.2.35 %T The Effects of Information Accuracy on User Trust and Compliance %S Doctoral Consortium %A Jean E. Fox %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 35-36 %K ATIS, Automated systems, Decision aids, Human-system trust, ITS, User acceptance %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Fox/jef_txt.htm %X Designers and manufacturers of new technology must understand the factors that influence consumers' decisions to purchase new high-tech products. One important factor in the decision is how much users trust the technology. Muir [5, 6] developed a theory of how people develop trust in automated systems. Several studies have supported her model. This proposed study will provide additional data to test this theory. The application to be studied is an Advanced Traveler Information System (ATIS), which provides route navigation information to automobile drivers. The study will evaluate how inaccurate congestion information affects the users' trust in and compliance with the system's advice. These results will be important to ATIS developers, who need to know how accurate the systems must be to facilitate user acceptance. %M C.CHI.96.2.37 %T Harnessing the Interface for Domain Learning %S Doctoral Consortium %A David Golightly %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 37-38 %K Direct manipulation, 8-puzzle, Cognitive cost, Learning, Problem-solving %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Golightly/dag_txt.htm %X Making an interface less direct changes how the user learns about the particular domain they are acting upon. Different interfaces cause the user to interact in different ways. This affects how they build up information about the domain they are working in. The counterintuitive finding is that less easy to use interfaces can be beneficial to the domain learning process. Less direct interfaces cause the user to build a more verbalisable and transferable body of knowledge about the domain. The research outlined here is examining this learning process to draw conclusions about where the effect can be most usefully employed. %M C.CHI.96.2.39 %T Understanding the Role of Configuration Management Systems in Software Development %S Doctoral Consortium %A Rebecca E. Grinter %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 39-40 %K CSCW, Collaborative work, Software engineering, Empirical studies, Development tools, Group work, Configuration management systems %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Grinter/reg_txt.htm %X This paper describes a study of how software developers use a technology, software configuration management systems, in their work. The study uses qualitative methods in three case studies to find out how well configuration management systems support the coordination of software development work. Results from this study will help to inform the design of technologies that support group work and provide insights into the complexities of software development. %M C.CHI.96.2.41 %T Extending and Evaluating Visual Information Seeking for Video Data %S Doctoral Consortium %A Stacie Hibino %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 41-42 %K Video analysis, Dynamic queries, Temporal query filters, Interactive visualization %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Hibino/sh1txt.htm %X Extending and adapting the visual information seeking paradigm for video analysis would empower casual users to explore temporal, spatial, and motion relationships between video objects and events. Several extensions are required to accomplish this: extensions to dynamic queries to specify multiple subsets, customized temporal, spatial, and motion query filters, and the design of new spatio-temporal visualizations to highlight these relationships. In my thesis research, I am working on these extensions by combining a new multimedia visual query language with spatio-temporal visualizations into an integrated MultiMedia Visual Information Seeking (MMVIS) environment. This research summary describes my overall approach, research goals, and evaluation plan. %M C.CHI.96.2.43 %T Direct Learner Attention with Manipulation Styles %S Doctoral Consortium %A Shirley J. Holst %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 43-44 %K User interface design, Direct manipulation, Problem-solving, Cognitive psychology, Interactive learning %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Holst/sjh_txt.htm %X This paper investigates what aspects of a pupil's interaction with educational software are determinants of their learning. The work reported here considers whether the computer interface can be designed to encourage people to plan, to think more deeply about relevant information, and hence to learn more successfully. Findings reported here challenge the universal welcome given to graphical user interfaces. A number of pedagogical issues involved in designing educational software are raised. These suggest that designing with considerations other than ease-of-use is paramount. %M C.CHI.96.2.45 %T Formal Modelling of Task Interruptions %S Doctoral Consortium %A Francis Jambon %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 45-46 %K Interruptions, Interleaving, Formal methods, UAN %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Jambon/fj_txt.htm %X My doctoral research is concerned with the formal modelling of task interruptions. Although interruptions are significant events in human activities, current models and notations do not support their expression appropriately. My contribution to this problem is two-fold: the ISAU model which makes explicit the general structure of an interruption, and a UAN-based formal notation that would force designers to consider the right questions when developing a system. ISAU will be assessed using a real-world exemplar: the Data-Link system that supports communications between pilots from different aircraft's and air traffic controllers. %M C.CHI.96.2.47 %T Visualizing Patterns in the Execution of Object-Oriented Programs %S Doctoral Consortium %A Dean F. Jerding %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 47-48 %K Software visualization, Information visualization, Object-oriented programming, Design patterns %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Jerding/dfj_txt.htm %X The purpose of this research is to assist with the development and maintenance of object-oriented software by visualizing patterns of behavior in program executions. These patterns are manifested as repeated sequences of messages between objects and recurring instantiation of objects. It is hypothesized that interactive visualizations of the dynamic patterns in object-oriented systems will increase program understanding, allowing programmers to better perform design recovery and reengineering tasks. %M C.CHI.96.2.49 %L Information retrieval, User interfaces, Evaluation, Empirical studies, Relevance feedback %T Supporting Interactive Information Retrieval Through Relevance Feedback %S Doctoral Consortium %A Jurgen Koenemann %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 49-50 %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Koenemann/Jk2_txt1.htm %X I investigated the interactive searching behavior of two groups of subjects using a novel best-match, ranked-output information retrieval (IR) engine to search a large, full-text document collection. The research focuses on the use of relevance feedback, a query reformulation tool. Ten searchers who had a background in IR were observed in the first study; 64 complete novices took part in a second experiment that systematically varied the user knowledge and user control of the feedback mechanism. Behavioral and performance data suggest that user control over relevance feedback benefits retrieval performance and user satisfaction. %M C.CHI.96.2.51 %T Interface Agents for Interacting with Virtual Environments %S Doctoral Consortium %A Britta Lenzmann %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 51-52 %K Interface agents, Interactive graphical system, User adaptation, Multimodal input, Open input %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Lenzmann/bl_txt.htm %X The basic rationale of my Ph.D. thesis is to enhance and simplify interaction with an interactive 3D graphical system. To relieve users from technical detail and allow them to communicate with the system in an intuitive and human-like manner, I am investigating three main aspects: adaptation to user preferences, multimodal input, and open and underspecified input. I use agent-based techniques to approach my solutions. %M C.CHI.96.2.53 %T Towards Organizational Learning: Growing Group Memories in the Workplace %S Doctoral Consortium %A Stefanie N. Lindstaedt %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 53-54 %K Design, System design, Design rationale, Group memory, Organizational learning, Collaborative work, CSCW, Participatory design %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Lindstaedt/snl_txt.htm %X Designing domain-oriented systems requires knowledge both in system design and in the domain to be supported. Communication between domain experts and system developers is essential to elicit or activate this knowledge. Contextualized information, conveyed in ongoing communication and evaluation, sheds light on problems and solutions that may otherwise remain uncovered. This information is valuable beyond the particular situation in which it originates. Experiences of our L3D research group with industries and universities have shown that the tasks of activating and capturing communication about system design, relating it to prior experiences, and feeding new insights back into a group memory face a number of challenges. I am developing an interactive group memory management system called GIMMe for growing diverse group memories during software design to explore the issues surrounding these challenges. %M C.CHI.96.2.55 %T Improving Communication in Programming-by-Demonstration %S Doctoral Consortium %A Richard G. McDaniel %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 55-56 %K User interface software, Application builders, Programming-by-demonstration, Programming-by-example, Inductive learning %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/McDaniel_Richard/rgm_txt.htm %X The range of PBD systems can be significantly expanded by improving the user's expressiveness when communicating with the system. The techniques in my research include a new form of demonstrational interaction called nudges. Complementing nudges is a special form of selection which is used to give the system hints by identifying significant objects. A new deck-of-playing-cards metaphor is also introduced for specifying useful effects such as randomness and sequencing. The final techniques use objects for annotating examples such as behavior icons for manipulating and editing behaviors, and temporal ghosts to allow explicit references to past states. By fostering better communication between the author and the system, these techniques should allow the user with minimal programming expertise to create highly interactive software. %M C.CHI.96.2.57 %T Providing Awareness Information to Support Transitions in Remote Computer-Mediated Collaboration %S Doctoral Consortium %A Susan E. McDaniel %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 57-58 %K Awareness, CSCW, HCI %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/McDaniel_Susan/sem_doc.htm %X In my dissertation research I am exploring the questions of what comprises adequate information about the presence and activities of collaborators for the purpose of moving from asynchronous to synchronous work situations. The pertinent questions are: (1) What information do collaborators need to have about co-workers in order to coordinate these transitions? (2) Is there an alternative to video for supporting these transitions? (3) Can the important information that people need be distilled and displayed in textual or graphical forms that are low cost, but still lightweight? %M C.CHI.96.2.59 %T Toolkits for Multimedia Awareness %S Doctoral Consortium %A Ian Smith %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 59-60 %K Awareness, Multimedia, CSCW, Distributed work groups, Informal communication %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Smith/ies_txt.htm %X Informal communication and awareness of coworkers is an important factor in the effectiveness of work in office environments. This dissertation focuses on an architecture for the creation of prototype tools which allow distributed workgroups to collaborate more effectively by communicating informally. This architecture supports the investigation of the area of informal communication and awareness by allowing researchers to quickly develop new application prototypes from reusable components. %M C.CHI.96.2.61 %T Usability and the Software Production Life Cycle %S Doctoral Consortium %A Suziah Sulaiman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 61-62 %K Software quality, Usability, Software production life cycle, Software testing, Usability engineering, Capability Maturity Model (CMM) %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Sulaiman/ss_txt.htm %X For many types of systems it is as important that the usability is as good as the functionality. There have been various attempts during the last fifteen years or more to encourage developers to focus on usability during the life cycle. These have had only limited success in that they have affected certain companies without fundamentally changing the overall software development process. The aim of this study is to improve software quality by finding ways to integrate usability with software quality measurements throughout the life cycle and especially at early stages of development. %M C.CHI.96.2.63 %T Exploring the Information Landscape %S Doctoral Consortium %A Elaine G. Toms %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 63-64 %K Exploring, Browsing, Full-text, Newspapers, Navigation, Menus, Fish-eye views, Similarity measures, Informativeness, Information searching, Experimental study %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Toms/et_txt.htm %X Exploring or browsing is a process of searching in which the user recognizes the object of the search when they see it a human-driven and unstructured process. To examine this process, three navigational aids are experimentally manipulated: method of access, method of suggesting items to explore and method of navigation. A fourth aid, cues that influence exploration, are also assessed. The object of the study is to characterize browsing, to understand what facilitates browsing in an electronic environment, and to suggest an abstract representation of browsing. %M C.CHI.96.2.65 %T Multimedia, Mental Models and Complex Tasks %S Doctoral Consortium %A David Williams %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 65-66 %K Multimedia, Media selection, Mental models, Expressiveness, Tractability, Complex tasks %W http://www.acm.org/sigchi/chi96/proceedings/doctoral/Williams/dmw_dcon.html %X With the emergence of relatively cheap multimedia delivery systems incorporating bitmapped graphics and high fidelity continuous audio and video, there is an increasing need for the user interface designer to be informed in their choice of output media for a particular task. Our research is investigating the affect of different media on the formulation of mental models in the solution of complex tasks. The guiding principle is to understand why one medium has an advantage over another in a given task context. To do this one must examine how these media are utilised by the user. An experiment is outlined which will investigate this. %M C.CHI.96.2.67 %T Touchscreen Usability in Microgravity %S INTERACTIVE POSTERS: CHI in Space %A Jurine A. Adolf %A Kritina L. Holden %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 67-68 %K Touchscreen, Input devices, Cursor control devices %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Adolf/aj_txt.html %X Touchscreen technology is well-suited for extreme environments, for example, microgravity. However, the usability of touchscreens has not been tested in this environment. The Human Factors and Ergonomics Laboratory (HFEL) at the NASA Johnson Space Center has conducted three evaluations of touchscreen usability both in a simulated weightless environment and on a space shuttle mission. Preliminary findings suggest that touchscreens were preferred for those tasks with larger touch areas, but not for precise positioning. Not anticipated though was the hand fatigue experienced by astronauts. Complete results will be available. %M C.CHI.96.2.69 %T A Wearable Computer for Use in Microgravity Space and Other Non-Desktop Environments %S INTERACTIVE POSTERS: CHI in Space %A Edgar Matias %A I. Scott MacKenzie %A William Buxton %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 69-70 %K Input devices, Input tasks, Wearable computers, Portable computers, Half-QWERTY, One-handed keyboard, Skill transfer %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Matias/me_txt.html %X We present one possible design for a "wearable" computer -- a computer that is worn. Our prototype permits text entry without the need of a table or other supporting surface. Typing can be performed while standing or even walking. Possible applications for this device are also discussed. %M C.CHI.96.2.71 %T Efficacy of a Predictive Display, Steering Device, and Vehicle Body Representation in the Operation of a Lunar Vehicle %S INTERACTIVE POSTERS: CHI in Space %A Santosh Mathan %A Arn Hyndman %A Karl Fischer %A Jeremiah Blatz %A Douglas Brams %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 71-72 %K Predictive display, Teleoperation, Lunar vehicle, Time delay %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Mathan/ms_txt.HTM %X Time delayed teleoperation exacts a high toll on human cognitive resources. High error rates and poor performance times are typical consequences of operating a vehicle under such conditions. This paper describes the usability effects of simple enhancements to the interface for a teleoperated lunar vehicle. Experimental results suggest that simple interface elements such as a predictive display, steering wheel, and vehicle body representation can dramatically reduce errors and task performance times during time delayed teleoperation by inexperienced lunar vehicle operators. %M C.CHI.96.2.73 %T Common Ground for Critical Shuttle and Space Station User Interfaces: An Independent Verification and Validation Approach %S INTERACTIVE POSTERS: CHI in Space %A Mihriban Whitmore %A Andrea H. Berman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 73-74 %K Computer-based tool, Usability testing, HCI evaluation %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Whitmore/CHIPoster.html %X The Human Factors and Ergonomics Laboratory (HFEL) at the NASA Johnson Space Center is in the process of developing an automated software interface checking tool to assess the degree to which space-related critical and high risk software system user interfaces meet objective human factors standards across each NASA program and project. A prototype tool has been identified, and usability testing is underway. Testing compares analysis time and similarity of results for the automated tool and for human-computer interface experts. The results of the evaluation will be included in the poster. %M C.CHI.96.2.75 %T GUI Users Have Trouble Using Graphic Conventions on Novel Tasks %S INTERACTIVE POSTERS: Designing and Evaluating Interfaces and Systems %A Catherine A. Ashworth %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 75-76 %K Graphic user interface, GUI, Display-based computing, Display-based skill, Exploratory learning, User testing, Macintosh %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Ashworth/Ashworth.html %X Twenty-five Macintosh users performed poorly when attempting novel tasks in Macintosh-like applications. The tasks tested subjects' understanding of the meaning of ten different GUI graphic conventions (such as the symbol for a Pop-Up Menu). Subjects who had used more applications had greater accuracy rates. The trials testing Ellipses and the Walking Menu symbol revealed that even when subjects knew the convention, they were also guided by the quality of the semantic match between the command label and the task goal. An analysis of likely reasons why subjects did not know Radio Buttons or X-Boxes suggests users can employ a strategy of "re-exploring" an interface object on each use. These findings have implications for current GUI design guidelines and for theories of GUI learning and use. %M C.CHI.96.2.77 %T Looking for Usability Problems with the Ergonomic Criteria and with the ISO 9241-10 Dialogue Principles %S INTERACTIVE POSTERS: Designing and Evaluating Interfaces and Systems %A J. M. Christian Bastien %A Dominique L. Scapin %A Corinne Leulier %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 77-78 %K User interface evaluation, Inspection methods, Ergonomic criteria, Standards, Dialogue principles, Usability problems %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Bastien/jmcb_txt.htm %X The relative effectiveness of the Ergonomic Criteria and the ISO/DIS 9241-Part 10 Dialogue Principles in guiding the evaluation of user interfaces was assessed. After a demonstration of a musical database application and a free exploration phase, three groups of participants (Criteria, ISO, Control) were invited to evaluate the interface of the application. Preliminary results indicate that the performance of the Control and ISO groups did not differ statistically in terms of the number of problems uncovered or the percentages on problems uncovered as a function of the size of the aggregates. However, when using the Ergonomic Criteria, participants uncovered statistically more usability problems, and the percentage of problems uncovered with respect to the size of the aggregates was higher. For instance, the aggregation of 3 evaluations in the Control and the ISO group permits to uncover about 48% of the usability problems while it permits to uncover about 63% of the usability problems in the Criteria group. %M C.CHI.96.2.79 %T Examining Basic Items of a Screen Design %S INTERACTIVE POSTERS: Designing and Evaluating Interfaces and Systems %A Kenji Ido %A Toshiki Yamaoka %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 79-80 %K Reaction time, Highlights, Eye movement, Basic figure %X We examined basic items of screen design, and we got some results: 1. * reverse video is the best type of highlight. * frame is the second best type of highlight * underline is an average type of highlight * grey-colour is the poorest type of highlight 2. Horizontal area is faster than vertical area when subjects saw objects on CRT. 3. Square and circle are good shape for retrieval. 4. Speed of eye movement from centre to top of the screen is slower than from centre to bottom, from centre to left and centre to right. %M C.CHI.96.2.81 %T Case Based Reasoning Approach to Creating User Interface Components %S INTERACTIVE POSTERS: Designing and Evaluating Interfaces and Systems %A Suneela R. Joshi %A William W. McMillan %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 81-82 %K User interface tools, Case based reasoning, Software reuse %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Joshi/js_txt.html %X Software developers can save time and expense by reusing code that implements user interface tools such as windows, menus, icons, dialogues, etc. Case Based Reasoning (CBR), developed for applications in artificial intelligence, is a very effective tool for such an interactive software reuse project. In CBR, a problem is solved by searching a library of previously encountered cases, retrieving similar cases and modifying them if necessary to fit the current problem. The approach taken by this paper goes beyond this usual CBR technique. It helps a developer to select an application menu from a set of menus that are appropriate for the developer's project. It then inserts that menu directly into the developer's project. This paper uses CBR in creating user interface objects to achieve software reuse in a very effective and simple way. %M C.CHI.96.2.83 %T CockpitView: A User Interface Framework for Future Network Terminals %S INTERACTIVE POSTERS: Designing and Evaluating Interfaces and Systems %A Georg Michelitsch %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 83-84 %K Active objects, Direct manipulation techniques, 3D graphics, Communication models, Network terminals %X We present a user interface framework for consumer oriented, network terminals that uses a combination of a 3D information landscape and a 2D work space to provide the user with a "focus plus context" environment. A comprehensive direct manipulation paradigm for user interaction with active objects on the screen replaces traditional menus in our system. Finally, with a new communication concept based on shared virtual spaces we can handle both synchronous and asynchronous communication in an integrated fashion for all types of media. %M C.CHI.96.2.85 %T Multi-Skill Cooperation in User Interface Design %S INTERACTIVE POSTERS: Designing and Evaluating Interfaces and Systems %A I. Lambert %A N. Portolan %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 85-86 %K Design process, Ergonomist, Graphic designer, Terminologist, Telecommunication product %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Portolan/pn_txt.html %X The importance of pictures in today's interfaces makes a multi-skill approach between various people necessary: ergonomist, graphic designer, terminologist, psychosociologist. The question of the role of each partner and the integration of the different approaches is dealt with via two design projects. %M C.CHI.96.2.87 %T The Group Elicitation Method for Participatory Design and Usability Testing %S INTERACTIVE POSTERS: Designing and Evaluating Interfaces and Systems %A Guy A. Boy %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 87-88 %K Knowledge elicitation, Participatory design, Decision support systems, Evaluation, Methodology %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Boy/bg_txt.htm %X This short paper presents the Group Elicitation Method (GEM), a brainwriting technique augmented by a decision support system for participatory design and usability testing. GEM has been successfully used in four industrial projects to elicit knowledge from users, management and designers. In particular, in three of them it was used to elicit end-users' knowledge for the design of new user interfaces. This short paper discusses the properties of such a method and the lessons learned. %M C.CHI.96.2.89 %T ScienceSpace: Lessons for Designing Immersive Virtual Realities %S INTERACTIVE POSTERS: Education %A Marylin C. Salzman %A Chris Dede %A Deirdre McGlynn %A R. Bowen Loftin %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 89-90 %K Virtual reality, Educational applications, User interface design and evaluation, and immersion %X ScienceSpace is a collection of immersive virtual realities designed to explore the potential utility of physical immersion and multisensory perception to aid in the learning of science. Through the design and evaluation of ScienceSpace, we are learning lessons about the virtual reality interface and the development of immersive virtual worlds for education. This paper describes these lessons. %M C.CHI.96.2.91 %T Appropriateness of Graphical Program Representations for Training Applications %S INTERACTIVE POSTERS: Education %A Marian G. Williams %A Hyxia Villegas %A J. Nicholas Buehler %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 91-92 %K Graphical programming, Visual programming, Cognitive complexity analysis, Visual labs, Training, Education %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Williams/wm_txt.htm %X Recent controversy about the ease of constructing and reading graphical program representations is of interest to us because of our work on graphical programming applications for training. We apply cognitive complexity analysis to graphical and textual programs, and confirm the empirical findings of other researchers. We also apply cognitive complexity analysis to graphical programs from our own work. The analysis suggests that, when optimized for a specific task, both textual and graphical programs can carry the same information with similar cognitive complexity. The selection of graphical and textual representations for comparison in real-world training applications remains problematic. %M C.CHI.96.2.93 %T Gender and Skill in Human Computer Interaction %S INTERACTIVE POSTERS: Gender and Skill %A Ellen Balka %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 93-94 %K Gender, Skill, Work, Participatory design, Ergonomics, Design theory, Design practices %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Balka/be_txt.html %X Practitioners working in HCI make implicit assumptions about gender and skill in conducting design work. More frequently than not, assumptions about both the gender of computer system users, and definitions of skill relied on in designing computer systems, remain hidden (exceptions include 1,2,10,16). Here, the importance of addressing gender and skill in HCI activities is addressed through a focus on participatory design (PD) and ergonomics. In the tradition of participatory posters [11] participants are asked to engage in generating knowledge about gender and skill in HCI by providing citations to relevant work, and/or anecdotes from their design experience (by computer entry or video clips). %M C.CHI.96.2.95 %T Anthropometric Data on Horizontal Head Movements in Videcommunications %S INTERACTIVE POSTERS: Remote Communication %A Martin Bocker %A Werner Blohm %A Lothar Muhlbach %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 95-96 %K Display design, Videocommunications, Motion parallax, Head tracking, 3D %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Boecker/bm_txt.htm %X Head movement data were collected from 128 subjects during an experimental study using four different videoconferencing set-ups (factorial design of monoscopic / stereoscopic set-ups with / without motion parallax). The data include various parameters and are relevant inter alia for terminal and display designers. %M C.CHI.96.2.97 %T The Freedom to Work from an Arbitrary Position %S INTERACTIVE POSTERS: Remote Communication %A Britt Jonsson %A Anne Schomer %A Konrad Tollmar %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 97-98 %K Computer Supported Cooperative Work (CSCW). Teleworking, Information sharing, Collaborative processes, Shared workspace %X We have designed two sets of communication tools to enable telepresence in groups who work in different locations. Afterwards we evaluated the tools. Study (A), in the first group, takes place in a big company in a relatively small group, of seven people, while study (B), in the second group, takes place in a larger group of approx. 20 members in an academic research lab. In order to design those two communication systems we argue that a broader perspective of work, living environment, life, friends and relations need to be considered. Insight into this complexity could only be gained using a "multi-domain methodology". We will in, this poster, give an example of these two ongoing research projects where we have used this methodology. %M C.CHI.96.2.99 %T The Effects of Emotional Icons on Remote Communication %S INTERACTIVE POSTERS: Remote Communication %A Krisela Rivera %A Nancy J. Cooke %A Jeff A. Bauhs %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 99-100 %K Computer-mediated communication, Groupware, Computer-supported-cooperative work, Distributed cognition, Icons, Emotions, Emoticons %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Rivera/rk_txt.htm %X As technology advances, we are shifting from direct face-to-face or voice to voice interactions to computer-mediated communication (CMC). As a result of this shift the nature of communication has changed; in particular the ability to convey emotion is less straight forward. Twenty three subjects participated in a simulated, remote-CMC, group-decision making session. Twelve subjects had emoticons available, although use of these icons was optional. The remaining eleven did not have emoticons available. Dependent measures included user satisfaction, user frustration, conformity, length and focus of message, satisfaction with CMC system, and recall of communication events. The results indicated that subjects with emoticons used them and were more satisfied with the system than those subjects without emoticons. Thus it appears that users respond to emoticons and interpret them as intended. %M C.CHI.96.2.101 %T Remote Assistance: A View of the Work and a View of the Face? %S INTERACTIVE POSTERS: Remote Communication %A Leon Watts %A Andrew F. Monk %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 101-102 %K Video communication, CSCW, Analysis of gaze, Remote assistance %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Watts/law_txt.htm %X Twenty members of the general public worked remotely from one another in pairs. One member of the pair carried out some simple manipulative tasks as instructed by the other, after which they discussed the merit of the object assembled. Sometimes there was a view of the face and sometimes a view of the room. The work was always visible. Contrary to suggestions in the literature that a view of the face has only marginal benefits, subjective ratings and direct measures of gaze behaviour both demonstrate that the view of the manipulators face was of value in this situation. %M C.CHI.96.2.103 %T A Task-Oriented Interface to a Digital Library %S INTERACTIVE POSTERS: Structuring and Finding Information %A Steve B. Cousins %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 103-104 %K Digital Libraries, Tasks, Direct manipulation %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Cousins/cs_txt.html %X In this paper we describe an interface to a heterogeneous digital library. The interface is designed with the following goals in mind: to support user tasks, to smoothly integrate the results of many services, to handle services of widely-varying time scales, to be extensible, and to support sharing and reuse. We discuss each of these goals, and then describe a working prototype interface. %M C.CHI.96.2.105 %T ESPACE 2: An Experimental HyperAudio Environment %S INTERACTIVE POSTERS: Structuring and Finding Information %A Nitin "Nick" Sawhney %A Arthur Murphy %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 105-106 %K Auditory I/O, Non-speech audio, Hypermedia %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Sawhney/ns_txt.htm %X Espace 2 is a prototype system for navigation of hyper-linked audio information in an immersive audio-only environment. In this paper, we propose several essential design concepts for audio-only computing environments. We will describe a hyperaudio system based on the prior design principles and discuss an evaluation of the preliminary prototype. %M C.CHI.96.2.107 %T Structuring Voice Records Using Keyword Labels %S INTERACTIVE POSTERS: Structuring and Finding Information %A Nick Haddock %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 107-108 %K Speech as data, Speech recognition, Form-filling, Multi-modal interfaces, Portable computing %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Haddock/hn_txt.htm %X The paper proposes an interaction technique which allows some structure and content to be extracted from a voice record, thus making it easier to review the recording and integrate it with other data. Silence detection and speech recognition are employed to pick out intentionally uttered keyword labels, in order to create a form-field view of the voice recording. %M C.CHI.96.2.109 %T A Study of User Participation in Standards Setting %S INTERACTIVE POSTERS: Structuring and Finding Information %A Kai Jacobs %A Rob Procter %A Robin Williams %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 109-110 %K Standardisation, E-mail, User requirements %X This paper explores the views of members of standards setting organisations in the field of electronic communications. It focuses in particular on their experiences of, and attitudes towards, user participation in standards setting. %M C.CHI.96.2.111 %T BDDTCL: An Environment for Visualizing and Manipulating Binary Decisions Diagrams %S INTERACTIVE POSTERS: Structuring and Finding Information %A Kurt E. Partridge %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 111-114 %K Data structure visualization, Binary decision diagrams, Hardware verification tools %X A Binary Decision Diagram (BDD) is a data structure used in hardware verification to represent boolean expressions. Most BDD implementations provide only textual output and require the user to interact with them using a compiled programming language. BDDTCL provides an interpreted language for manipulating BDDs and a graphical viewer for manipulating and visualizing them. BDDTCL can draw BDDs with over 4,400 nodes; much larger than can be easily drawn by hand. Two users, a hardware design researcher and a student unfamiliar with BDDs, provided feedback about BDDTCL's effectiveness for understanding systems modeled by BDDs. These users also provided feedback for improving BDDTCL. %M C.CHI.96.2.115 %T Characterization and Assessment of HTML Style Guides %S INTERACTIVE POSTERS: Structuring and Finding Information %A Julie Ratner %A Eric M. Grose %A Chris Forsythe %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 115-116 %K HTML, World Wide Web, Style guides, Human computer interface %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Ratner/rj_txt.htm %X This paper describes a study in which HTML style guides were characterized, compared to established HCI style guides, and evaluated against findings from HCI reviews of web pages and applications. Findings showed little consistency among the 21 HTML style guides assessed, with 75% of recommendations appearing in only one style guide. While there was some overlap, only 20% of HTML relevant recommendations from established style guides were found in HTML style guides. HTML style guides emphasized common look and feel, information display, and navigation issues with little mention of many issues prominent in established style guides such as help, message boxes and data entry. This difference is reinforced by other results showing that HTML style guides addressed concerns of web information content pages with much greater success than web-based applications. It is concluded that while the WWW represents a unique HCI environment, development of HTML style guides has been less rigorous, with issues associated with web-based applications largely ignored. %M C.CHI.96.2.117 %T Concurrent Engineering for an Interactive TV Interface %S INTERACTIVE POSTERS: Video and Television %A Ivan Bretan %A Per Kroon %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 117-118 %K Interdisciplinary design, Interactive TV, Video-on-demand %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Bretan/bi_txt.htm %X The design of a user environment for a video-on-demand service through an interdisciplinary style of collaboration called "concurrent engineering" is described. The process encompasses pre-prototype behavioural studies, traditional user studies, graphical design of interface objects, industrial design of input devices and interaction design of interface dialogue. %M C.CHI.96.2.119 %T Interfaces for Managing Access to a Video Archive %S INTERACTIVE POSTERS: Video and Television %A Andrew Gordon %A Smadar Kedar %A Eric Domeshek %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 119-120 %K Information access, Interface design, Browsing, Search, Indexing, Retrieval, Video archive, Visualization %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Gordon/ga_txt.htm %X We describe Deja Vu, a video retrieval system which capitalizes on our understanding of the content of the video to provide an effective user interface. %M C.CHI.96.2.121 %T The Effect of Frame Rate and Video Information Redundancy on the Perceptual Learning of American Sign Language Gestures %S INTERACTIVE POSTERS: Video and Television %A B. F. Johnson %A J. K. Caird %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 121-122 %K Sign language learning, Gesture recognition, Biological motion perception, Mental representation of movement, Multimedia assisted learning, Frame rate, Signal detection theory %X An experiment is reported that addressed whether reductions of frame rate and information redundancy affected the recognition of American Sign Language (ASL) gestures that were presented in a multimedia format. Frame rate (30, 15, 5, & 1 frames-per-second or fps) primarily affected time needed to learn the gestures to criterion while point light presentation of gestures (versus conventional video) affected recognition rates in a transfer testing condition. Contrary to conventional frame rate rules of thumb (e.g., 10-20 fps), once trained participants were exceptional at recognizing ASL gestures even at rates as low as 5 and 1 fps. Results are discussed as they contribute to computer mediated learning of sign language and frame rate guidelines. %M C.CHI.96.2.123 %T Science-By-Mail %S INTERACTIVE POSTERS: Social Action %A Marc E. Fusco %A Ellen A. White %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 123-124 %K Science-By-Mail, Science, Children, Volunteer, Social action %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Fusco/fm_txt.html %X Science-by-MailTM is a hands-on, experimental science activity program for children in grades 4-9 that is designed to be engaging, educational, and fun! Each participating child is matched with a volunteer pen-pal scientist who provides encouragement and guidance. They receive three "challenge packets" throughout the year containing information and materials related to an issue in science or technology. Communication between students and scientists about the packets forms the core of the interactions. A nationwide program developed by the Museum of Science, Boston, Science-by-Mail currently involves about 25,000 children and 2,500 scientists. %M C.CHI.96.2.125 %T Encouraging Social Responsibility through Collaborative Team Learning %S INTERACTIVE POSTERS: Social Action %A Jean Gasen %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 125-126 %K HCI education, Multimedia, Collaborative work, Social issues in design %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Gasen/gj_txt.html %X How do we bring the real world into the classroom? How do we teach students to see and appreciate its complexities without overwhelming them? How do we encourage them to value collaborative teamwork and multi-disciplinary approaches to problems? And how do we instill the importance of addressing larger social issues in their professional future? This poster will describe a multi-disciplinary team approach to teaching user-centered interface design. The course focused on the development of multimedia prototypes for the VCU Cancer Center. How the course impacted upon student motivation for learning, group process and interface design will be presented. %M C.CHI.96.2.127 %T Community Volunteers -- Getting Involved Locally %S INTERACTIVE POSTERS: Social Action %A David R. Millen %A Patricia A. Young %A Perry F. Sennewald %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 127-128 %K Technology advocacy, Social action, Education %W http://www.acm.org/sigchi/chi96/proceedings/intpost/Millen/md_txt.html %X The promises of emerging technologies, strong financial pressures, and infrastructure demands have created a growing need for technology expertise in local schools, governments and community organizations. It follows that there has never been a better time for technical professionals to help. Assistance can be offered in areas of technology planning, training, system management and support of fundraising activities. An illustrative example of a community-based technology foundation will be described. %M C.CHI.96.2.129 %T Research in 3D User Interface Design at Columbia University %S ORGANIZATION OVERVIEWS: Innovative User Interfaces %A Steven K. Feiner %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 129-130 %K Augmented reality, Virtual reality, Virtual environments, Knowledge-based graphics, Intelligent user interfaces, Head-mounted displays %W http://www.acm.org/sigchi/chi96/proceedings/overview/Feiner/fs_txt.html %X The Computer Graphics and User Interfaces Laboratory at Columbia University is pursuing research in the design and development of new user interface metaphors. This overview provides a high-level description of our work and surveys projects that reflect our two key research directions: 3D user interfaces (including virtual environments and augmented reality) and knowledge-based user interfaces. %M C.CHI.96.2.131 %T Real{cubed} Communication and Aromatic Group Computing: HCI and CSCW Research at Canon Media Technology Laboratory %S ORGANIZATION OVERVIEWS: Innovative User Interfaces %A Yuichi Bannai %A Hideyuki Tamura %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 131-132 %W http://www.acm.org/sigchi/chi96/proceedings/overview/bannai/htb_txt.htm %X The Media Technology Laboratory is one of Canon Inc.'s corporate research labs. Originally called the Information Systems Research Center, the laboratory changed its name when it started research and development in information media. Now, approximately 70 research scientists and engineers, some of them managers, are in charge of research and development mainly in HCI, CSCW, and other fields. Their range of expertise covers AI, natural language understanding, computer vision and graphics, computer architecture, and system software (OS, database, etc.). %M C.CHI.96.2.133 %T MIT Media Laboratory: A View after Ten Years %S ORGANIZATION OVERVIEWS: Innovative User Interfaces %A Chris Schmandt %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 133-134 %X As the MIT Media Laboratory celebrates its 10th anniversary in 1995, this makes a fitting time to describe it for the CHI audience. A number of current Media Lab faculty and students are active in user interface techniques and technologies, and our work is well represented in the CHI proceedings. Although well known now, the Lab's roots go back much further, to the early 70s. The Laboratory's charter is to invent and creatively exploit new media for human well-being and individual satisfaction, without regard to present day constraints. We employ supercomputers and extraordinary input/output devices to experiment with today, with the notion that these will be commonplace tomorrow. The not-so-hidden agenda is to drive technological inventions and break engineering deadlocks with new perspectives and demanding applications. The Lab explores issues in a broad range of new information technologies including: advanced digital television, electronic publishing, portable computing and communication, artificial intelligence, voice interfaces, user interface design, and education-related technologies. %M C.CHI.96.2.135 %T HCI at Banc Sabadell %S ORGANIZATION OVERVIEWS: Introducing HCI in Industry %A Lynne E. Hall %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 135-136 %W http://www.acm.org/sigchi/chi96/proceedings/overview/Hall/Leh_txt.htm %X The introduction of HCI to Banc Sabadell is described, providing a brief history. Attempts to improve application usability and to encourage a focus on HCI issues are detailed. Several applications are described, identifying the success of the incorporation of HCI at Banc Sabadell. %M C.CHI.96.2.137 %T The Usability Group at Reuters: Virtually Global %S ORGANIZATION OVERVIEWS: Introducing HCI in Industry %A Greg Garrison %A Robin Heath %A Allison Jaynes %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 137-138 %K Organization overview, Customer centered design, Usability, Globalization, Virtual team, Usability testing %X In this organization overview we discuss the approach to Customer Centered Design taken by Reuters. We address the virtual team organization of the group and the benefits and challenges that it presents. We then present the globalization of usability and the techniques that Reuters has used to expand usability operations from London throughout the world. We end with a discussion of our performance thus far and a little about the future of The Usability Group at Reuters. %M C.CHI.96.2.139 %T The Claris Interface Design Group: A Personal Retrospective %S ORGANIZATION OVERVIEWS: Introducing HCI in Industry %A Tony Fernandes %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 139-140 %K Organizations, Usability testing, Human factors, Visual design %W http://www.acm.org/sigchi/chi96/proceedings/overview/Fernandes/ft_txt.html %X The Claris Interface Design Group is an organization built from the ground up to help Claris Corporation define new levels of usability for its Macintosh and Windows products. This overview offers a retrospective of lessons learned through the creation of the organization I created. %M C.CHI.96.2.141 %T The Hiser Group: Pioneering Usability and User Interface Design in Australia %S ORGANIZATION OVERVIEWS: User Interface Design %A Sarah A. Bloomer %A Susan J. Wolfe %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 141-142 %K User interface design, Usability engineering, Organisations %X When The Hiser Group was formed, usability and user interface design were relatively unknown in Australasian software development market. This organisational overview describes the major activities of The Hiser Group and the implications for pioneering a user-centred development methodology in this environment. %M C.CHI.96.2.143 %T Research on Human-Computer Interaction and Cooperative Hypermedia at GMD-IPSI %S ORGANIZATION OVERVIEWS: User Interface Design %A Norbert A. Streitz %A Heinz-Dieter Bocker %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 143-144 %K Organization overview, User-interfaces, 3D visualization, Information retrieval, Electronic publishing, Hypermedia, CSCW, Desktop-based collaboration, Electronic meeting rooms, Shared work spaces, Pen-based interaction %W http://www.acm.org/sigchi/chi96/proceedings/overview/Streitz/nas_txt.htm %X This organization overview describes two research divisions of GMD-IPSI in Darmstadt, Germany: User Interfaces for Information Systems and Cooperative Hypermedia Systems. They are in particular addressing HCI work within the overall framework and goals of IPSI. %M C.CHI.96.2.145 %T Taming Complexity at MAYA Design %S ORGANIZATION OVERVIEWS: User Interface Design %A Peter Lucas %A Susan Salis %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 145-146 %K Interdisciplinary design, Design consulting, Brainstorming, Prototyping, User studies laboratory, Usability, Product design %W http://www.acm.org/sigchi/chi96/proceedings/overview/Lucas/lp_txt.htm %X MAYA Design is a full-service product design consultancy offering services at the intersection of computer science, psychology, and visual design. We have developed efficient techniques for facilitating interdisciplinary design and for communicating clearly with our clients. %M C.CHI.96.2.147 %T HCI Group at Computer Research Institute of Montreal %S ORGANIZATION OVERVIEWS: Multidisciplinary HCI Research %A Frances de Verteuil %A Daniel Engelberg %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 147-148 %K R&D, Multidisciplinary, Software development lifecycle, HCI methodology, Task analysis, Interface evaluation %X The Computer Research Institute of Montreal (CRIM) is a non-profit R&D institute in computer science. The HCI group performs both consulting and precompetitive research. Our approach emphasizes multidisciplinary teams, participation of our own software engineering experts on projects, and sensitivity to our clients' business goal and culture. Research focuses on methodologies for designing and evaluating interfaces. %M C.CHI.96.2.149 %T The Center for People and Systems Interaction (CPSI) %S ORGANIZATION OVERVIEWS: Multidisciplinary HCI Research %A Jenny Preece %A Judith Ramsay %A Richard Jacques %A Alessandro Barabesi %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 149-150 %K Center for People and Systems Interaction (CPSI), Human-computer interaction, HCI, Computer mediated communication, CMC, Desktop video conferencing, Engagement, Gender, Hypermedia, Usability, Evaluation %X The Center for People and Systems Interaction (CPSI) is a new research center based at South Bank University in London. An inter-disciplinary group is researching two key areas of Human-Computer Interaction: (i) the inter-relationships of psychological, social and technical factors in computer mediated communication (CMC) and (ii) extending the repertoire of usability evaluation methods. %M C.CHI.96.2.151 %T Virginia Tech's Center for Human-Computer Interaction %S ORGANIZATION OVERVIEWS: Multidisciplinary HCI Research %A John M. Carroll %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 151-152 %X An interdisciplinary effort in HCI formed at Virginia Tech in 1979. The central axis of this collaboration ran between the Department of Computer Science and the Department of Industrial and Systems Engineering. This early project studied the human-computer interface as a dialog, asking both whether dialog is a good metaphor for the interface, and how to most appropriately configure that interface. %M C.CHI.96.2.153 %T Universal Design: Everyone has Special Needs %S Panels %A Eric Bergman %A Earl Johnson %A Alistair Edwards %A Deborah Kaplan %A Greg Lowney %A T. V. Raman %A Clayton Lewis %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 153-154 %K Accessibility, Disability, Universal design %W http://www.acm.org/sigchi/chi96/proceedings/panels/Bergmann/edb_txt.htm %X Despite high profile discussions of user-centered design in the CHI community, until recently a substantial population of users has been largely ignored. Users who have restricted or no use of hands, eyes, ears, or voice due to environment, task context, repetitive strain injury, or disability constitute a diverse and significant user population, but these users receive relatively little mention in mainstream HCI conferences or literature. Design considerations for users with vision, hearing, or movement impairments overlap with those for the general population across a variety of tasks and contexts (e.g., high workload tasks, automobile systems, phone interfaces). Following on this theme, the panel will promote discussion of so-called "Universal Design" -- design for the broadest possible range of users. %M C.CHI.96.2.155 %T Technology Transfer: So Much Research So Few Good Products %S Panels %A Ellen A. Isaacs %A John C. Tang %A Jim Foley %A Jeff Johnson %A Allan Kuchinsky %A Jean Scholtz %A John Bennett %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 155-156 %W http://www.acm.org/sigchi/chi96/proceedings/panels/Isaacs/eai_tech.html %X Since the CHI community involves both researchers and practitioners, we often struggle with the issue of technology transfer. The CHI conference features many innovative research ideas and interesting product designs, but there have been disappointingly few cases in which products were based on research projects. Although many companies have tried to address this problem on their own, the CHI conference offers a unique opportunity to bring together people from different settings to explore common obstacles to technology transfer and to share ideas for overcoming those barriers. This panel will cover the following range of perspectives: * The Prototype Perspective. The primary goal of research or advanced development in a company is to build prototypes that test new ideas, which can eventually be transferred to development groups for productization. * The Information Transfer Perspective. The main goal of research should be to transfer information of many kinds (e.g., the resolution of basic questions that are impeding development work, practical experience with a platform's ability to support future applications, explanations of why a new product direction is technically unfeasible). * The Management Perspective. Managers of industrial research need to strike a balance between (1) providing a climate for innovation and (2) justifying the research investment from a business perspective. * The Academic Perspective. Transferring technology from academia to industry has its own challenges. Those in universities must develop alliances with industry that mutually benefit the academic institution and the commercial enterprise. %M C.CHI.96.2.157 %T Criteria for Effective Groupware %S Panels %A Andrew F. Monk %A Jean Scholtz %A Bill Buxton %A Sara Bly %A David Frohlich %A Steve Whittaker %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 157-158 %K Groupware, CSCW, Evaluation, Design %W http://www.acm.org/sigchi/chi96/proceedings/panels/Monk/afmtxt.htm %X The object of this panel is to identify criteria for effective groupware. That is, criteria that can be applied either to guide design or to help a purchaser select from alternative groupware applications. The criteria are expected to be generally applicable and so we take a broad definition of groupware. Panellists have been chosen with expertise in low bandwidth groupware such as email and PDAs as well as higher profile multi-media applications. %M C.CHI.96.2.159 %T Real Meets Virtual: Blending Real World Artifacts with Computational Media %S Panels %A Michael Eisenberg %A Wendy Mackay %A Allison Druin %A Sheila Lehman %A Mitchell Resnick %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 159-160 %K Real-world computation, Physical multimedia, Crafts, Educational computing, Programmable brick %W http://www.acm.org/sigchi/chi96/proceedings/panels/Eisenberg/EM_txt.htm %X Panelists in this session will defend a variety of distinct visions for integrating "real-world" and computational media. Our aim is to explore the ways in which computers, and computer interfaces, can lend themselves to new and enriched interactions with objects and to new paradigms of handicrafts -- with particular emphasis on the role of crafts and real-world objects in education. %M C.CHI.96.2.161 %T User Centered Design: Quality or Quackery? %S Panels %A John Karat %A Michael E. Atwood %A Susan M. Dray %A Martin Rantzer %A Dennis R. Wixon %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 161-162 %K User centered design, Design %X Clearly User-Centered Design (UCD) is an activity that has entered the collective CHI-consciousness to an extent that should make us confident that usable systems are just around the corner. Of 18 large software producing entities surveyed over the summer of 1995, all reported either to have at least one documented UCD process in use or under development, or not to need one because UCD activities were well understood by the people responsible for carrying them out. However, scratching the surface of this utopian state reveals that the revolution is far from complete. We do not have a clear consensus about the boundaries of UCD (what constitutes a UCD method and what does not). We are not in agreement about how central users should be in the development of usable systems (If users design, what use are designers?). We have not had enough experience with our processes, to tell that they really lead to development of usable systems. This panel explores what we don't yet know, and how we can try to know it. %M C.CHI.96.2.163 %T Visualizing the Internet: Putting the User in the Driver's Seat %S Panels %A Nahum Gershon %A Keith Andrews %A Steven G. Eick %A Jim Foley %A William Ruh %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 163-164 %K WWW, Internet, Visualization, Usability, World Wide Web, Computer graphics %X Dealing with Internet resources, users, quite frequently, feel lost, confused, and overwhelmed. The panel and the audience will discuss how advances in interactive computer graphics and visualization software and hardware could make the information distributed over the Internet more intuitively searchable, accessible, and easier to use by people from all walks of life and interests. %M C.CHI.96.2.165 %T Arranging to Do Things With Others %S Plenary Session %A Herbert H. Clark %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 165-167 %X Much of what we do we do with other people. We conduct business, gossip, play games, and take classes with others, both in person and through computers. Joint activities like these are advanced through sequences of brief joint actions. The problem is this. It takes delicate coordination against the common ground of the participants to initiate such actions. Person A has to arrange for person B (1) to commit to taking part (2) in a particular joint action (3) in a particular role (4) at a particular time and place. I will argue that people have principled ways of solving this problem, and that designers can and should leverage these principles when supporting these activities through computers and other technologies. %M C.CHI.96.2.168 %T A New Look to the Art of Seeing %S Plenary Session %A Betty Edwards %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 168 %X In modern life, we are inundated by ever-growing quantities of data. The trend toward computer-graphic displays of complex data seems to indicate a new area of common ground for verbal, analytic, visual, and perceptual modes of thinking. As computers take over more and more "left-brain" tasks, educators are beginning to recognize the need for training the visual mode of thinking as well as the verbal, analytic mode -- the traditional "3Rs" of schooling. Compared with what we are capable of seeing, perceiving, and envisioning, what we actually see is doubtless very limited. By cultivating perceptual skills, we can increase our ability to derive meaning from complex verbal and numerical information and to accomplish creative leaps of insight. The first computers presented data in linear fashion -- strings of numbers, lines of data, largely without a visual component. Some interesting new research indicates that at a certain level of complexity, the linear, analytic mode of the brain just gives up. Consequently, computer programmers began to turn more and more toward visual displays of quantitative information. The reason this is working is that visual displays are easily understood. They are processed rapidly and globally, allowing for a view of the "big picture," unlike verbal, numerical data which must be expressed in a step-by-step linear fashion. The problem, however, is that visual presentations depend on excellent design. This is the common ground that is occurring. The good, even great designers of visual presentation are now working with the verbal, analytic, numerical information suppliers. Out of this common ground emerges a new need, the need for an aesthetic component in the visual display of quantitative information. We need visual displays which are beautiful and satisfying to look at, as well as being useful and informative. This, I believe, is where the experience of the artist can play a great role in bringing knowledge of the aesthetic experience to visual displays. The study of aesthetics has traditionally been regarded as a difficult, even murky field. To date, we do not have a completely satisfying definition of the aesthetic response. As designers, computer programmers, and information experts work together with artists, however, we can hope to see the concept of beauty emerging even in business decisions and in business leadership. Researchers interested in a recently developing field, the aesthetics of leadership, are calling for a new look at how we train individuals for leadership positions. %M C.CHI.96.2.169 %T Long-Term Interaction: Learning the 4 Rs %S SHORT PAPERS: Collaborative Systems %A Alan Dix %A Devina Ramduny %A Julie Wilkinson %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 169-170 %K Interruptions, Reminders, Events, Workflow %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Dix/dix_txt.htm %X In long-term interaction (over minutes, hours, or days) the tight cycle of action and feedback is broken. People have to remember that they have to do things, that other people should do things and why things happen when they do. This paper describes some results of a study into long-term processes associated with the running of the HCI'95 conference. The focus is on the events which trigger the occurrence of activities. However, during the study we also discovered a recurrent pattern of activities and triggers we have called the 4Rs. For a longer report see [2]. %M C.CHI.96.2.171 %T Walking the Walk is Doing the Work: Flexible Interaction Management in Video-Supported Cooperative Work %S SHORT PAPERS: Collaborative Systems %A Steinar Kristoffersen %A Tom Rodden %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 171-172 %K Video, Communication, Multimedia, Space, Mobility %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Kristoffersen/kri_txt.htm %X This paper considers the effects of video-based communication systems on individual, local mobility in the everyday, practical 'space' of work. Previous academic research emphasises how video can extend and enhance space. We found, doing a focused ethnography, that video, in a trade-off between 'real' and 'virtual' mobility, restricted the use of personal, workaday, physical space. Issues thus raised for design of video-based systems are: physical mobility in workaday space during sessions; modal and temporal switching between different means of communication; individual work during collective activities; and, alternating between tasks as part of articulating the work. %M C.CHI.96.2.173 %T Office Monitor %S SHORT PAPERS: Alternative Methods of Interaction %A Nicole Yankelovich %A Cynthia D. McLain %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 173-174 %K Conversational interaction, Speech interface design, Office automation %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Yankelovich/yn_txt.html %X The Office Monitor is a walk-up speech system in an office setting. We present strategies developed to address design issues which emerged during a pre-design study. A follow-up user study showed that although effective, these strategies were inadequate; therefore, we propose design modifications. %M C.CHI.96.2.175 %T Visual Access for 3D Data %S SHORT PAPERS: Alternative Methods of Interaction %A David J. Cowperthwaite %A M. Sheelagh %A T. Carpendale %A F. David Fracchia %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 175-176 %K Distortion viewing, 3D interaction %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Cowperthwaite/djc.htm %X We describe a novel solution to the problem of occlusion in viewing three-dimensional data. A distortion function is used to clear a line of sight to previously obscured interior elements. %M C.CHI.96.2.177 %T An Interface Strategy for Promoting Reflective Cognition in Children %S SHORT PAPERS: Children and Other Learners %A Kamran Sedighian %A Maria M. Klawe %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 177-178 %K Representation, Reflective cognition, Children, Education, Mathematical computer games %X We present a strategy for interface design in mathematical computer games. Our goal is to encourage children to consciously think about the underlying mathematical concepts while playing. We believe our strategy and our experiences leading to its formulation can provide useful insights for the design of educational software in general. %M C.CHI.96.2.179 %T Design Issues Involving Entertainment Click-Ons %S SHORT PAPERS: Children and Other Learners %A Douglas Super %A Marvin Westrom %A Maria Klawe %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 179-180 %K Click-ons, Edutainment, Interface design, Log files, Games, Mathematics, Children, Motivation %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Westrom/wm_txt.htm %X Preliminary results and methodology is reported for the effectiveness of entertainment click-ons in edutainment software. Indices for findability, popularity and effectiveness are discussed. School and home use data were obtained from log files built for Counting on Frank, a CD-ROM math adventure for ages 8-12 published by EA Kids in late 1994. %M C.CHI.96.2.181 %T Children's Collaboration Styles in a Newtonian MicroWorld %S SHORT PAPERS: Children and Other Learners %A Andy Cockburn %A Saul Greenberg %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 181-182 %K Computer supported collaborative learning, Microworlds %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Greenberg/sg4txt.htm %X TurboTurtle is a animated multi-user microworld that children use to explore concepts in Newtonian physics. It is a groupware system where students, each on their own computer, can simultaneous control the microworld and gesture in a shared view. Observations of pairs of young children using TurboTurtle highlight extremes in collaboration styles, from conflict to smooth interaction. %M C.CHI.96.2.183 %T ASK Jasper: Performance Support for Students %S SHORT PAPERS: Children and Other Learners %A Ray Bareiss %A Susan M. Williams %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 183-184 %K Educational applications, Performance support, Hypermedia %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Bareiss/br_txt.htm %X This paper describes ASK Jasper, a hypermedia performance support system that provides a structured work environment and in-context help and advice to students as they learn the concepts and skills of empirical geometry through solving a complex design problem. %M C.CHI.96.2.185 %T Designing Pedagogical Screen Savers %S SHORT PAPERS: Children and Other Learners %A Chris DiGiano %A Michael Eisenberg %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 185-186 %K Screen savers, Programmable applications, Software design, Chart'n'Art %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/DiGiano/dgc_txt.htm %X The burgeoning complexity of professional application software -- the proliferation of interface options, available functionality, and end-user languages -- has resulted in the need to think creatively about ways in which such software may be made more learnable. This paper describes one promising technique -- the pedagogical screen saver -- whose purpose is to introduce users to application functionality, entertainingly and unobtrusively, during the program's "idle time." We describe a running prototype of such a screen saver for a programmable charting application. %M C.CHI.96.2.187 %T Using Cognitive Dimensions in the Classroom as a Discussion Tool for Visual Language Design %S SHORT PAPERS: Children and Other Learners %A Nicholas P. Wilde %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 187-188 %K Cognitive dimensions, Visual languages, Design and evaluation techniques %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Wilde/wn_txt.html %X Green's cognitive dimensions framework has been put forth as a defined vocabulary for discussing HCI design [3]. To be a useful discussion tool, we must agree on common definitions of the cognitive dimensions, and the dimensions need to be such that an educated user would be able to apply them correctly and consistently. I report on using the cognitive dimensions framework as a tool for discussion in a graduate level class on visual programming languages, and the class's experience applying the framework. %M C.CHI.96.2.189 %T The Usability of Scribble Matching %S SHORT PAPERS: Scribbling, Sketching, Drawing, and Writing %A David Frohlich %A Richard Hull %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 189-190 %K Pen, Handwriting, Retrieval, Usability %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Frohlich/fd_txt.html %X Scribble matching is a facility developed for pen-computers which allows users to search electronic ink. Here we report our first user evaluation of scribble matching in a scribble phonebook application. 12 users each retrieved 40 phone numbers using combinations of scribble look-up, text look-up and manual browsing. Scribble look-up was preferred to the other two methods despite problems in remembering original handwritten labels in the phonebook. %M C.CHI.96.2.191 %T What Architects See in Their Sketches: Implications for Design Tools %S SHORT PAPERS: Scribbling, Sketching, Drawing, and Writing %A Masaki Suwa %A Barbara Tversky %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 191-192 %K Design sketch, Sketching tools, Architectural design, Protocol analysis, Creativity %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Suwa/sm_txt.htm %X Freehand sketches are essential for crystallizing ideas in the early stages of design. Through the act of putting ideas down on paper and inspecting them, designers see new relations and features that suggest ways to refine and revise their ideas. We claim that seeing different types of information in sketches is the driving force in revising design ideas. Our retrospective protocol analysis revealed that sketches make apparent to designers not only perceptual features but also inherently non-visual functional relations, allowing them to extract function from perception in sketches. This has implications for ways that future sketching tools can stimulate designers to come up with creative ideas. %M C.CHI.96.2.193 %T Sketching Storyboards to Illustrate Interface Behaviors %S SHORT PAPERS: Scribbling, Sketching, Drawing, and Writing %A James A. Landay %A Brad A. Myers %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 193-194 %K Gestures, Design, Sketching, Interaction techniques, SILK %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Landay/jal2txt.htm %X Current user interface construction tools make it difficult for a user interface designer to illustrate the behavior of an interface. These tools focus on specifying widgets and manipulating details such as colors. They can show what the interface will look like, but make it hard to show what it will do. For these reasons, designers prefer to sketch early interface ideas on paper. We have developed a tool called SILK that allows designers to quickly sketch an interface electronically. Unlike paper sketches, this electronic sketch is interactive. The designer can illustrate behaviors by sketching storyboards, which specify how the screen should change in response to user actions. %M C.CHI.96.2.195 %T EtchaPad -- Disposable Sketch Based Interfaces %S SHORT PAPERS: Scribbling, Sketching, Drawing, and Writing %A Jonathan Meyer %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 195-196 %K User interfaces, Zoomable interfaces, Sketching, Interaction techniques, Pad++, Pen based computing %X This paper describes a paradigm in which the user creates simple drawings or 'sketches' of user interfaces and then interacts directly with those sketches. It introduces EtchaPad, a system utilizing this technology to implement a drawing package. Several EtchaPad widget types are described, including buttons, sliders, and compound widgets. %M C.CHI.96.2.197 %T Considerations for Electronic Idea-Creation Tools %S SHORT PAPERS: Scribbling, Sketching, Drawing, and Writing %A I. M. Verstijnen %A R. Stuyver %A J. M. Hennessey %A C. C. van Leeuwen %A R. Hamel %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 197-198 %K CAD-tools, Paper & pencil sketching, Creativity, Discovery %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Verstijnen/ver_txt.htm %X Recent research into the psychology of paper-and-pencil sketching reveals two ongoing interacting processes during a creative process. The first of these processes can easily be performed in mental imagery and hence is not supported by sketching, the second is hard to perform before the mental eye, and hence is supported by sketching. It is argued that, in order to be intuitive, electronic sketching tools must meet the requirements of firstly not impeding the first of the two processes and secondly support and enhance the second process. %M C.CHI.96.2.199 %T Augmenting Real-World Objects: A Paper-Based Audio Notebook %S SHORT PAPERS: Scribbling, Sketching, Drawing, and Writing %A Lisa J. Stifelman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 199-200 %K Speech interfaces, Speech as data %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Stifelman/lst_txt.htm %X The Audio Notebook allows a user to capture and access an audio recording of a lecture or meeting in conjunction with notes written on paper. The audio recording is synchronized with the user's handwritten notes and page turns. As a user flips through physical pages of notes, the audio scans to the start of each page. Audio is also accessed by pointing with a pen to a location in the notes or using an audio scrollbar. A small observational study of users in real settings was performed. The prototype did not interfere with the user's normal interactions yet gave reassurance that key ideas could be accessed later. In future work, automatic segmentation of the recorded speech using acoustic cues will be combined with user activity to structure the audio. %M C.CHI.96.2.201 %T Task Elaboration or Label Following: An Empirical Study of Representation in Human-Computer Interaction %S SHORT PAPERS: Design Methodology %A Robert B. Terwilliger %A Peter G. Polson %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 201-202 %K Empirical studies, Cognitive models %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Terwilliger/tr_txt.htm %X A study measured the time experienced Macintosh users took to create a graph from pre-existing data, including the assignment of variables to axes in a dialog box. The study revealed that the task took less time when the items in the dialog box were labeled in terms of one problem representation, even when the instructions were written in terms of another. The Kitajima and Polson model explains this as resulting from the problem representation being elaborated with task-specific schemata during the instruction comprehension process. %M C.CHI.96.2.203 %T When Using the Tool Interferes with Doing the Task %S SHORT PAPERS: Design Methodology %A Susan S. Kirschenbaum %A Wayne D. Gray %A Brian D. Ehret %A Sheryl L. Miller %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 203-204 %K Problem space, Submarines, Usability %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Gray/wg_txt.htm %X How much time the user spends working on a task versus fiddling with the tool is an important aspect of usability. The concept of the ratio and distribution of tool-only operations to total operations is proposed to capture this aspect. %M C.CHI.96.2.205 %T Supporting Awareness of Others in Groupware (Suite Summary) %S SHORT PAPERS: Supporting Awareness of Others in Groupware (Short Papers Suite) %A Carl Gutwin %A Saul Greenberg %A Mark Roseman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 205 %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Gutwin/cg1txt.htm %X N/A %M C.CHI.96.2.206 %T Peepholes: Low Cost Awareness of One's Community %S SHORT PAPERS: Supporting Awareness of Others in Groupware (Short Papers Suite) %A Saul Greenberg %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 206-207 %K Groupware, Contact facilitation, Awareness, Coordination %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Greenberg2/sg1txt.htm %X In distributed communities, media spaces supply people with an awareness of who is around by displaying video or periodic snapshots of common areas and offices. This in turn facilitates casual interaction. Peepholes is a low cost alternative. Instead of video, iconic presence indicators show the availability of people in a virtual community. If people are absent, a user can 'ambush' them by asking the system to announce their return. When interaction is desired, people can easily contact one another because communication software is just a button-press away. %M C.CHI.96.2.208 %T Workspace Awareness for Groupware %S SHORT PAPERS: Supporting Awareness of Others in Groupware (Short Papers Suite) %A Carl Gutwin %A Saul Greenberg %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 208-209 %K Workspace awareness, Groupware, CSCW %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Gutwin2/cg2txt.htm %X Shared physical workspaces allow people to maintain up-to-the minute knowledge about others' interaction with the workspace. This knowledge is workspace awareness, part of the glue that allows groups to collaborate effectively. In this paper, we present the concept of workspace awareness as a key for groupware systems that wish to support the fluid interaction evident in face-to-face collaboration. We discuss why workspace awareness is difficult to support in groupware systems, and then present a conceptual framework that groupware designers can use as a starting point for thinking about and supporting awareness. %M C.CHI.96.2.210 %T Workspace Awareness Support with Radar Views %S SHORT PAPERS: Supporting Awareness of Others in Groupware (Short Papers Suite) %A Carl Gutwin %A Saul Greenberg %A Mark Roseman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 210-211 %K Radar views, Widgets, Workspace awareness %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Gutwin3/cg3txt.htm %X Real-time groupware systems often let each participant control their own view into a shared workspace. This strategy can reduce awareness about where and how others are interacting with the document or the workspace artifacts. We have designed a number of awareness widgets to help people regain this awareness. In this paper we present several radar views that provide awareness information on top of a global overview of the workspace. Our displays give lightweight access to information about others' locations and activities, providing for richer person-to-person interaction in groupware systems. %M C.CHI.96.2.212 %T A Fisheye Text Editor for Relaxed-WYSIWIS Groupware %S SHORT PAPERS: Supporting Awareness of Others in Groupware (Short Papers Suite) %A Saul Greenberg %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 212-213 %K Groupware, Fisheye views, Awareness, Visualization %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Greenberg3/sg2txt.htm %X Participants in a real-time groupware conference require a sense of awareness about other people's interactions within a large shared workspace. Fisheye views can afford this awareness by assigning a focal point to each participant. The fisheye effect around these multiple focal points provides peripheral awareness by showing people's location in the global context, and by magnifying the area around their work to highlight interaction details. An adjustable magnification function lets people customize the awareness information to fit their collaboration needs. A fisheye text editor illustrates how this can be accomplished. %M C.CHI.96.2.214 %T A Usability Study of Workspace Awareness Widgets %S SHORT PAPERS: Supporting Awareness of Others in Groupware (Short Papers Suite) %A Carl Gutwin %A Mark Roseman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 214-215 %K Groupware, CSCW, Awareness, Usability %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Gutwin4/cg4txt.htm %X Groupware systems that use large shared workspaces generally provide only limited awareness information about other collaborators in the workspace. We are designing a set of groupware widgets to provide this missing information. This paper describes a usability study of a number of such widgets. The study has both validated our intuitions about the need for workspace awareness information, and revealed the strengths and weaknesses of several current designs. %M C.CHI.96.2.216 %T Models of Work Practice: Can they Support the Analysis of System Designs? (Suite Summary) %S SHORT PAPERS: Models of Work Practice (Short Papers Suite) %A William Newman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 216 %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Newman/summary.ps %X N/A %M C.CHI.96.2.217 %T Designing for User Acceptance using Analysis Techniques based on Responsibility Modelling %S SHORT PAPERS: Models of Work Practice (Short Papers Suite) %A Richard Harper %A William Newman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 217-218 %K Analytical models, Responsibilities, Design heuristics %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Newman/paper-1.ps %X An initial hurdle encountered by new information systems is user acceptance, and many systems fail this test at great cost to customers and developers. We have investigated methods, based on models of users' responsibilities, for assessing a system's likelihood of acceptance or rejection. We describe an instance of testing a design heuristic based on responsibility modelling. %M C.CHI.96.2.219 %T Agenda Benders: Modelling the Disruptions Caused by Technology Failures in the Workplace %S SHORT PAPERS: Models of Work Practice (Short Papers Suite) %A Margery Eldridge %A William Newman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 219-220 %K Diary studies, Productivity, Usability, Technology failures %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Newman/paper-2.ps %X There is a need to understand the impact of technology failures on work. In the studies reported here, subjects' plans at the start of each day were compared with their eventual accomplishments, and failures to carry out plans were investigated. A number of sources of disruption were identified; they included technology failures, which had a particular tendency to act as "agenda benders," preventing the completion of important activities. %M C.CHI.96.2.221 %T Modelling Last-Minute Authoring: Does Technology Add Value or Encourage Tinkering? %S SHORT PAPERS: Models of Work Practice (Short Papers Suite) %A William Newman %A Margery Eldridge %A Richard Harper %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 221-222 %K Documents, Authoring, Diary studies %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Newman/paper-3.ps %X To measure the productivity gained from computer-based authoring systems, account must be taken of changes in the way the work is organised. An analysis of economists' authoring work, based on diary studies, suggests that much of this is performed at the last minute, just in time to meet deadlines. Benefits gained from word processing appear to be offset by authors' tendency to tinker with documents up to the last minute. %M C.CHI.96.2.223 %T Supporting Doctor-Patient Interaction: Using a Surrogate Application as a Basis for Evaluation %S SHORT PAPERS: Models of Work Practice (Short Papers Suite) %A Alex Dennis %A William Newman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 223-224 %K Medical information systems, Expert-client interaction, Evaluation %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Newman/paper-4.ps %X Interactive systems to support experts in consultation with clients, such as systems for general practitioners (GPs), need to be tested under realistic conditions. However this presents risks to the client, and hence a similar but less risk-prone "surrogate" application may be chosen. We describe an attempt to conduct a comparative evaluation of three technologies for GP support by applying them to careers counselling as a surrogate. While the task appeared to be adequately supported, we were unable to measure the impact of the technologies on conversational turntaking. We make some suggestions on how to avoid this problem in future experiments of this kind. %M C.CHI.96.2.225 %T Moving Motion Metaphors %S SHORT PAPERS: Technologies for Virtual Interactions %A Colin Ware %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 225-226 %K Metaphors, 3D interaction %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Ware/wc1_txt.htm %X A class of visual metaphors is introduced in which simple animation conveys meaning about motion metaphorically. Antecedents in the form of static metaphors for visually conveying motion are discussed, followed by two examples of moving motion metaphors. The second is an integral part of a new heads-up flying interface for navigating 3D environments. Some concluding remarks are made concerning the practical uses of moving motion metaphors. %M C.CHI.96.2.227 %T Effectiveness of Spatial Level of Detail Degradation in the Periphery of Head-Mounted Displays %S SHORT PAPERS: Technologies for Virtual Interactions %A Benjamin Watson %A Neff Walker %A Larry F. Hodges %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 227-228 %K Immersive virtual environments, Virtual reality, Level of detail, Head-mounted displays, Usability, Search %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Watson/wb_txt.html %X Many researchers have proposed degradation of peripheral visual detail as a technique that can both improve frame rates in virtual environments systems, and minimize perceptual impact. A user study was performed to evaluate the effectiveness of this technique when used with head-mounted displays. Primary dependent measures were search time on correctly performed trials and percentage of all trials performed incorrectly. Results showed that a substantial amount of peripheral detail can be eliminated before user performance is impacted. The performance impact of peripheral detail degradation will vary greatly with task difficulty, although it should be useful even in the most taxing environments. %M C.CHI.96.2.229 %T Getting a Grasp on Virtual Reality %S SHORT PAPERS: Technologies for Virtual Interactions %A Richard J. Aldridge %A Karen Carr %A Rupert England %A John F. Meech %A Tony Solomonides %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 229-230 %K Evaluation, Input devices, Interaction technology, Touch and force feedback, Virtual reality %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Meech/mj_txt.htm %X This paper describes the development and initial evaluation of a novel system for providing force-feedback to a user's' hand in a virtual environment. The development addresses the problem of providing simple (robust and low cost) but effective sensory cues to assist a user in grasping virtual objects. The approach is to provide approximate but distinctive 'solidity' feedback, which together with visual cues creates the sensation of having grasped an object. The initial evaluations indicate that user response is very favourable. %M C.CHI.96.2.231 %T Fast Haptic Textures %S SHORT PAPERS: Technologies for Virtual Interactions %A Juhani O. Siira %A Dinesh K. Pai %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 231-232 %K Haptic, Stochastic, Texture %X We present a fast algorithm for generating haptic texture for simulations of virtual environments. The method is based on surface roughness analysis and is usable on a variety of force feedback haptic interfaces. %M C.CHI.96.2.233 %T Vection with Large Screen 3D Imagery %S SHORT PAPERS: Technologies for Virtual Interactions %A Kathy Lowther %A Colin Ware %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 233-234 %K Vection, Virtual environments %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Lowther/lk_txt.htm %X Vection is the illusory impression of self motion that can be obtained when an observer views a large screen display containing a rotating or translating pattern. To aid in our construction of an interactive large screen interface to virtual 3D environments, we conducted studies to determine the factors which induce a sense of vection. We found that having a foreground frame and a stereo display increased vection. If subjects moved when the display was being observed then vection decreased. However, if the perspective was coupled to their head position while they moved then vection was restored. %M C.CHI.96.2.235 %T High Fidelity for Immersive Displays %S SHORT PAPERS: Technologies for Virtual Interactions %A Gernot Schaufler %A Tomasz Mazuryk %A Dieter Schmalstieg %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 235-236 %K Virtual reality, Head tracking, Immersion, Lag, Prediction, Uniform frame rates, Impostors %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Schmalstieg/sd_txt.htm %X Head-tracked immersive displays suffer from lag and non-uniform frame rates. A novel rendering architecture is proposed that combines head prediction with dynamic impostors for 3-D image correction and achieves bounded frame rates and significantly reduced lag. %M C.CHI.96.2.237 %T Electronic Mail Previews Using Non-Speech Audio %S SHORT PAPERS: News and Mail %A Scott E. Hudson %A Ian Smith %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 237-238 %K Non-speech audio, Audio icons, Audio glances, Email, Flash card interfaces %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Hudson/hs_txt.htm %X Conventional (visual) glances give a quick overview of the overall properties of an object. An audio glance presents a similar overview aurally rather than visually. This paper describes an audio glance for electronic mail messages. This dynamically constructed non-speech sound is designed to summarize the important properties of a message into a concise sound so that one may quickly preview a set of email messages to determine their important properties. This allows the user to make a quick assessment of, for example, the existence of messages from particular users or groups, or of responses to a recent message of importance. Along with the audio glance technique we present a "flash card" interface which provides very rapid access to the glance. %M C.CHI.96.2.239 %T Grassroots: Providing a Uniform Framework for Communicating, Sharing Information, and Organizing People %S SHORT PAPERS: News and Mail %A Kenichi Kamiya %A Martin Roscheisen %A Terry Winograd %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 239-240 %K Activity-level interface integration, E-mail, Newsgroups %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Kamiya/kk_txt.html %X People currently use a disparate set of systems such as e-mail, newsgroups, hypermail, shared Web hotlists, hierarchical indexes, etc. for activities which often cut across the boundaries implicit in each of these systems. Grassroots is a system that provides a uniform user-conceptual model to functionalities currently found in such systems, while not requiring people to give up other systems. It is designed to co-exist with and leverage from existing systems. A prototype implementation has been completed based on a Web http proxy. %M C.CHI.96.2.241 %T The Telephony Customer Interface: Five Perspectives on Problems and Solutions (Suite Summary) %S SHORT PAPERS: The Telephony Customer Interface (Short Papers Suite) %A John Chin %A Gregory Tatchell %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 241 %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Tatchell/tg2_txt.htm %X Collectively, this suite of five papers illustrate the diverse set of issues that should be addressed to formulate a strategic path towards resolving existing and growing usability problems found in telecommunications. Specifically, there are three main thrusts applied in developing profitable and competitive new services: 1) identifying sources of usability problems 2) exploring potential design solutions that address current and future user needs 3) implementing prototypes to assess the feasibility of design concepts. %M C.CHI.96.2.242 %T Problems with the Existing Telephony Customer Interface: The Pending Eclipse of Touch-Tone and Dial-Tone %S SHORT PAPERS: The Telephony Customer Interface (Short Papers Suite) %A Gregory R. Tatchell %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 242-243 %K Phone-based interfaces, Intelligent agents, Personal agents, Voice recognition %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Tatchell2/tg1_txt.htm %X The existing telephony customer interface is based on the input of commands to the telephone system via the touch tone pad of a standard telephone set. The services activated by these commands are hard to learn, easy to forget and confusing because of this restrictive user interface. A solution to ease of use problems (and the 30 others associated with the existing touch-tone telephony interface) requires a new interface. The success of the graphical user interface in the PC industry suggests the following question for the telephone industry: "Is it possible to achieve the same quantum increase in ease-of-use with the customer interface in the telephony industry as was achieved in the PC industry?" This and four associated mini-papers explore both the problems that exist and solutions that can be considered. %M C.CHI.96.2.244 %T Making a Simple Interface Complex: Interactions among Telephone Features %S SHORT PAPERS: The Telephony Customer Interface (Short Papers Suite) %A Nancy Griffeth %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 244-245 %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Griffeth/gn_txt.htm %X Without features, the telephone interface is simple and can easily be taught to a child, but the proliferation of telephone features makes the telephone's behavior hard for an adult to understand. The difficulty arises not just from the need to learn several ways of using the telephone, but also from the interactions among features, which can cause each feature to behave differently in the presence of other features. In this paper, we describe some of the problems feature interactions present to telephone users, and discuss their extent. %M C.CHI.96.2.246 %T From Interactions to Interfaces: Butlers, Job Descriptions and Personal Agents %S SHORT PAPERS: The Telephony Customer Interface (Short Papers Suite) %A Dave Darville %A David Hignett %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 246-247 %K Communication services, Personal assistants, Interactions, Personal agents %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Darville/dd_txt.htm %M C.CHI.96.2.248 %T Personality Trait Attributions to Voice Mail User Interfaces %S SHORT PAPERS: The Telephony Customer Interface (Short Papers Suite) %A John P. Chin %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 248-249 %K Phone-based interfaces, Voice mail, Personality, Agents %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Chin/chin.htm %X The present study assesses user perceptions of current voice mail systems and identifies desirable traits that should be incorporated in future agent-based products. Both novices and experts ascribed similar personality traits to voice mail user interfaces: practical, intelligent, courteous, efficient, straight-forward, sophisticated, methodical, progressive and alert. Surprisingly, significantly more experts desired a more imaginative personality than novices. Moreover, 20% of the experts did not associate imaginative with voice mail systems tested. The results suggest that future voice mail user interface for experts should project an imaginative quality. %M C.CHI.96.2.250 %T Technical Considerations in the Design of an Intelligent Agent Using Automated Speech Recognition (ASR) %S SHORT PAPERS: The Telephony Customer Interface (Short Papers Suite) %A Don Xiangdong Cai %A Kenneth Chan %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 250-251 %K Agents, Interface design, Prototyping, Voice recognition, Network & Communication %X The objective of this paper is to discuss the impacts of the ASR technology on the design of an intelligent agent. Using ASR as the primary User Interface (UI) technology, the intelligent agent defines the fifth generation telephone customer interface which solves the problems with the touch-tone interface of the existing telephony services. To identify issues and search for solutions of the design of an intelligent agent, a prototype to demonstrate the concepts of the design was developed and used for customer researches. Based on our research and experiences, the technical issues identified and suggestions are presented in this paper. %M C.CHI.96.2.252 %T Animation in a Demonstrational Interface Builder %S SHORT PAPERS: Development Tools %A Gene L. Fisher %A Hsin-Hui Sung %A Suzanne H. Nguyen %A Thang D. Nguyen %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 252-253 %K Animation, Demonstrational interfaces, Interface builders, User interface management systems %X This paper describes the integration of animation capabilities into a demonstrational interface builder. Basic interface behavior is defined using a technique called stimulus-response demonstration. To support animation, a number of new primitives have been added to specify paths, animated sprites, and timing control. These new capabilities have been smoothly integrated with the stimulus/response mechanism to provide high-level animation control. This integration permits animations to be manipulated in a number of useful and interesting ways. %M C.CHI.96.2.254 %T Early Prototyping Based on Executable Task Models (PostScript) %S SHORT PAPERS: Development Tools %A Birgit Bomsdorf %A Gerd Szwillus %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 254-255 %K Task model, Executable task model, Temporal relations, Prototyping, User-interface design %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/S1034_Bomsdorf/chi96.ps %X Research has shown the great importance of task models for the design of human-computer interfaces. In this paper we develop a task model enriched with more complex relations between tasks. This model can be executed and dependent on the abstraction level of the development process graphical representations or early ideas of screen layout can be attached to it. With this technique, prototypes can be used very early in the design process, improving the capabilities to evaluate the model. %M C.CHI.96.2.256 %T Models that Shape Design %S SHORT PAPERS: Models That Shape Design (Short Papers Suite) %A Peter Johnson %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 256 %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Johnson/jp_txt.htm %X Modelling is a common ground for both research and practice in human computer interaction. For example, various human factors models are used to evaluate the quality and efficiency of interactive systems. Similarly, system designers employ a range of modelling techniques in the analysis, construction and development of interactive systems. This suite of papers considers some examples of the various classes of models that form an important part of HCI. %M C.CHI.96.2.257 %T Towards a Framework of Design Models %S SHORT PAPERS: Models That Shape Design (Short Papers Suite) %A Mathilde Bekker %A Stephanie Wilson %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 257-258 %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Bekker/bw_txt.htm %X This paper presents a framework for examining design models (e.g. task models, dialogue models) and their usage in the design process (e.g. elicitation, evaluation). The framework provides a basis for describing design methods in terms of the models they incorporate, for exploring the common ground between methods and for analysing studies of design in practice. The ideas are exemplified in a discussion of the use of task models in three design methods. Keywords Design methods, models, design support, task models. %M C.CHI.96.2.259 %T Task Model Support for Cooperative Analysis %S SHORT PAPERS: Models That Shape Design (Short Papers Suite) %A Eamonn J. O'Neill %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 259-260 %K Cooperative analysis, Task modelling %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/ONeill/one_txt.htm %X Software usability is a function of how well the software supports the user's situated tasks, so it is important for the software developer to acquire a sound knowledge of the user's roles, tasks and working environment. The research reported here assumes that the user is a primary source of such knowledge and examines how this knowledge may feed directly into the software developer's understanding through user-developer cooperation in analysis and modelling. This short paper briefly reports on the use of task models as representations to support cooperative analysis and concludes that task models provide a useful common ground for user-developer communication and cooperation. %M C.CHI.96.2.261 %T Predictive Evaluation Using Task Knowledge Structures %S SHORT PAPERS: Models That Shape Design (Short Papers Suite) %A Fraser Hamilton %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 261-262 %K Models, Conceptual design, TKS, Prediction, Evaluation %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Hamilton/hf_txt.htm %X Task Knowledge Structures (TKS) are models of users' domain tasks. These TKS models are being utilised within the design process to facilitate design generation and early evaluation of interactive systems. By understanding the knowledge users possess of their domain, we believe that we can support designers in generating designs in a principled manner. Often it may be desirable to change the ways in which users perform their tasks, e.g. to improve task efficiency. However, in changing the nature of users' tasks it is possible to introduce learning problems. We are attempting to produce a framework for predicting what difficulties users might have in using the new system by comparing the knowledge they currently have about their domain to the knowledge required to interact effectively with a system designed to support their goals in that domain. %M C.CHI.96.2.263 %T Beyond Task Analysis: Exploiting Task Models in Application Implementation %S SHORT PAPERS: Models That Shape Design (Short Papers Suite) %A Michael J. Smith %A Eamonn J. O'Neill %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 263-264 %K Task models, Application implementation, Workflow %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Smith_M/sm_txt.htm %X This paper briefly reports how task models may be exploited in software development beyond early analysis and specifically within application implementation. We describe three ways in which task models have been used directly to support application implementation and briefly touch upon how such use impacts upon the usability of the resulting application. %M C.CHI.96.2.265 %T Continuous and Explicit Dialogue Modelling %S SHORT PAPERS: Models That Shape Design (Short Papers Suite) %A Thomas Elwert %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 265-266 %K Human-computer interaction, User interface design, Dialogue model, Graphical dialogue notation %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Elwert/et_txt.htm %X Dialogue modelling represents an important stage in the User Interface (UI) development process. Existing UI development methodologies do not reflect sufficiently this importance by including an explicit dialogue model which covers all levels of dialogue modelling and uses a uniform notation. The paper argues the need for an explicit dialogue model and its continuous development to improve the homogeneity of the entire UI development process. Further, the paper outlines such a model-based approach which supports continuous and explicit dialogue modelling. %M C.CHI.96.2.267 %T Negotiating User-Initiated Cancellation and Interruption Requests %S SHORT PAPERS: Models %A Manuel A. Perez-Quinones %A John L. Sibert %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 267-268 %K Cancellations, Interruptions, Human-computer dialogues %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Perez-Quinones/map2txt.htm %X Interruptions and cancellations are important parts of a user interface, yet they are treated as special cases in user interface design and notations. In an effort to build a dialogue notation that allows for effective definition of these commands or user turns, we present a behavioral definition of interruptions and cancellations. We show several examples of how our definition accounts for different forms of behavior. The behavioral definitions provided here are a step towards providing better support for the definition and implementation of these turns. %M C.CHI.96.2.269 %T An Interface Design Tool Based on Explicit Task Models %S SHORT PAPERS: Models %A Tom Hinrichs %A Ray Bareiss %A Lawrence Birnbaum %A Gregg Collins %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 269-270 %K Model-based interface design tools, Task analysis %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Hinrichs/th_txt.htm %X Producing high-quality, comprehensible human interfaces is a difficult, labor-intensive process that requires experience and judgment. In this paper, we describe an approach to assisting this process by using explicit models of the user's task to drive the interface design and to serve as a functional component of the interface itself. The task model helps to ensure that the resulting interface directly and transparently supports the user in performing his task, and serves as a scaffolding for providing in-context help and advice. By crafting a library of standardized, reusable tasks and interface constructs, we believe it is possible to capture some of the design expertise and to amortize much of the labor required for building effective user interfaces. %M C.CHI.96.2.271 %T GroupWeb: A WWW Browser as Real Time Groupware %S SHORT PAPERS: Working Together Near and Far %A Saul Greenberg %A Mark Roseman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 271-272 %K Word wide web, Groupware, Shared visual workspaces %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Greenberg4/sg3txt.htm %X GroupWeb is a browser that allows group members to visually share and navigate World Wide Web pages in real time. Its groupware features include document and view slaving for synchronizing information sharing, telepointers for enacting gestures, and relaxed "what you see is what I see" views to handle display differences. A groupware text editor lets groups create and attach annotations to pages. An immediate application of GroupWeb is as a presentation tool for real time distance education and conferencing. %M C.CHI.96.2.273 %T Do-I-Care: A Collaborative Web Agent %S SHORT PAPERS: Working Together Near and Far %A Brian Starr %A Mark S. Ackermann %A Michael Pazzani %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 273-274 %K Computer-supported cooperative work, CSCW, Social filtering, Collaboration, World Wide Web %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Starr/sb_txt.htm %X Social filtering and collaborative resource discovery mechanisms often fail because of the extra burden, even tiny, placed on the user. This work proposes an innovative World Wide Web agent that uses a model of collaboration that leverages the natural incentives for individual users to easily provide for collaborative work. %M C.CHI.96.2.275 %T TeamRooms: Groupware for Shared Electronic Spaces %S SHORT PAPERS: Working Together Near and Far %A Mark Roseman %A Saul Greenberg %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 275-276 %K Groupware, CSCW, Shared electronic spaces %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Roseman/mr_txt.htm %X Teams whose members are in close physical proximity often rely on team rooms to serve both as meeting places and repositories of the documents and artifacts that support the team's projects. TeamRooms is a prototype groupware system designed to fill the role of a team room for groups whose members can work both co-located and at a distance. Facilities in TeamRooms allow team members to collaborate either in real-time or asynchronously, and to customize their shared electronic space to suit their needs. %M C.CHI.96.2.277 %T Guidelines for Designing Usable World Wide Web Pages %S SHORT PAPERS: Working Together Near and Far %A Jose A. Borges %A Israel Morales %A Nestor J. Rodriguez %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 277-278 %K Usability testing, Interaction design, World Wide Web, WWW pages design %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Rodriguez/rn_txt.htm %X The proliferation of World Wide Web pages with poor usability is a serious problem because these pages waste user time, discourage exploration and could be responsible for a large amount of unnecessary traffic on the Internet. To alleviate this problem, we are proposing a set of simple guidelines for designing usable Web pages. The guidelines were compiled from a heuristic evaluation of existing Web sites. An experiment was conducted to evaluate the usability of home pages designed with the proposed guidelines. The experiment demonstrated that designers of Web pages can improve the usability of home pages by applying these guidelines. %M C.CHI.96.2.279 %T Creating User Manuals for Use in Collaborative Design %S SHORT PAPERS: Working Together Near and Far %A Harold Thimbleby %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 279-280 %K User manuals, Formal specification, Concurrent engineering %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Thimbleby/th_txt.htm %X User manuals are usually written by technical authors after the design of the device has been committed for production. If the manual's review leads to insight into the design, it is too late. Meanwhile, if the design is modified, the manual may be inaccurate. This paper describes an example language for creating accurate and complete manuals from formal specifications. We show how it can be used to improve part of the Flight Crew Operating Manual for the Airbus A320 fly-by-wire airplane. The technique is easy to implement, can be generalised to other domains, and contributes to concurrent engineering practice -- increasing common ground between engineers, users and HCI practitioners. %M C.CHI.96.2.281 %T Creating Image Context Using Image Trees %S SHORT PAPERS: Working Together Near and Far %A Erik Wistrand %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 281-282 %K Visualization, ImageTree, Dynamic layout, Image display, Image context, Art, WWW %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Wistrand/index.html %X Presenting artwork such as paintings, graphics and other images over networks creates several problems, including loss of context, loss of image resolution and bandwidth rate problems. This paper presents a method, ImageTrees, for displaying images which attempts to solve these problems. Applications may be WWW applications, or other media where image resolution and bandwidth problems arise. %M C.CHI.96.2.283 %T Engineering Ethnography in the Home %S SHORT PAPERS: Real World Usage Patterns %A Michael Mateas %A Tony Salvador %A Jean Scholtz %A Doug Sorensen %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 283-284 %K Ethnography, Home computing, Ubiquitous computing %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Mateas/mm_txt.html %X To inform the design and development of domestic computing systems, we performed a pilot ethnographic study of the home. The resulting model of domestic activity shows that the implicit design assumptions of the personal computer are inappropriate for the home. Our model suggests that small, integrated, computational appliances are a more appropriate domestic technology than the monolithic PC. %M C.CHI.96.2.285 %T Visualisation of Entrenched User Preferences %S SHORT PAPERS: Real World Usage Patterns %A Judy Kay %A Richard C. Thomas %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 285-286 %K Editors, Long term field studies, Temporal aspects of usability, Visualisation of behaviour %X A group of 63 students has been studied during three years of editor use. We have examined their long term evolution and here report the variation with accumulated experience in preference between two file-write commands. It is clear that while about 75% of students fixed their preferences early, about 25% did not. We present a clear example of spontaneous, long-term changes by individuals which collectively fit a pattern. %M C.CHI.96.2.287 %T Adaptive Agents and Personality Change: Complimentary versus Similarity as Forms of Adaptation %S SHORT PAPERS: Agents %A Youngme Moon %A Clifford I. Nass %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 287-288 %K Adaptivity, Agents, Complementarity, Personality, Similarity, Social psychology %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Moon/moon.html %X The idea that computer agents should be adaptive is a well-accepted tenet in the software industry. The concept of adaptivity is rarely defined in explicit terms, however. On the one hand, adaptivity could mean change in the direction of similarity; on the other hand, an agent could adapt in the direction of complementarity. The question for software developers is, Which type of adaptivity -- similarity or complementarity -- does the user prefer? To investigate this question, a laboratory experiment was conducted (N=88). Results indicate that, consistent with the gain-loss literature in the field of social psychology, subjects preferred interacting with a computer that became similar to themselves over time. %M C.CHI.96.2.289 %T The Representation of Agents: Anthropomorphism, Agency, and Intelligence %S SHORT PAPERS: Agents %A William Joseph King %A Jun Ohya %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 289-290 %K Agents, Anthropomorphism, Facial expression, User interface design %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/King/kw_txt.htm %X Agents have become a predominant area of research and development in human interfaces. A major issue in the development of these agents is how to represent them and their activities to the user. Anthropomorphic forms have been suggested, since they provide a great degree of subtlety and afford social interaction. However, these forms may be problematic since they may be inherently interpretted as having a high degree of agency and intelligence. An experiment is presented which supports these contentions. %M C.CHI.96.2.291 %T Using Force Feedback to Enhance Human Performance in Graphical User Interfaces %S SHORT PAPERS: Thought Pieces for Interaction Technology %A Louis Rosenberg %A Scott Brave %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 291-292 %K Force feedback, Haptic interface, Manual performance %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Rosenberg/rl_txt.htm %X This project uses a force feedback joystick to enhance user interaction with standard graphical user interface paradigms. While typical joystick and mouse devices are input-only, force feedback controllers allow physical sensations to be reflected to a user. Tasks that require users to position a cursor on a given target can be enhanced by applying physical forces to the user that aid in targeting. For example, an attractive force field implemented at the location of a graphical icon can greatly facilitate target acquisition and selection of the icon. It has been shown that force feedback can enhance a users ability to perform basic functions within graphical user interfaces. %M C.CHI.96.2.293 %T Cyberguide: Prototyping Context-Aware Mobile Applications %S SHORT PAPERS: Thought Pieces for Interaction Technology %A Sue Long %A Dietmar Aust %A Gregory Abowd %A Chris Atkenson %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 293-294 %K Mobile computing, Ubiquitous computing, Location-aware applications, Newton/PDA %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Abowd/gda1txt.htm %X We are interested in prototyping future computing environments. In this paper, we present the Cyberguide project, which is building prototypes of handheld, intelligent tour guides that provide information to a tourist based on knowledge of position and orientation. We will describe features of existing Cyberguide prototypes and discuss important research issues that have emerged in context-aware applications development in a mobile environment. %M C.CHI.96.2.295 %T Flying Fingers: A Tool for Three-Dimensional Shared Workspace %S SHORT PAPERS: Thought Pieces for Interaction Technology %A Akira Sakai %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 295-296 %K CSCW, Shared workspace, Spherical coordinates, WYSIWIS %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Sakai/as_txt.htm %X This paper describes Flying Fingers, which is a tool designed for remote collaboration, such as reviewing mock-ups generated in CAD system between designers in remote places. Flying Fingers can potentially be controlled by two-dimensional pointing devices such as mice, because it employs a spherical coordinate system. Moreover, it can be implemented using narrow bandwidth communication. %M C.CHI.96.2.297 %T SportScope: A User-Centered Design for Baseball Fans %S SHORT PAPERS: Thought Pieces for Interaction Technology %A David S. Cortright %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 297-298 %K User interface design, Consumer product design, Usability testing, Hardware/software integration, User-centered design, Apple design project, Baseball %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Cortright/cd_txt.html %X The 1995 Apple Design Project asked students to design a system that would bridge the gulf between the physical and virtual worlds. SportScope, a system which augments the user's experience at a professional baseball game, was designed for this project. A binocular-like video scope is the centerpiece of the design, enabling baseball fans to obtain up-to-the-minute information from objects within the stadium environment (such as players and billboards) using a simple point-and-shoot camera metaphor. Users provided feedback on the design at all stages of the design process and participated in prototype testing. %M C.CHI.96.2.299 %T Auditory Illusions for Audio Feedback %S SHORT PAPERS: Thought Pieces for Interaction Technology %A Michel Beaudouin-Lafon %A Stephane Conversy %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 299-300 %K Non-speech audio, Auditory icons, Auditory illusions, Feedback, Notification %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Beaudoin-Lafon/Mbl_txt.htm %X Sheppard-Risset tones are sounds that seem to go up (or down) indefinitely. We have designed an "elevator" sound based on this auditory illusion and have implemented it in the ENO audio system. The sound is synthesized in real-time and can be controlled in real-time through high-level parameters. We have used this sound for audio feedback when scrolling and for monitoring the progress of long system operations. %M C.CHI.96.2.301 %T Stretch Button Scrollbar %S SHORT PAPERS: Thought Pieces for Interaction Technology %A Daniel J. Smith %A Robert A. Henning %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 301-302 %K Scrollbar, Widget, Selection technology, Action/perception based control, Dynamic system %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Smith_D/sd_txt.html %X Previous research has examined the use of a scrollbar for item selection in very large lists. This report presents an alternative design based on an understanding of the action capabilities and perceptual feedback. Experimental results show substantial performance benefits when using the Stretch Button scrollbar compared to other designs. %M C.CHI.96.2.303 %T Finding the Cut of the Wrong Trousers: Fast Video Search Using Automatic Storyboard Generation %S SHORT PAPERS: Information Structure %A Peter J. Macer %A Peter J. Thomas %A Nouhman Chalabi %A John F. Meech %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 303-304 %K Visual search, Digital video, Video database, Query-by-visual-example, Information management %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Macer/mp_txt.htm %X The development of high capacity storage media and moving image file format standards (e.g. MPEG-2) have improved the quality of digital video and provided the possibility of enhanced digital video browsing techniques. This paper describes an approach to search and navigation in video databases which automatically identifies shots in a video sequence to present a single frame from each shot that best represents the shot as a whole. Using the approach a storyboard is generated which can be either visually scanned by the user, or searched using automatic techniques such as query-by-visual-example (QVE). %M C.CHI.96.2.305 %T Homer: A Pattern Discovery Support System %S SHORT PAPERS: Information Structure %A Garett Dworman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 305-306 %K Information retrieval, Pattern discovery %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Dworman/dg_txt.htm %X Traditional research in information retrieval concentrates on retrieving documents. This paper introduces the idea that valuable information exists within a document collection as thematic patterns that can be found without looking at individual documents in the collection. This information is valuable in its own right and as an aid to the IR process, and is often not contained in any of the collection's documents. This paper introduces a pattern discovery support system, Homer, which aids users' search for patterns and some compelling anecdotal evidence. %M C.CHI.96.2.307 %T User Interface Evaluation in an Iterative Design Process: A Comparison of Three Techniques %S SHORT PAPERS: Usability Issues %A Pamela Savage %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 307-308 %K Usability inspections, Usability testing, User interface evaluation, Iterative design %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Savage/sp_txt.html %X This paper compares the results of three different user interface evaluation techniques: expert reviews, user reviews, and interactive usability testing. Results from these techniques were obtained during the iterative design of a graphical user interface for an interactive multimedia messaging application. User reviews resulted in significantly more redesign of the user interface (UI), however, they also involved the most expense and effort to conduct. Expert review feedback tended to identify areas that required further user testing. A comparison of these techniques and the user interface design changes resulting from their feedback is discussed. The relative benefits and limitations of the techniques are addressed within the framework of an iterative design process. %M C.CHI.96.2.309 %T Don't Use a Product's Developers for Icon Testing %S SHORT PAPERS: Usability Issues %A Julie B. Holloway %A John H. Bailey %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 309-310 %K Icon, Developer, Student, User, Recognition, Usability, Preference %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Holloway/Hj_txt.htm %X This study compared the results of 10 software developers and 10 university students for icon recognition and preferences. There were 54 icons and 15 concepts, and each concept had two to four representative icons. First, participants attempted to match each icon with one of the 15 product concepts. Next, the participants were asked to pick the best icon from the ones specifically designed to represent each concept. The students correctly recognized more icons (M = 34.7) than the developers (M = 27.8), t(18) = 2.1, p < .05. The icons recognized most often by students and developers were different for two concepts, and the icons preferred most often by students and developers were different for four concepts. We believe that the data support the hypothesis that using product developers rather than representative users can result in incorrect decisions in icon usage. %M C.CHI.96.2.311 %T Visualizing Efficiency: A Technique to Help Designers Judge Interface Efficiency %S SHORT PAPERS: Usability Issues %A Andrew Sears %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 311-312 %K Efficiency, Visualization, Evaluation %X Efficiency is an important issue to consider when designing user interfaces. However, several small studies indicate that interface designers and evaluators are not particularly good at judging the efficiency of simple single screen interfaces. This paper introduces a visualization technique that allows designers to judge efficiency of an interface layout and reports on a pilot study that demonstrates the potential of this technique. %M C.CHI.96.2.313 %T Working with Marketing %S SHORT PAPERS: Usability Issues %A Mike Atyeo %A Charanjit Sidhu %A Gerry Cole %A Simon Robinson %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 313-314 %K Human factors, Marketing, Focus groups, Telecommunications %W http://www.acm.org/sigchi/chi96/proceedings/shortpap/Atyeo/am_txt.htm %X This paper describes our experiences in BT working with Marketing on a number of recently released and forthcoming telecommunications products. We believe that usability professionals will find it increasingly important to work with marketing professionals, and we provide practical advice for those who do so. %M C.CHI.96.2.315 %T Students at CHI %S Special Interest Groups (SIGs) %A Casey Boyd %A Jennifer Kay %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 315 %K CHI students, Graduate students, Thesis issues %W http://www.acm.org/sigchi/chi96/proceedings/sigs/Kay/kj_txt.htm %X The Students at CHI SIG provides an open session where all students attending CHI 96 can meet their peers while discussing graduate student issues. The SIG is intended for the participation of graduate students (beginning through senior), recent graduates, undergraduates, and friends. %M C.CHI.96.2.316 %T From Technical Writer to Information Engineer: Adapting to a Changing Identity %S Special Interest Groups (SIGs) %A Virginia Allen-Terry %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 316 %K Writing, Technical communications, Information engineering, Professional identity %X Technical communicators in the computer industry are currently witness to a paradigm shift in their identity. They are being solicited to perform roles, ranging from technical writer, human factors engineer, editor and documentation production specialist to multimedia specialist. Their identity however remains ambiguous both within and outside the community. As borders between technical communities disappear with the widespread use of new technologies, writers must now be both engineers and communications specialists. This SIG allows us to share our experiences in order to identify the issues, with the ultimate goal of achieving success in this new environment. Part of that success is dependent on finding common ground between ours and other communities, particularly that of development engineers, wherein we can develop our added value. %M C.CHI.96.2.317 %T Worldwide HCI Professional Education %S Special Interest Groups (SIGs) %A Marian G. Williams %A Guy Boy %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 317 %K SIGCHI, Education, Continuing education, CHI professional issues %W http://www.acm.org/sigchi/chi96/proceedings/sigs/WILLIAMS/wm1_txt.htm %X The goals of the SIG are to disseminate information about the SIGCHI working group on HCI professional continuing education and to gather information and ideas to guide the working group in their efforts to improve HCI professional education worldwide. %M C.CHI.96.2.318 %T Newcomers' Orientation %S Special Interest Groups (SIGs) %A Bonnie Nardi %A Gerrit C. van der Veer %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 318 %K CHI conference, SIGCHI, First time attendees %X This will be a special session devoted to helping newcomers get the most out of their CHI conference experience. If you are a first time CHI participant, please join us to meet the organization and volunteers responsible for the Conference. The CHI 96 Technical Program Co-Chairs will offer suggestions on how to get the most benefit from attending the conference, and volunteers will be available to answer your questions. %M C.CHI.96.2.319 %T The CHI Tutorial Program: Building on Common Ground %S Special Interest Groups (SIGs) %A Marian G. Williams %A Mark W. Altom %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 319 %K SIGCHI, Tutorials, Education, Continuing education, HCI professional issues %W http://www.acm.org/sigchi/chi96/proceedings/sigs/Williams2/Wm2_txt.htm %X The goal of the SIG is to provide a comfortable forum in which interested people, no matter what their relationship to the tutorial program, may contribute ideas for guiding the evolution of the CHI tutorial program. %M C.CHI.96.2.320 %T Getting Started with Contextual Techniques %S Special Interest Groups (SIGs) %A Karen Holtzblatt %A Hugh Beyer %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 320 %W http://www.acm.org/sigchi/chi96/proceedings/sigs/Beyer/bh_txt.htm %X Contextual techniques, which ensure good system design by taking the designer out into the users' world, are revolutionizing the way organizations approach design. But since the techniques are still new, individuals and teams which want to adopt them must do so with no organizational support. In this SIG, we will use the experience of the organizers and others who have successfully adopted contextual techniques to produce a guide on how to get started. Participants will share their experience and knowledge while producing a guide useful to future practitioners. People wanting to use contextual techniques will have the opportunity to ask questions and raise issues, and will leave with a guide to help them get started. We will use the template below to structure the discussion for the SIG. We will collect participants' ideas and experience for each section, capturing points on-line. Following the session, we will consolidate the discussion into a simple a 2-5 page guide and send it to all participants. %M C.CHI.96.2.321 %T CHI Ten Year View: A Community Discussion %S Special Interest Groups (SIGs) %A Catherine R. Marshall %A David G. Novick %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 321 %K Future, Scenario, Planning, Education, Management, Career, CHI, HCI, Human factors, CHI'06 %W http://www.acm.org/sigchi/chi96/proceedings/sigs/Marshall/mc_txt.htm %X In addition to providing a means for communicating the results of the CHI Ten Year View workshop, this SIG will provide an opportunity for a larger set of conference participants to contribute to refining and extending those results. It also will provide an opportunity for interested members of the CHI community to further address the focal issue of common ground as a community. %M C.CHI.96.2.322 %T HCI and Users with Disabilities %S Special Interest Groups (SIGs) %A Alistair D. N. Edwards %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 322 %K Disability, Design-for-all, Adapted interfaces, Legislation, Americans with Disabilities Act (ADA) %W http://www.acm.org/sigchi/chi96/proceedings/sigs/Edwards/ea_txt.htm %X If you think of interfaces you have designed or built, how well do users who are blind get on with accessing them? What about people who cannot use keyboards, because of a manual impairment? If you have never asked these questions, perhaps you should. If for no other reason, legislation now exists which requires that suppliers of computer equipment must be able to demonstrate that it can be used by people with disabilities. The purpose of this SIG will be to bring together people asking those sorts of questions with those who have been trying to answer them. CHI has a good record of sponsoring events related to users with disabilities (panels, tutorials, papers); CHI attendees have a bad record for turning up to them. However, it is no longer tenable to assume that the needs of users with disabilities will be catered for by someone else; 'design for all' must be taken literally. CHI '96 is going to be a particularly good opportunity to address these questions since it is being held back-to-back with the ACM Assets Conference on Assistive Technologies. The SIG will foster cross-over between the group. * Can designing for users with special needs improve designs for all users? * How can interface designers find out about how to make their interfaces more accessible to people with disabilities? * Are there mainstream techniques and principles which can be applied to improve the design of adapted interfaces? * How does one convince a commercial company that it should expend resources in accommodating a small minority of potential users? * What are the implications of legislation, such as the Americans with Disabilities Act? * Will developments in multi-modal interfaces erect new barriers or provide new opportunities? * What are the roles of organizations such as ACM and the International Federation for Information Processing (IFIP)? %M C.CHI.96.2.323 %T Current Issues in Assessing and Improving Documentation Usability %S Special Interest Groups (SIGs) %A Stephanie Rosenbaum %A Judith Ramey %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 323 %K Documentation, Documentation usability, Information development, Documentation standards, Usability testing, Product development %W http://www.acm.org/sigchi/chi96/proceedings/sigs/Rosenbaum/rs_txt.htm %X User documentation, whether in print or "built in" to the online user interface, is now a vital element of successful computer products. Managers and developers recognize that the common model of documentation as remediation for deficient design must not persist, but they often don't know how to build documentation usability into an ongoing product-development effort. Therefore, this meeting -- now in its seventh annual session -- is a forum on human factors in computer documentation. With the growth of online user support and the increasing integration of documentation with the user interface, this SIG provides CHI '95 attendees a specific opportunity to discuss recent developments in documentation usability. Topics include: * Addressing documentation usability early in the product design process * Qualitative and quantitative methods for collecting documentation usability data * Roles and relationships among documentation specialists, user-interface designers, and software developers * Cost-justifying documentation usability programs %M C.CHI.96.2.324 %T Corporate Pioneers -- Lessons Learned: Introducing and Promoting Usability Testing in a Corporate Environment %S Special Interest Groups (SIGs) %A Lora Davenport %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 324 %K Usability, Tools, Corporate environment, Testing, Quality %W http://www.acm.org/sigchi/chi96/proceedings/sigs/Davenport/dl_txt.htm %X The goal of this SIG is for attendees to leave with ideas and techniques to establish or enhance usability in their own organizations. It is designed for the novice and the advanced usability professional. The followings issues are covered during this session: * Gaining approval from the top down (executive approval) * Gaining approval from the bottom up (development teams) * Recruiting and hiring usability professionals * Managing usability resources and projects * Usability testing process improvements * Marketing usability within an organization * Processing the data * Usability lab equipment and facilities * Spreading the word on results * Training on usability methods %M C.CHI.96.2.325 %T Gender and Skill in Human Computer Interaction %S Special Interest Groups (SIGs) %A Ellen Balka %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 325 %K Gender, Skill, Design approaches, Design strategies %W http://www.acm.org/sigchi/chi96/proceedings/sigs/Balka/be_txt.htm %X The goals of this SIG are to bring HCI designers together to discuss gender and skill as factors in the design process, to allow HCI designers interested in questions related to gender and skill to share information, successes and failures related to gender and skill in HCI work. As HCI designers, we rely on notions of both gender and skill that often are not explicit in our work. When we bring gender and skill to the foreground of our work, several issues emerge, including: * How does gender come to bear on the dynamics of system design? * Are system users primarily men or women? * If system users are women, are there any physical or social factors that come to bear on their system use? * What are the implicit definitions of skill in use by designers? * Are definitions of skill tied to gender stereotypes? * If so, how might different conceptions of skill come to bear on system design? %M C.CHI.96.2.326 %T User Requirements Analysis for the Home %S Special Interest Groups (SIGs) %A Jean Scholtz %A Michael Mateas %A Tony Salvador %A Doug Sorensen %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 326 %K Ethnography, User requirements analysis, Design process, User-centered design, Usability, Domain analysis, Home computing %W http://www.acm.org/sigchi/chi96/proceedings/sigs/Scholz/sj_txt.htm %X Today many software firms do some form of user-centered design and requirements analysis for their business products. As the computer moves more and more into the home, these software firms are beginning to design products for the home market. However, the home differs significantly from the business world in the type of applications that are desired Some possible differences might include the social nature of computing, amount of time available for computing, reasons for interacting with technology, tolerance for technical glitches etc. Moreover, there is much diversity in the types of users found in the home -- age, computer ability, interests, social awareness etc. Therefore, it seems imperative to do user requirements analysis and user-centered design studies for the home market. There are several issues involved in this. First, the HCI community is still evolving and defining methods for doing requirements analysis and user-centered design work in the more established business market. We think it is fair to say that these methods won't succeed in the home. What are the reasons and what are the options for methodology to elicit this information from the home? Secondly, the business market can often be subdivided into "vertical markets" for the purpose of application definition and design. Do "vertical markets" exist in the home market and if so, what are possibilities for them? The purpose of this SIG is to gather HCI professionals who are currently studying the home or are interested in studying the home. The discussion will focus on: the various methods that people have employed, the outcomes in using that particular methodology, issues or models of the home that emerge from these studies, and a discussion of the differences between business and home studies. %M C.CHI.96.2.327 %T The Amulet User Interface Development Environment %S Special Interest Groups (SIGs) %A Brad A. Myers %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 327 %K User interface management systems, Toolkits, User interface development environments, Interface builders, C++ %W http://www.acm.org/sigchi/chi96/proceedings/sigs/Myers/mb_txt.htm %X Important features of Amulet include: * A dynamic, prototype-instance object system that makes prototyping easier. * Constraints integrated with the object system, so any value of any object can be computed by a formula which is automatically re-evaluated whenever necessary. * A high-level object-oriented output graphics model that handles automatic refresh of objects when they change. * A high-level input model that makes it easy to add conventional and gestural behaviors to objects. * Built-in support for undo and help. * Flexible widgets, such as buttons, menus, scrollbars, text input fields and pull-down menus, implemented using the Amulet intrinsics, which you can easily parameterize or even replace with your own. * Interactive debugging tools, including an "Inspector." %M C.CHI.96.2.328 %T Introduction and Overview to Human-Computer Interaction %S Tutorial 1 %A Keith Butler %A Robert J. K. Jacob %A Bonnie E. John %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 328-329 %K Human-computer interaction, Usability engineering, Human performance engineering, Cognitive modeling, Analysis methods, Interaction styles, Interaction hardware, User interface software, User interface management systems %X The objective of this special introductory seminar is to provide newcomers to Human-Computer Interaction (HCI) with an introduction and overview of the field. The material will begin with a brief history of the field, followed by presentation and discussion of how good application development methods pull on the interdisciplinary technologies of HCI. The topics will include the psychology of human-computer interaction, psychologically-based design methods and tools, user interface media and tools, and introduction to user interface architecture. %M C.CHI.96.2.330 %T User Interface Design for the World Wide Web %S Tutorial 2 %A Jakob Nielsen %A Annette Wagner %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 330-331 %K World Wide Web, WWW, Hypertext, Hypermedia, Visual design, Icons, Home page design %X World Wide Web user interfaces need to be very easy to use since users are not going to allow much time to learn a site given the large number of WWW pages on the Internet. %M C.CHI.96.2.332 %T Designing Visual Interfaces: How to Create Communication -- Oriented Solutions %S Tutorial 3 %A Kevin E. Mullet %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 332-333 %X This tutorial describes a number of fundamental techniques applied routinely in communication-oriented visual design. The orientation, process, training, and culture of the visual design disciplines (graphic design, industrial design, interior design, architecture) are essential components of effective interface design. Unfortunately, few software developers or human factors engineers receive any training in these disciplines. This tutorial describes important design rules and techniques internalized by every visual designer through coursework and studio experience. While mastery will indeed require extended practice, the techniques we describe are not difficult to understand and can be immediately applied to real-world problems. We draw our background, training, and influence from the rational, functional, information-oriented perspective of the Modernist design ethic. Because all graphical user interfaces are communication systems, we believe their design should reflect these same values. Our tutorial is organized not along the traditional subdisciplines of color, typography, or ideation, but along the problems of graphical interface design as experienced in commercial software development. We describe basic design principles (the what and why), common errors, and practical techniques (the how) for each of the six major areas outlined below. %M C.CHI.96.2.334 %T Structured Observation: Techniques for Gathering Information about Users in their Own World %S Tutorial 4 %A Susan M. Dray %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 334-335 %K User-centered design, Observation, Ethnography, Contextual inquiry, Qualitative data, User profiles, User data collection, Usability, Tools and techniques %X This tutorial will focus on why and how to do observations of users in their own worksite. It will focus on practical application of techniques which can help systems professionals incorporate user input early in the development process. %M C.CHI.96.2.336 %T Participatory Activities with Users and Others in the Software Life Cycle %S Tutorial 5 %A Michael J. Muller %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 336-337 %K Participatory design, Collaborative design, Participatory practices, Usability methods, User centered design, User interface design, Task analysis, Usability assessment, CARD, PICTIVE, Bifocals, Participatory heuristic evaluation, PANDA %X This tutorial extends conceptions of theory and practice in participatory design, and in participatory activities more generally. Extensions in breadth cover diversity in using participatory techniques in multiple phases of the software development lifecycle, and diversity in practice within two participatory methods. Extensions in depth consider theoretical and heuristic approaches -- based in part on anthropology, cultural criticism, feminism, and post-modernism -- to working with a mosaic of dissimilar people in terms of mutual value, exchange, and respect. The tutorial's themes are integrated in a closing discussion of participatory methods in the software lifecycle. %M C.CHI.96.2.338 %T CSCW, Groupware, and Workflow: Experiences, State of Art, and Future Trends %S Tutorial 6 %A Jonathan Grudin %A Steven Poltrock %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 338-339 %K Groupware, Workflow, Computer-supported cooperative work, Coordination theory, Organizational design, Sociotechnical evolution %W http://www.acm.org/sigchi/chi96/proceedings/tutorial/Grudin/jtg_txt.htm %X Technology to support groups is rapidly coming into use and is starting to have an impact on us, our organizations, and society. This course addresses recent experiences, current possibilities, and future trends and shocks. Lecture and video illustrations are accompanied by discussions in which participants organize and present their collective experiences with and interests in groupware and workflow technologies, and CSCW issues and methods. The instructors summarize the current composition of the CSCW community and the state of the art in technology, and organize discussion of fundamental challenges that face us as users (and developers) of these technologies. %M C.CHI.96.2.340 %T User Interface Issues for Virtual Reality Systems %S Tutorial 7 %A Chris Esposito %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 340-341 %K Virtual reality, 3D user interfaces, Stereo displays, Interaction techniques, Tactile I/O, 3D Sound %X This tutorial presents many of the user interface issues a developer must deal with when developing virtual reality (VR) systems, including virtual body definition and control, choosing interaction devices and techniques, system evaluation criteria, and choosing a development environment. %M C.CHI.96.2.342 %T Object-Oriented Design from User Scenarios %S Tutorial 8 %A Mary Beth Rosson %A John M. Carroll %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 342-343 %K Object-oriented design, Scenarios, Object-oriented programming, Scenario-based design %W http://www.acm.org/sigchi/chi96/proceedings/tutorial/Rosson/mbr_txt.htm %X The tutorial leverages HCI professionals' expertise in generating and analyzing user tasks to teach the fundamentals of object-oriented design. Students begin working on design projects immediately, creating object models of user scenarios, and elaborating these models throughout the day to develop a complete design. The students learn methods of responsibility-driven design, as well as how to generalize from individual scenario models to develop class abstractions. %M C.CHI.96.2.344 %T Managing the Design of the User Interface %S Tutorial 9 %A Deborah J. Mayhew %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 344-345 %K User interface design, User profile, Task analysis, Usability goals, Style guide, Conceptual model, Walkthroughs, Usability testing, Usability evaluation, Usability organization, Cost-benefit analysis %X The purpose of this tutorial is to provide an overview of practical methods and techniques for managing the process of designing good user interfaces. The tutorial is organized around a typical, modem project life cycle, and presents usability methods which can be applied at different points in the development process. Methods and techniques presented include not only information gathering, design and evaluation techniques, but also organizational and managerial strategies. %M C.CHI.96.2.346 %T Spatial Metaphors for User Interfaces %S Tutorial 10 %A Werner Kuhn %A Brad Blumenthal %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 346-347 %K Spatial metaphors, Spatial cognition, Spatialization, Navigation, Hypertext, Virtual reality, CSCW %X Spatialized user interfaces incorporate spatial metaphors to structure and represent the objects and operations of an application. Examples include desktop or room metaphors and virtual cities or landscapes. Spatialized user interfaces proliferated over the past few years, first popularized by spatialized operating systems and then spreading into virtual reality and multimedia gaming worlds as well as shared work spaces for CSCW. The awareness of the potential benefits of spatialization is growing, but there is a lack of systematic treatments. This one-day tutorial provides a grounding in the concepts of spatialization and spatial metaphors and their application to user interface design. %M C.CHI.96.2.348 %T Practical Usability Evaluation %S Tutorial 11 %A Gary Perlman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 348-349 %K [H.5.2] User interface, Evaluation/methodology, [D.2.2] Software engineering, Tools and techniques, User interfaces, [H.1.2] Information systems, User/machine systems, Human factors %W http://www.acm.org/sigchi/chi96/proceedings/tutorial/Perlman/gp_txt.htm %X Practical Usability Evaluation is an introduction to cost-effective, low-skill, low-investment methods of usability assessment. The methods include (1) Inspection Methods (e.g., heuristic evaluation), (2) Observational Skills and Video (including user testing with think-aloud protocols), (3) Program Instrumentation, and (4) Questionnaires. The tutorial features many step-by-step procedures to aid in evaluation plan design. %M C.CHI.96.2.350 %T Design Lessons from the Best of the World Wide Web %S Tutorial 12 %A Hagan Heller %A David Rivers %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 350-351 %K World Wide Web, Web design, Hypertext, Graphic design, Design rules %X This tutorial is intended to introduce web developers and would-be web developers to techniques and principles that can assist in creating compelling web sites. The presentation will include many examples of well designed and poorly designed web sites based on a set of criteria. Design exercises will reinforce the design principles, and time will be taken to review the exercises to help avoid design pitfalls. %M C.CHI.96.2.352 %T Interface Issues and Interaction Strategies for Information Retrieval Systems %S Tutorial 13 %A Scott Henninger %A Nicholas J. Belkin %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 352-353 %K Information retrieval, User interfaces, Databases, Information systems, Interaction strategies %W http://www.acm.org/sigchi/chi96/proceedings/tutorial/Henninger/njb_txt.htm %X The need for effective information retrieval systems becomes increasingly important as computer-based information repositories grow larger and more diverse. In this tutorial, we present the key issues involved in the use and design of effective interfaces to information retrieval systems. The process of satisfying information needs is analyzed as a problem solving activity in which users learn and refine their needs as they interact with a repository. Current systems are analyzed in terms of key interface and interaction techniques such as querying, browsing, and relevance feedback. We discuss the impact of information seeking strategies on the search process and what is needed to more effectively support the search process. Retrieval system evaluation techniques is discussed in terms of its implications for users. We close by outlining some user-centered design strategies for retrieval systems. %M C.CHI.96.2.354 %T Contextual Inquiry: Grounding Your Design in User's Work %S Tutorial 14 %A Dennis Wixon %A Alicia Flanders %A Minette A. Beabes %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 354-355 %K Contextual inquiry, Participatory design, Ethnographic methods, Qualitative research, Requirements, System design %X Contextual Inquiry [4] is a synthesis of ethnographic, field research and participatory design [8] methods that provide designers with detailed knowledge of user work which establishes a basis for design. The tutorial provides an understanding of the fundamental principles of Contextual Inquiry and practical experiences with methods for data gathering and analysis. %M C.CHI.96.2.356 %T Interactive Television: A New Challenge for HCI %S Tutorial 15 %A Barbee E. Teasley %A Arnold Lund %A Raymond Bennett %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 356 %K Interactive television, User interface design, Applications, New media %X Interactive television (ITV) is a burgeoning new medium with exciting possibilities and challenges for the CHI community. This tutorial provided a basic introduction to the field by delving into three different aspects: the market and scope of ITV, the types of and platforms for ITV, and how HCI relates to designing applications for ITV. While most material was presented in lecture format, the participants also worked on a small design problem which was reviewed by others in the class. %M C.CHI.96.2.357 %T Network Communities %S Tutorial 16 %A John M. Carroll %A Stuart Laughton %A Mary Beth Rosson %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 357-358 %K Network communities, Remote collaboration, Internet Relay Chat, World-Wide Web, Listserv, Newsgroups, Electronic bulletin boards, Gopher, Community networks, Multi-user domains, Interactive video %X A network community is a group of people whose communication and collaboration over networks strengthens their shared goals and concerns. Visions and possibilities for network communities are being discussed throughout the computer industry, and throughout society. This tutorial will survey network communities focusing on how they may impact human activities and institutions. %M C.CHI.96.2.359 %T Rapid Prototyping Using Visual Programming Tools %S Tutorial 17 %A Kurt J. Schmucker %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 359-360 %K Visual programming, Visual languages, Prograph, AppWare, Visual AppBuilder, Prototyping, End-user programming, Authoring tools %X Commercially available visual programming tools offer an easily-learned and efficient means for the production of custom software -- perhaps for a dissertation project, a deployable prototype for user testing, or even just a quick test of a new idea. This CHI tutorial provided an in-depth examination of two of these tools, Novell's AppWare and Pictorius' Prograph CPX, as well as an introduction to the area of visual programming. %M C.CHI.96.2.361 %T Requirements, Models, and Prototypes for HCI Design %S Tutorial 18 %A George Casaday %A Cynthia Rainis %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 361-362 %K Design process, Structured design, Usability requirements model, Prototype, Formative evaluation, HCI design %X Requirements, Models, Prototypes (RMP) is a structured process for HCI design for industrial software development teams. It consists of an organized collection of ten design deliverables, templates for each, and a set of practices. RMP is derived from the authors' ongoing experience and the HCI literature of research and practice. It was devised to aid experienced designers and to help beginners learn. The tutorial is intended for those already familiar with basic HCI design who desire a more systematic approach. %M C.CHI.96.2.363 %T Practical Interface Design: Getting the Most from Your Development Budget %S Tutorial 19 %A Debra Herschmann %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 363-364 %K Constraints, Production environment, Cost estimation, Reducing implementation cost %X User interface designers are trained to strive for the ultimate interface, one that is usable, effective and engaging. However, in a commercial production environment, there are rarely sufficient resources to achieve the ultimate interface. Tight deadlines, limited budget and staff, shifting priorities and conflicting agendas all affect the final product design. In such a setting, designers must revise their vision of the ultimate interface to provide the best implementable and affordable user interface, one that can be realized with the given resource constraints. %M C.CHI.96.2.365 %T Smarter Usability Testing: Practical Techniques for Developing Products %S Tutorial 20 %A Jared M. Spool %A Carolyn Snyder %A Mavis Robinson %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 365-366 %K Usability testing, Usability evaluation, Prototyping, Low-fidelity prototyping, Usability test facilitation, Data analysis, Product development, Practical techniques %X The goal of usability testing is to get timely, useful information, but doing this on a regular basis can be difficult and taxing. Planning and conducting tests takes time, and if the development team doesn't get information in a usable form, they will rightfully ignore the results. This tutorial looks at usability testing from 3 angles -- planning, conducting tests, and summarizing the data -- with an emphasis on practical suggestions for making these activities more efficient while keeping them focused on the users of the test results: the entire development team. %M C.CHI.96.2.367 %T Cognitive Factors in Design: Basic Phenomena in Human Memory and Problem Solving %S Tutorial 21 %A Thomas T. Hewett %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 367-368 %K Memory, Problem solving, Design, Models of the user %W http://www.acm.org/sigchi/chi96/proceedings/tutorial/Hewett/tth_txt.htm %X This tutorial provides a "hands-on" (actually, "minds-on") exploration of several basic processes and phenomena of human memory, and problem solving. The emphasis is on developing both intuitive and formal knowledge which can serve as background knowledge which will be useful in interpreting design guidelines and in making educated design judgments when design guidelines fail, conflict, or are nonexistent. The demonstrations used emphasize basic general phenomena with which any theory of memory or problem solving must deal. In addition, the tutorial suggests some of the implications of these phenomena for designing interactive computing systems. %M C.CHI.96.2.369 %T Interface Agents %S Tutorial 22 %A Pattie Maes %A Alan Wexelblat %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 369-370 %K Agents, Adaptive interface, Machine learning, Personalized software %X This course covers the basics of material related to the design and implementation of software agents: semi-intelligent programs which assist users with their computer-based tasks and activities. %M C.CHI.96.2.371 %T Designing Icons and Visual Symbols %S Tutorial 23 %A William Horton %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 371-372 %W http://www.acm.org/sigchi/chi96/proceedings/tutorial/Horton/wh_txt.htm %X With the proliferation of graphical user interfaces, the need for clearly designed icons has become critical. Unfortunately, not all icons are clear and easy to understand. It is my belief that icon design should be more of a science and less of an art. %M C.CHI.96.2.373 %T Contextual Design: Using Customer Work Models to Drive Systems Design %S Tutorial 24 %A Karen Holtzblatt %A Hugh Beyer %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 373-374 %K Analysis methods, Design techniques, Customer-centered design, Ethnography, Usability engineering, Methodology, Team design, Domain analysis, Work modeling, Software engineering, Task analysis, User models, User studies work analysis %W http://www.acm.org/sigchi/chi96/proceedings/tutorial/Holtzblatt/Kah_txt.htm %X Field data gathering techniques such as Contextual Inquiry enable a design team to gather the detailed data they need. These techniques produce enormous amounts of information on how the customers of a system work. This creates a new problem -- how to represent all this detail in a coherent, comprehensible form, which can be a suitable basis for design. An affinity diagram effectively shows the scope of the customer problem, but is less effective at capturing and coherently representing the details of how people work. Design teams need a way to organize this detail so they can use it within their own development process. In this tutorial we present the latest methods for representing detailed information about work practice and using these representations to drive system design. These methods have been adopted over the last few years by major product development and information systems organizations. We show how to represent the work of individual users in models, how to generalize these to describe a whole market or department, and how to use these to drive innovative design. We present the process by which we build and use the models and practice key steps. We show how these methods fit into the overall design process, and summarize Contextual Design, which gathers field data and uses it to drive design through a well-defined series of steps. The tutorial is appropriate for those who have used field techniques, especially Contextual Inquiry, and would like to put more structure on the process of using field data. %M C.CHI.96.2.375 %T Participatory GUI Design from Task Models %S Tutorial 25 %A Tom Dayton %A Joseph Kramer %A Al McFarland %A Monica Heidelberg %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 375-376 %K PD, PANDA, User-centered design, UCD, Usability engineering, Human-computer interaction, HCI, Prototyping %W http://www.acm.org/sigchi/chi96/proceedings/tutorial/Dayton/td_txt.htm %X This tutorial provides practical experience in using an object-oriented (OO) graphical user interface (GUI) design model, participatory OO methods, low-tech materials, and iterative usability testing, to design a GUI that conforms to multiple GUI platform styles. Participants turn user data (a previously done task flow) into a GUI design via the bridge of mapping the task flow into abstract task objects and mapping the task objects into GUI objects such as windows. They fill in the GUI's foundation, such as the menus, by using multiplatform design guidelines. %M C.CHI.96.2.377 %T Dynamics of Color %S Tutorial 26 %A Ati Gropius Johansen %A Hal Shubin %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 377 %K Visual design, Graphic design, Color %W http://www.acm.org/sigchi/chi96/proceedings/tutorial/Shubin/hs_txt.htm %X This is a hands-on introduction to the interaction, potential and behavior of color based on the teaching of Josef Albers and the method of Bauhaus foundation courses. Personal discovery rather than theory is emphasized. %M C.CHI.96.2.378 %T Interviewing Customers: Discovering What They Can't Tell You %S Tutorial 27 %A Ellen A. Isaacs %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 378-379 %K Interviewing, Customer needs, Requirements gathering %W http://www.acm.org/sigchi/chi96/proceedings/tutorial/Isaacs/eai_tut.htm %X Product designers typically talk to customers in an effort to better understand their needs. However, without interviewing skills and an understanding of the types of information people can provide about themselves, interviewers may collect little useful information or even misleading information. This tutorial provides a practical approach to interviewing customers. It focuses on three areas: (a) the types of information you should (and should not) expect to learn from interviews, (b) good interviewing techniques, and (c) methods for analyzing the large volumes of information collected in interviews. The tutorial makes heavy use of demonstrations and exercises to give the participants hands-on experience with preparing and conducting interviews as well as analyzing information collected. %M C.CHI.96.2.380 %T Multimedia Authoring Tools %S Tutorial 28 %A Michael D. Rabin %A Michael J. Burns %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 380-381 %K Multimedia, Authoring, Programming, World Wide Web, Director, Authorware %X This tutorial provides an introduction to multimedia authoring tools. We contrast these tools with presentation packages and with programming languages. We also describe some of the most important features to look for when selecting a multimedia authoring tool for a project -- whether PC-based or Web-based, and we give an overview of the most popular multimedia authoring tools currently on the market. Multimedia authoring concepts and procedures are demonstrated by highlighting two of the more popular authoring tools, Director and Authorware, as well as World Wide Web publishing tools. %M C.CHI.96.2.382 %T Structural Issues in Multimedia Design %S Tutorial 29 %A Linn Marks Collins %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 382-383 %K Multimedia, Interactivity, Navigational structure, Discourse structure, Content representation, User interface %X This tutorial addresses the structural issues that emerge in the context of designing and developing a range of interactive multimedia applications, from those with basic navigational structures, such as branching and elaboration, to those with complex discourse structures, such as interactive narratives and interactive essays. Topics include basic interactive structures; complex interactive discourse structures; and the kinds of global representations of content, or conceptual macrostructures [1], that are appropriate for various kinds of content and applications. Concepts are illustrated with examples from the World Wide Web, commercial products, and research prototypes. %M C.CHI.96.2.384 %T Interactive Learning Environments: Where They've Come From and Where They're Going %S Tutorial 30 %A Elliot Soloway %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 384-385 %K Education & computers, Interactive learning environments, Intelligent tutoring systems, Constructionism %X A historical survey of the various teaching and training technologies will be given. The architectures of computer-assisted instruction (CAI) systems, simulations, intelligent tutoring systems (ITS), microworlds, and interactive learning environments (ILE) will be described. In addition, the types of learning outcomes that can be expected from the various technologies will also be summarized. Emphasis will be placed on how the 90's computing infrastructure (e.g., high-MIP/GIP computation, high-bandwidth networks) will impact teaching and training, e.g., what is the role of multimedia, computer-aided design systems, ubiquitous access to information, the home information appliance, in learning? What will the impact be as we transition from User-Centered Design to Learner-Centered Design? Case studies from real instructional systems will be used to illustrate the main points in the tutorial. %M C.CHI.96.2.386 %T Dynamic Timelines: Visualizing the History of Photography %S VIDEOS: Visualization %A Robin L. Kullberg %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 386-387 %K Three-dimensional visualization, Visual design, Interaction design, Cinema %W http://www.acm.org/sigchi/chi96/proceedings/videos/Kullberg/rlk_text.htm %X This research reinvents the traditional timeline as a dynamic, three-dimensional framework for the interactive presentation of historical information. An experimental visualization of the history of photography uses visual techniques such as infinite zoom, translucency, and animation to present a database of over 200 annotated photographs from the collection of the George Eastman House. Dynamic, interactive design solutions address the communicative goals of allowing seamless micro and macro readings of information at several levels of detail and from multiple points of view. %M C.CHI.96.2.388 %T Visualizing Large Trees Using the Hyperbolic Browser %S VIDEOS: Visualization %A John Lamping %A Ramana Rao %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 388-389 %K Hierarchy display, Information visualization, Fisheye display, Focus+context technique %W http://www.acm.org/sigchi/chi96/proceedings/videos/Lamping/hb-video.html %X We demonstrate a focus+context (fisheye) scheme for visualizing and manipulating large hierarchies. Our approach is to lay out the hierarchy uniformly on the hyperbolic plane and map this plane onto a circular display region. The projection onto the disk provides a natural mechanism for assigning more space to a portion of the hierarchy while still embedding it in a much larger context. Change of focus is accomplished by translating the structure on the hyperbolic plane, which allows a smooth transition without compromising the presentation of the context. %M C.CHI.96.2.390 %T The Influence Explorer -- a Tool for Design %S VIDEOS: Visualization %A Lisa Tweedie %A Bob Spence %A Huw Dawkes %A Hua Su %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 390-391 %W http://www.acm.org/sigchi/chi96/proceedings/videos/Tweedie/lt2txt.htm %X This video demonstrates the Influence Explorer, an interactive visualisation tool to support engineering design. The video uses a simplified example related to light bulb design to demonstrate the complex multivariate nature of such problems. We then try to show how interactive visualisation allows fluent exploration of this problem and subsequent acquisition of insight. %M C.CHI.96.2.392 %T LifeLines: Visualizing Personal Histories %S VIDEOS: Visualization %A Brett Milash %A Catherine Plaisant %A Anne Rose %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 392-393 %K Visualization, History, Timeline, Personal record, Justice, Medical record, Screen design, Overview, Screen management %W http://www.acm.org/sigchi/chi96/proceedings/videos/Milash/cps1txt.htm %X In our project for the Maryland Department of Juvenile Justice we are developing new techniques to visualize youth records. By showing multiple timelines with selectable markers to retrieve detailed information, overviews are always available even for complex records. Data can be zoomed and filtered, and related events can be highlighted. We show how this technique can be used to visualize medical patient records and other personal histories. %M C.CHI.96.2.394 %T Visualizing Information Retrieval Results: A Demonstration of the TileBar Interface %S VIDEOS: Visualization %A Marti A. Hearst %A Jan O. Pedersen %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 394-395 %K Information retrieval, Information access, Full-length text, Visualization %W http://www.acm.org/sigchi/chi96/proceedings/videos/Hearst/mah_txt.htm %X The TileBars interface is a graphical tool for users of information access systems, that shows the relationship between the terms in a query and the documents that are retrieved in response to that query. TileBars simultaneously and compactly indicate relative document length and query term overlap, frequency and distribution. The patterns in a column of TileBars are meant to help users make fast judgments about the potential relevance of the retrieved documents. An unexpected benefit of the interface is that because it requires users to specify their queries as a list of topics, better rank orderings can be obtained than with standard information retrieval ranking mechanisms. %M C.CHI.96.2.396 %T Exploring Information with Visage %S VIDEOS: Visualization %A Peter Lucas %A Steven F. Roth %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 396-397 %K Data visualization, Graphics, Data exploration, User interface environment %W http://www.acm.org/sigchi/chi96/proceedings/videos/Lucas/mayaVid.htm %X The Visage prototype responds to data-intensive work environments where users, exploring and analyzing data, struggle to make useful multiple applications with disparate visualizations of potentially related information. Visage seeks to coordinate the exploration, analyses, and visualizations of information regardless of their source or type. This coordination is accomplished by using an information-centric approach to user interface design to eliminate impediments to direct user access to information objects across applications and visualizations. Visage consists of a set of data manipulation operations, an intelligent system for generating data visualizations and a briefing tool that supports the conversion of visual displays used into interactive presentation slides. %M C.CHI.96.2.398 %T SILK: Sketching Interfaces Like Krazy %S VIDEOS: Design %A James A. Landay %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 398-399 %K Design, Sketching, Prototyping, Gestures, SILK %W http://www.acm.org/sigchi/chi96/proceedings/videos/Landay/jal1txt.htm %X Current interactive user interface construction tools are often more of a hindrance than a benefit during the early stages of interface design. These tools take too much time to use and force designers to specify more of the design details than they wish at this stage. Most designers prefer to sketch early interface ideas on paper. I have developed an interactive tool called SILK that allows designers to quickly sketch an interface using an electronic pad and stylus. SILK preserves the important properties of pencil and paper: a rough drawing can be produced very quickly and the medium is very flexible. However, unlike a paper sketch, this electronic sketch is interactive. The designer can illustrate behaviors by sketching storyboards, which specify how the screen should change in response to end-user actions. In addition, it can be semi-automatically transformed into a complete, operational interface in a specified look-and-feel. %M C.CHI.96.2.400 %T TIME: Three-Dimensional Input, Modification and Evaluation %S VIDEOS: Design %A Maarten Gribnau %A Gert Pasman %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 400-401 %K Tactile or gestural I/O, Visualization, Input devices, Two handed input %W http://www.acm.org/sigchi/chi96/proceedings/videos/Gribnau/mwg_txt.htm %X Simple intuitive manipulation of three-dimensional objects is needed for the conceptualizing phase of design. Present CAD systems do not allow for the quick and interactive generation and development of objects, which are based more on free-form ideas than on hard numerical input. This video presents a prototype envisionment that uses intuitive 3D sketch input with two hands. %M C.CHI.96.2.402 %T NEIMO, a Multiworkstation Usability Lab for Observing and Analyzing Multimodal Interaction %S VIDEOS: Design %A Joelle Coutaz %A Daniel Salber %A Eric Carraux %A Nathalie Portolan %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 402-403 %K Usability testing, Usability lab, Multimodal interaction, Wizard of Oz usability testing %W http://www.acm.org/sigchi/chi96/proceedings/videos/Coutaz/jc_txt.htm %X NEIMO is a generic and flexible multiworkstation usability lab that supports the observation and analysis of multimodal interaction as well as Wizard of Oz experiments. It captures behavioral data at multiple levels of abstraction from keystroke to high level tasks. In the near future, it will be used to study the relevance of multimodality for telecommunication tasks. %M C.CHI.96.2.404 %T Light Switch Exploration Video 25th June 1995 %S VIDEOS: Design %A Sam Hecht %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 404-405 %K Industrial design, Interaction design, Light switches, Metaphor, Product design %X The Light Switch Exploration is the first in a series of self-initiated projects undertaken by industrial designers at the San Francisco office of IDEO Product Development. Each project aims to explore the world of a specific product. The benefits of this exploration, beyond those delivered through the individual designs, are to expand both the group's and each designer's range of thinking. The group deliberately chose the humblest of product interfaces for exploration, asking that the test of success be in the using. It was felt strongly that this type of project would indirectly inspire the more complex products IDEO designers usually work on, and which the layman eventually must operate. The approach taken was heavily rooted in both a large vocabulary of materials and the appraisal of a light switch within its environment. The group intends to extend the concept of 'using,' by holding an exhibition where the public can try the switches for themselves. %M C.CHI.96.2.406 %T Adaptive User Interfaces with Force Feedback %S VIDEOS: New Directions %A Christophe Ramstein %A Jean-Francois Arcand %A Martin Deveault %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 406-407 %K Adaptive multimodal user interface, Force feedback, Human-computer interface design, Artificial neural networks %W http://www.acm.org/sigchi/chi96/proceedings/videos/Ramstein/Cr_ami.htm %X A software and hardware system related to the design of a force feedback assistance service (FAS) for human-computer interfaces is described. FAS is a service which can be applied to human-computer interfaces utilizing a force feedback pointing device. The force feedback device guides the user's hand in order to facilitate direct manipulation tasks either for training or for improving performance and comfort. Artificial neural networks are used to adapt, in real-time, to the user's task. In order to facilitate the design and understanding of the FAS, a Wizard of Oz technique was designed. %M C.CHI.96.2.408 %T Temporal Typography: A Proposal to Enrich Written Expression %S VIDEOS: New Directions %A Yin Yin Wong %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 408-409 %K Typography, Temporal, Dynamic text presentation, Graphic design %W http://www.acm.org/sigchi/chi96/proceedings/videos/Wong/yyw_txt.htm %X This paper proposes "temporal typography" as an area of study which incorporates the dynamic visual treatment of text as an extension of written language. Design examples presented in the video show the expressive power of time -- varying typographic form to convey emotion and tones of voice. Several expressive examples are called out in this paper and discussed. As a part of our ongoing research, we have developed a scheme which allows for the description of typographic expressions that change dynamically over time. The examples were constructed using a software tool, exPress, along with a scripting language based on the scheme. %M C.CHI.96.2.410 %T Lifestreams: An Alternative to the Desktop Metaphor %S VIDEOS: New Directions %A Scott Fertig %A Eric Freeman %A David Gelernter %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 410-411 %K Desktop metaphor, Information retrieval, Filtering, Hierarchical file systems, Reminding, Organization, Information overload %W http://www.acm.org/sigchi/chi96/proceedings/videos/Fertig/etf.htm %X We contend that managing one's own electronic world can be a frustrating task for most computer users, requiring too many separate applications, too many file transfers and format translations, the invention of too many pointless names and the construction of organizational hierarchies that too quickly become obsolete. What is needed is a metaphor and system for organizing the electronic "bits of paper" we all so easily collect, whether we create them ourselves or they come to us in the form of email, downloaded images, web pages, or scheduling reminders. Lifestreams is such a system. %M C.CHI.96.2.412 %T Improvisational Animation %S VIDEOS: New Directions %A Athomas Goldberg %A Ken Perlin %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 412-413 %K Agents, Entertainment, Networks, Programming Environments, Virtual reality %X We are developing software tools for authoring real-time applications involving virtual actors. The actors have mood, presence and personality. They follow a script, using body language and gesture to convey an interactive story that has been scripted beforehand by an author. Scripts can contain random elements, so the same story is never told twice. As the story unfolds, end-users participate and become part of the story by controlling an actor, by interacting with actors, or by giving instructions to the story telling system. For example, as two actors are embroiled in an argument, a user might instruct his actor to leave the room, or to end the argument by conceding. The virtual actors adapt as changes in the story occur, using guidelines from their scripts to decide how to respond and behave. In this video, we present the history of our research in Improvisational Animation and discuss some of the principles involved in creating animated virtual actors who perform autonomously in real time and how this can be applied to the creation of compelling interactive experiences which allow for endless possibilities, yet always conform to the framework established by author and animator. %M C.CHI.96.2.414 %T Browsing Anatomical Image Databases: A Case Study of the Visible Human %S VIDEOS: World Wide Web %A Chris North %A Flip Korn %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 414-415 %K User interface, Information exploration, Digital library, Medical imaging, Volume visualization, Hierarchical information, Network access %W http://www.acm.org/sigchi/chi96/proceedings/videos/North/cn_txt.htm %X This video demonstrates two user interface prototypes for browsing the National Library of Medicine Visible Human dataset on the internet. The first uses a graphical approach and demonstrates a general interface for exploring volumetric data. The second uses a textual approach for exploring hierarchical information containing inter-relationships. %M C.CHI.96.2.416 %T The WebBook and the Web Forager: Video Use Scenarios for a World-Wide Web Information Workspache %S VIDEOS: World Wide Web %A Stuart K. Card %A George G. Robertson %A William York %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 416-417 %K 3D graphics, User interfaces, Information access, World-Wide Web, Information workspace, Workspace %W http://www.acm.org/sigchi/chi96/proceedings/videos/Card/skc2txt.html %X The World-Wide Web has achieved global connectivity stimulating the transition of computers from knowledge processors to knowledge sources, but the Web and its client software are seriously deficient for supporting user interactive use of this information. In particular, there is no support for the concept of a user workspace. This video presents the Web Forager and the WebBook, an information workspace that enables rapid interaction with materials gleaned from the Web. %M C.CHI.96.2.418 %T The DeckScape Web Browser %S VIDEOS: World Wide Web %A Marc H. Brown %A Robert A. Shillner %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 418-419 %K Interactive user interfaces, Information navigation, Interaction techniques, World-Wide Web, Mosaic %W http://www.acm.org/sigchi/chi96/proceedings/videos/Brown/mhb_bdy.htm %X This video shows DeckScape, an experimental World-Wide Web browser. DeckScape uses the metaphor of a deck of playing cards, where each card is a Web page, and each deck is displayed in its own window. As the user traverses links, new pages appear on top of the deck. Users can circulate through the pages in a deck, move and copy pages between decks, and so on. The primary contributions of DeckScape are "away" pages and a general-purpose way to organize Web pages such as hotlists, page expansions, and query results. %M C.CHI.96.2.420 %T Manipulation in Virtual Environments %S Workshops %A Christine L. MacKenzie %A Kellogg S. Booth %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 420 %K Grasping, Grasping space, Grippers, Haptics, Motor control, Opposition space, Orienting, Positioning, Teleoperation, Telemanipulation, Telesurgery, User interfaces, Viewpoint, Virtual arm, Virtual finger, Virtual hand, Virtual objects, Virtual reality, Vision %W http://www.acm.org/sigchi/chi96/proceedings/workshop/MacKenzie/clm_txt.htm %X The goals of this workshop on Manipulation in Virtual Environments are: 1. to identify common ground, common issues, common misconceptions, common problems, 2. to provide opportunities for learning from one another, collaboration, sharing solutions, 3. to develop the beginnings of a common vocabulary for more effective communication, and 4. to identify future directions, for research and application. The workshop will provide a forum for researchers and practitioners to share their issues and insights, and to develop a common vocabulary in this rapidly developing area. The workshop report will update CHI members on the state-of-the-art for manipulation in virtual environments. %M C.CHI.96.2.421 %T The User Model as a Discipline for Interface Design %S Workshops %A Matt Belge %A Kate Ehrlich %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 421 %X This workshop is for UI design practitioners who consciously work on the set of underlying concepts that users must understand in order to use a given system. This set of concepts we are calling the user model. The workshop seeks to bring practitioners together to exchange information regarding the best techniques to develop user models. Theoreticians who work on formal methods (such as GOMS) with interest in contributing their insights to the practice of developing user models will be welcome. %M C.CHI.96.2.422 %T The HCI Professional as Consultant %S Workshops %A Lauren Schwartz %A Heather Desurvire %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 422 %K Usability, HCI specialists, Consultants, Organizational acceptance %M C.CHI.96.2.423 %T HCI Issues of the World Wide Web %S Workshops %A Keith Instone %A Steven Pemberton %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 423 %X The goals of this workshop are fourfold: * to identify areas with HTTP and HTML where the HCI community can usefully contribute to the development of the Web from the user's viewpoint * to initiate a plan of action to get the HCI community involved with the technical issues of the Web * to initiate an analysis of good practice on the Web, with the aim of providing an information service to users * to continue discussion on the structure and content of information pertaining to HCI that we should be making available on the Web. %M C.CHI.96.2.424 %T Formal Methods in Computer-Human Interaction: Comparison, Benefits, Open Questions %S Workshops %A Fabio Paterno %A Gregory Abowd %A Philippe Palanque %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 424 %K Interactive systems, Formal methods, Notations and models, User interface properties %M C.CHI.96.2.425 %T Educating HCI Practitioners: Evaluating What Industry Needs and What Academia Delivers %S Workshops %A Mary Czerwinski %A Laurie P. Dringus %A Andrew Sears %A Barbara Bernal Thomas %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 425 %K Education, Industry, HCI issues, Academic-industrial collaboration %X GOALS 1. Identify HCI skills and knowledge that industrial representatives must teach recent graduates. 2. Identify and discuss techniques academia can use to convey HCI issues to students to prepare them for industry work. %M C.CHI.96.2.426 %T Psychological Issues of Virtual Environment Interfaces %S Workshops %A Casey Boyd %A Rudy Darken %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 426 %K Cognitive psychology, Ecological psychology, Evaluation, Interface design, Perceptual psychology, Usability, Virtual environments %W http://www.acm.org/sigchi/chi96/proceedings/workshop/Boyd/bc_txt.htm %X The purpose of this workshop is to provide a common ground for the diverse research into the psychology of virtual environments (VEs). There is a small but growing research community investigating these issues, but there is no research forum devoted to them. Publications on the psychology of VE interaction are scattered across various conferences and journals. %M C.CHI.96.2.427 %T Towards an International Information Interface %S Workshops %A Alison Popowicz-Toon %A Eviatar Shafrir %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 427 %K Localization, Internationalization, Translation, Culture, CD-ROM, WWW, Internet, Usability, Best practices %X The aim of this two-day workshop is to draw up a set of best practices and guidelines for access to information by an international audience. The workshop will share success-and-horror-story experiences with different information interfaces, and use brainstorming techniques to compile and expand the best-practices and guidelines. How can we provide an information solution that satisfies the requirements of a world-wide audience? What do we need to be aware of? Information providers who are used to dealing with an English-speaking, local audience are not always aware of the difficulties encountered by the users of their products and services in other countries. The difficulties are not always language or translation problems: they may be caused by servers, systems or support being unavailable outside of USA working hours, or by differences in "standard" paper size, or by disparate cost structures for Internet access. In studying several examples of international information interfaces, the workshop participants will share and learn good working practices -- and practices to be avoided. %M C.CHI.96.2.428 %T Corporate Strategy and Usability Research: A New Partnership %S Workshops %A Judee Humburg %A Stephanie Rosenbaum %A Judith Ramey %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 428 %K Business direction, Cross-functional teams, Customer data collection, Design methodologies, Market positioning, Partnering, Product development cycle, Product life cycle, Strategic planning, Usability, User-centered design, User data collection %W http://www.acm.org/sigchi/chi96/proceedings/workshop/Rosenbaum/slr_txt.htm %X Usability research findings can contribute strategically to the definition of a product family during early planning and design. Rather than waiting for user-testing of prototypes, we can learn about user task habits, preferences, and concerns to identify product opportunities and help define a product's business direction and market positioning. Early usability research methods can collect specific user data needed to plan the product scope, a compelling feature set, and early design prototypes. This workshop expands on the organizers' previous CHI tutorials to explore how practitioners apply early and iterative usability research as a strategic tool: partnering with other groups in our companies, building cross-functional teams of usability, marketing, development, and support people. The workshop brings together practitioners who have: * Incorporated iterative usability research into the phases of the product planning and development process * Evaluated the trade-offs of investing limited usability resources during these phases * Tried to establish usability research processes and findings as contributors to the strategic planning efforts in their organizations * Attempted to build cross-functional teams to achieve this vision %M C.CHI.96.2.429 %T Transforming User-Centered Analysis into Concrete Design %S Workshops %A Larry E. Wood %A Ron Zeno %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 429 %K GUI design, Analysis, Procedures, Requirements %X There seems to be little published information available on specific techniques for transforming the results of user work/task analysis into a GUI interface. Therefore, we are organizing a workshop to document how experienced designers use the information from task analysis, principles of interaction design, and interface components to produce preliminary GUI designs. %M C.CHI.96.2.430 %T CHI Ten Year View: Creating and Sustaining Common Ground %S Workshops %A Catherine R. Marshall %A David G. Novick %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 430 %K Future, Scenario, Planning, Education, Management, Career, CHI, HCI, Human factors, CHI'06 %W http://www.acm.org/sigchi/chi96/proceedings/workshop/Marshall/crm_txt.htm %X The first goal of this workshop is to create and document a set of three scenarios that describe alternative futures based on the following questions: * What will be the state of the CHI community in the year 2006? * What kind of work will the members of that community be doing? * What will they consider to be the key issues and research questions of the day? * What will be the nature of the social and technological context in which their work will occur? * What educational preparation and work experience will characterize a successful CHI professional? * What body of knowledge and set of skills will form the common ground of the field? The second goal of the workshop will be to use the scenarios to address further the subject of common ground. %M C.CHI.96.2.431 %T Designing the User Interface for Speech Recognition Applications %S Workshops %A Amir Mane %A Susan Boyce %A Demetrios Karis %A Nicole Yankelovich %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 431 %K Automatic Speech Recognition, Natural Language Processing %X During the last decade there has been significant progress in the development of Automatic Speech Recognition (ASR) systems. As a result of technical advances in speech modeling techniques, recognition search strategies, and other areas, combined with the increased processing power of workstations and PCs, large vocabulary continuous speech recognition is now feasible even under the constraints and demanding conditions imposed by the public switched telephone network. These new technical capabilities, along with advances in Natural Language Processing, have opened up the possibility of new services and applications, and have made it possible to incorporate more natural styles of human-computer verbal interactions. The purpose of this workshop is to bring together a small group of researchers and practitioners to focus discussion on how to design applications and services that rely on speech as the primary medium for communication between the user and the system. Our goal is to increase participants' understanding of the issues that face designers of such systems, exchange ideas and information, and increase communication among the diverse groups involved in speech recognition. %M C.CHI.96.2.432 %T User Centered Design Principles: How Far Have They Been Industrialised? %S Workshops %A Ian McClelland %A Bronwen Taylor %A Bill Hefley %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 432 %K User-centred design, Process improvement, Usability engineering, User involvement %W http://www.acm.org/sigchi/chi96/proceedings/workshop/Mcclelland/mci_txt.htm %X The workshop will examine how far industry has incorporated user-centred design principles into their product and system development processes. Issues to be explored include: - how far are UCD principles recognised as relevant to the business objectives? - how far are UCD practices in need of adaptation as the "usability issue" becomes more widely applied to many product areas beyond traditional areas of HCI? By working in groups during the workshop we plan to identify: - the key components required for an effective and successful UCD process, - the essential skill bases (established and emerging), - the enablers and constraints associated with managing "quality of use" in practice. It is intended that the results of this workshop will be reported in the SIGCHI bulletin and/or Interactions. %M C.CHI.96.2.433 %T User Autonomy: Who Should Control What and When? %S Workshops %A Batya Friedman %A Helen Nissenbaum %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 433 %W http://www.acm.org/sigchi/chi96/proceedings/workshop/Friedman/bf1txt.htm %X In this workshop we are concerned with understanding the relationship between user autonomy, the user interface, and computer system design. By autonomy we mean the capability to act on the basis of one's own decisions; to be guided by one's own reasons, desires, and goals. When actions are unduly constrained or restricted then autonomy may be diminished or violated. Evaluating the interface and system design in relation to user autonomy involves uncovering the extent to which systems either enhance or diminish autonomy. Workshop goals: * To explore with colleagues the meaning and value of user autonomy, the nature of the relationship between user autonomy and control of computer systems, and the elements of interface and system design that affect user autonomy. * To provide a forum (opportunity) for colleagues to discuss issues of user autonomy in computer systems that have arisen from their own design experiences. * To work with colleagues to identify positive designs and abuses of user autonomy in computer systems. * To work with colleagues to generate design principles for protecting user autonomy in the design of future systems. %M C.CHI.96.2.434 %T A Future for E-Mail %S Workshops %A Stacey L. Ashlund %A Steven Pemberton %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 434 %W http://www.acm.org/sigchi/chi96/proceedings/workshop/Ashlund/sla2txt.htm %X The goal of this workshop is to address these and related problems from a usability point of view, for example: * How can we handle the problem of information overload? Is the usefulness of agents hindered by issues of reliability and trust? Is the overhead of setting them up and maintaining them prohibitive? * Will there be a necessary integration of e-mail with related technologies, such as groupware and the World Wide Web? * Is the lack of standardization of e-mail (front-ends and back-ends) a problem? * How can large-volume sources of e-mail, such as mailing lists and "listservs", be kept manageable? Is there a need to address social issues, such as etiquette in e-mail application UI's? Are grassroots evolving standards an indication of what's needed? * How can the issues pertaining to realistic usability testing e-mail be solved, e.g., creating sample "data" (messages, folders, aliases, etc.)? Are testing results impaired by using such fake e-mail in testing, due to ethnographic observation and privacy issues? * What are some possible software and user interface technological solutions to these problems? %M C.CHI.96.2.435 %T Retrospective on Pre-Conference Activities %S Retrospective on Pre-Conference Activities %A Bonnie A. Nardi %A Gerrit C. van der Veer %B Proceedings of ACM CHI 96 Conference on Human Factors in Computing Systems %D 1996 %V 2 %P 435 %K Workshops, Doctoral consortium, Basic research symposium, ASSETS %X Prior to the CHI 96 conference several activities took place that were attended by relatively small groups. A global overview of the content of this meetings will be of interest to CHI attendees. %M C.CHI.97.1.3 %T Computational Models of Information Scent-Following in a Very Large Browsable Text Collection %S PAPERS: Finding What You Want I %A Peter Pirolli %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 3-10 %K Information foraging, Information scent, Cognitive modeling, Model-tracing, ACT-R, Scatter/Gather %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/plp.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p3-pirolli/p3-pirolli.pdf %X An ecological-cognitive framework of analysis and a model-tracing architecture are presented and used in the analysis of data recorded from users browsing a large document collection. The users interacted with the Scatter/Gather browser, which clusters documents into groups of similar content and presents users with summaries of cluster content. Predictions made by a computational model of navigation and information foraging are matched against the observed activity. %M C.CHI.97.1.11 %T SenseMaker: An Information-Exploration Interface Supporting the Contextual Evolution of a User's Interests %S PAPERS: Finding What You Want I %A Michelle Q. Wang Baldonado %A Terry Winograd %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 11-18 %K Information exploration, Digital libraries, Information seeking, Information retrieval %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/mwb.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p11-baldonado/p11-baldonado.pdf %X We describe the design, implementation, and pilot study for SenseMaker, an interface for information exploration across heterogeneous sources. We propose supporting the context-driven evolution of a user's interests via: (1) an approximation of the current information context as the current collection of accumulated information references, and (2) a unified set of user-centered actions for examining the current context and for progressing from one context to the next. SenseMaker users examine their current context by experimenting iteratively with different organizing dimensions and levels of granularity for the current collection's display. They progress from one context to another by building upon, taking away from, or replacing the current collection. They can also return to a previous information context and continue exploring from there. %M C.CHI.97.1.19 %T Accessing Multimedia through Concept Clustering %S PAPERS: Finding What You Want I %A John Kominek %A Rick Kazman %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 19-26 %K Multimedia indexing, Information retrieval and browsing, Concept clustering %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/rnk.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p19-kominek/p19-kominek.pdf %X Multimedia information retrieval is a challenging problem because multimedia information is not inherently structured. Jabber is an experimental system that attempts to bring some structure to this task. Jabber allows users to retrieve records of videoconferences based upon the concepts discussed. In this paper we introduce ConceptFinder, a sub-system within Jabber, and show how it is able to process the spoken text of a meeting into meeting topics. ConceptFinder can make subtle distinctions among different senses of the same words, and is able to summarize a set of related words, giving a name to each topic. Users can then use this name to query or browse the stored multimedia, through Jabber's user interface. By presenting information that closely matches a user's expectations, the challenge of multimedia retrieval is rendered more tractable. %M C.CHI.97.1.27 %T Cooperative Bimanual Action %S PAPERS: Handy User Interfaces %A Ken Hinckley %A Randy Pausch %A Dennis Proffitt %A James Patten %A Neal Kassell %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 27-34 %K Two-handed interaction, Bimanual asymmetry, Virtual manipulation, Motor control, 3D interaction, Haptics %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/kh.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p27-hinckley/p27-hinckley.pdf %X We present an experiment on cooperative bimanual action. Right-handed subjects manipulated a pair of physical objects, a tool and a target object, so that the tool would touch a target on the object (fig. 1). For this task, there is a marked specialization of the hands. Performance is best when the left hand orients the target object and the right hand manipulates the tool, but is significantly reduced when these roles are reversed. This suggests that the right hand operates relative to the frame-of-reference of the left hand. Furthermore, when physical constraints guide the tool placement, this fundamentally changes the type of motor control required. The task is tremendously simplified for both hands, and reversing roles of the hands is no longer an important factor. Thus, specialization of the roles of the hands is significant only for skilled manipulation. %M C.CHI.97.1.35 %T The Design of a GUI Paradigm Based on Tablets, Two-Hands, and Transparency %S PAPERS: Handy User Interfaces %A Gordon Kurtenbach %A George Fitzmaurice %A Thomas Baudel %A Bill Buxton %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 35-42 %K Two-handed input, Toolglass, Tablets, Transparency, Marking menus, Task integration, Divided attention %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/gk.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p35-kurtenbach/p35-kurtenbach.pdf %X An experimental GUI paradigm is presented which is based on the design goals of maximizing the amount of screen used for application data, reducing the amount that the UI diverts visual attentions from the application data, and increasing the quality of input. In pursuit of these goals, we integrated the non-standard UI technologies of multi-sensor tablets, toolglass, transparent UI components, and marking menus. We describe a working prototype of our new paradigm, the rationale behind it and our experiences introducing it into an existing application. Finally, we presents some of the lessons learned: prototypes are useful to break the barriers imposed by conventional GUI design and some of their ideas can still be retrofitted seamlessly into products. Furthermore, the added functionality is not measured only in terms of user performance, but also by the quality of interaction, which allows artists to create new graphic vocabularies and graphic styles. %M C.CHI.97.1.43 %T An Empirical Evaluation of Graspable User Interfaces: Towards Specialized, Space-Multiplexed Input %S PAPERS: Handy User Interfaces %A George Fitzmaurice %A William Buxton %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 43-50 %K Input devices, Graphical user interfaces, Graspable user interfaces, Haptic input, Two-handed interaction, Augmented reality, Ubiquitous computing %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/gf.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p43-fitzmaurice/p43-fitzmaurice.pdf %X This paper reports on the experimental evaluation of a Graspable User Interface that employs a "space-multiplexing" input scheme in which each function to be controlled has a dedicated physical transducer, each occupying its own space. This input style contrasts the more traditional "time-multiplexing" input scheme which uses one device (such as the mouse) to control different functions at different points in time. A tracking experiment was conducted to compare a traditional GUI design with its time-multiplex input scheme versus a Graspable UI design having a space-multiplex input scheme. We found that the space-multiplex conditions out perform the time-multiplex conditions. In addition, we found that the use of specialized physical form factors for the input devices instead of generic form factors provide a performance advantage. We argue that the specialized devices serve as both visual and tactile functional reminders of the associated tool assignment as well as facilitate manipulation due to the customized form factors. %M C.CHI.97.1.51 %T AROMA: Abstract Representation of Presence Supporting Mutual Awareness %S PAPERS: Collaborative Communities I %A Elin Ronby Pedersen %A Tomas Sokoler %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 51-58 %K Awareness, Sense of presence, Ubiquitous computing, CSCW, Media spaces, Non-work application, Interaction %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/erp.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p51-pedersen/p51-pedersen.pdf %X The AROMA project is exploring the kind of awareness that people effortless are able to maintain about other beings who are located physically close. We are designing technology that attempts to mediate a similar kind of awareness among people who are geographically dispersed but want to stay better in touch. AROMA technology can be thought of as a stand-alone communication device or -- more likely -- an augmentation of existing technologies such as the telephone or full-blown media spaces. Our approach differs from other recent designs for awareness (a) by choosing pure abstract representations on the display site, (b) by possibly remapping the signal across media between capture and display, and, finally, (c) by explicitly extending the application domain to include more than the working life, to embrace social interaction in general. We are building a series of prototypes to learn if abstract representation of activity data does indeed convey a sense of remote presence and does so in a sufficiently subdued manner to allow the user to concentrate on his or her main activity. We have done some initial testing of the technical feasibility of our designs. What still remains is an extensive effort of designing a symbolic language of remote presence, done in parallel with studies of how people will connect and communicate through such a language as they live with the AROMA system. %M C.CHI.97.1.59 %T Crowded Collaborative Virtual Environments %S PAPERS: Collaborative Communities I %A Steve Benford %A Chris Greenhalgh %A David Lloyd %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 59-66 %K CSCW, Virtual reality, Crowds %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/sdb.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p59-benford/p59-benford.pdf %X We introduce a framework for supporting crowds of participants in collaborative virtual environments (CVEs). The framework is realised as an extension to our previous spatial model of interaction and aims to provide greater scaleability and flexibility for communication between the inhabitants of virtual worlds. Our framework introduces an explicit crowd mechanism into CVEs in order to support the formation and activation of different kinds of crowd with different effects on mutual awareness and communication (achieved through the use of aggregation techniques combined with awareness adaptation). We present a demonstration application called the Arena -- a shared space for staging on-line performances in front of a live audience. %M C.CHI.97.1.67 %T Autonomous Interface Agents %S PAPERS: Intelligent Support %A Henry Lieberman %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 67-74 %K Agents, Interface agents, Autonomous agents, Web, Browsing, Search, Learning %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/hl.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p67-lieberman/p67-lieberman.pdf %X Two branches of the trend towards "agents" that are gaining currency are interface agents, software that actively assists a user in operating an interactive interface, and autonomous agents, software that takes action without user intervention and operates concurrently, either while the user is idle or taking other actions. These two branches are related, but not identical, and are often lumped together under the single term "agent". Much agent work can be classified as either being an interface agent, but not autonomous, or as an autonomous agent, but not operating directly in the interface. We show why it is important to have agents that are both interface agents and autonomous agents. We explore some design principles for such agents, and illustrate these principles with a description of Letizia, an autonomous interface agent that makes real-time suggestions for Web pages that a user might be interested in browsing. %M C.CHI.97.1.75 %T How to Personalize the Web %S PAPERS: Intelligent Support %A Rob Barrett %A Paul P. Maglio %A Daniel C. Kellem %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 75-82 %K Agents, World wide web, User models %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/rcb-wbi.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p75-barrett/p75-barrett.pdf %X Agents can personalize otherwise impersonal computational systems. The World Wide Web presents the same appearance to every user regardless of that user's past activity. Web Browser Intelligence (WBI, pronounced "WEB-ee") is an implemented system that organizes agents on a user's workstation to observe user actions, proactively offer assistance, modify web documents, and perform new functions. WBI can annotate hyperlinks with network speed information, record pages viewed for later access, and provide shortcut links for common paths. In this way, WBI personalizes a user's web experience by joining personal information with global information to effectively tailor what the user sees. %M C.CHI.97.1.83 %T The Cognitive Ergonomics of Knowledge-Based Design Support Systems %S PAPERS: Intelligent Support %A Tamara Sumner %A Nathalie Bonnardel %A Benedikte Harstad Kallak %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 83-90 %K Critiquing systems, Cognitive ergonomics, Design, Design environments, Knowledge-based systems, Phone-based interfaces %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/trs.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p83-sumner/p83-sumner.pdf %X Critiquing systems are a type of active, knowledge-based design support system. They propose to positively influence designers' cognitive processes by pointing out potential problems and contentious issues while designers work. To investigate the effects such systems have on the activities of professional designers, a design environment containing a critiquing system was designed, built, and evaluated for a specific area: phone-based interface design. Four professional designers were observed using the environment to solve realistic design tasks. Our protocol analyses indicate that such systems do influence the behaviour of designers, but often indirectly. Designers were observed anticipating the activity of the system and taking preventative steps to avoid it. Differential effects depending on the designers' level of domain experience were also observed. Overall, the system was better suited to the needs of highly experienced designers. %M C.CHI.97.1.91 %T From Sufficient to Efficient Usage: An Analysis of Strategic Knowledge %S PAPERS: Cognitive Models and Their Application %A Suresh K. Bhavnani %A Bonnie E. John %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 91-98 %K Strategies, Task decomposition, CAD, Aggregation %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/skb.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p91-bhavnani/p91-bhavnani.pdf %X Can good design guarantee the efficient use of computer tools? Can experience guarantee it? We raise these questions to explore why empirical studies of real-world usage show even experienced users under-utilizing the capabilities of computer applications. By analyzing the use of everyday devices and computer applications, as well as reviewing empirical studies, we conclude that neither good design nor experience may be able to guarantee efficient usage. Efficient use requires task decomposition strategies that exploit capabilities offered by computer applications such as the ability to aggregate objects, and to manipulate the aggregates with powerful operators. To understand the effects that strategies can have on performance, we present results from a GOMS analysis of a CAD task. Furthermore, we identify some key aggregation strategies that appear to generalize across applications. Such strategies may provide a framework to enable users to move from a sufficient to a more efficient use of computer tools. %M C.CHI.97.1.99 %T Relationships Between Users' and Interfaces' Task Representations %S PAPERS: Cognitive Models and Their Application %A Robert B. Terwilliger %A Peter G. Polson %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 99-106 %K Empirical studies, Cognitive models %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/pol.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p99-terwilliger/p99-terwilliger.pdf %X In a previous experiment, we demonstrated that some users seem to significantly transform the instructions for a graph creation task before they even begin to interact with the interface, and furthermore, that this can create considerable difficulty with an interface that does not require the transformation. In this paper, we describe a contrasting experiment, showing that subjects without pre-existing task transformations initially have considerable difficulty with an interface that requires them, but acquire the transformations relatively quickly. Kitajima and Polson's LICAI model explains these effects as resulting from the problem representation being elaborated with task-specific schemata during the instruction comprehension process. %M C.CHI.97.1.107 %T Cognitive Modeling Reveals Menu Search is Both Random and Systematic %S PAPERS: Cognitive Models and Their Application %A Anthony J. Hornof %A David E. Kieras %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 107-114 %K Cognitive models, Menu selection, Visual search %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/ajh.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p107-hornof/p107-hornof.pdf %X To understand how people search for a known target item in an unordered pull-down menu, this research presents cognitive models that vary serial versus parallel processing of menu items, random versus systematic search, and different numbers of menu items fitting into the fovea simultaneously. Varying these conditions, models were constructed and run using the EPIC cognitive architecture. The selection times predicted by the models are compared with selection times of human subjects performing the same menu task. Comparing the predicted and observed times, the models reveal that 1) people process more than one menu item at a time, and 2) people search menus using both random and systematic search strategies. %M C.CHI.97.1.115 %T Aesthetics and Apparent Usability: Empirically Assessing Cultural and Methodological Issues %S PAPERS: Beauty and The Beat %A Noam Tractinsky %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 115-122 %K Aesthetics, Apparent usability, System acceptability, Cross-cultural HCI, Human-computer interface %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/nt.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p115-tractinsky/p115-tractinsky.pdf %X Three experiments were conducted to validate and replicate, in a different cultural setting, the results of a study by Kurosu and Kashimura [12] concerning the relationships between users' perceptions of interface aesthetics and usability. The results support the basic findings by Kurosu and Kashimura. Very high correlations were found between perceived aesthetics of the interface and a priori perceived ease of use of the system. Differences of magnitude between correlations obtained in Japan and in Israel suggest the existence of cross-cultural differences, but these were not in the hypothesized direction. %M C.CHI.97.1.123 %T A Computer Participant in Musical Improvisation %S PAPERS: Beauty and The Beat %A William F. Walker %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 123-130 %K Musical improvisation, Conversation analysis, CSCW, Object-oriented frameworks for collaboration, User-centered design %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/wfw.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p123-walker/p123-walker.pdf %X Musical improvisation is a collaborative activity analogous to conversation. Both are sequences of spontaneous utterances constructed within a collaborative structure that is interactively managed by the participants. Based on results from conversation analysis, I have constructed a computer improvisor that participates in small group improvisation. Using conversation analysis rules for turn-taking, the computer tracks the roles of the other musicians and follows a structural model of the improvisation to determine its own role as the improvisation unfolds. User-centered design was crucial to the successful development and deployment of the system. %M C.CHI.97.1.131 %T WorldBeat: Designing a Baton-Based Interface for an Interactive Music Exhibit %S PAPERS: Beauty and The Beat %A Jan O. Borchers %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 131-138 %K Interface design, Interactive exhibit, Baton, Music, Education %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/job.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p131-borchers/p131-borchers.pdf %X This paper presents the interface design of the WorldBeat system, an interactive exhibit about using computers in musical education, and as musical instruments. The system allows even computer and music novices to create aesthetically pleasing music, using a new, consistent interaction technique: Visitors control the complete exhibit using two infrared batons as pointing device, conductor's baton, and musical instrument interface, making keyboard and mouse unnecessary. The paper summarizes special requirements when designing computer-based exhibits, how we used batons as a new type of input device to meet those requirements, and how user feedback iteratively optimized the look and feel of the exhibit to convey its "message" in an understandable and visually appealing way. We show how our results contribute to "Looking to the Future" of HCI, and how they could be of general use to other researchers and practitioners designing user interfaces for interactive exhibits. %M C.CHI.97.1.139 %T The Design of a Wearable Computer %S PAPERS: Input & Output in the Future %A Len Bass %A Chris Kasabach %A Richard Martin %A Dan Siewiorek %A Asim Smailagic %A John Stivoric %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 139-146 %K Wearable computers, Input devices, Body worn computers, User center design, Integrated product teams %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/ljb1.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p139-bass/p139-bass.pdf %X The design process used to produce an innovative computer system is presented. The computer system that resulted from the process uses a circular motif both for the user interface and the input device. The input device is a dial and the user interface is visually organized around the concept of a circle. The design process itself proceeded in the presence of a great many constraints and we discuss these constraints and how an innovative design was achieved in spite of the constraints. %M C.CHI.97.1.147 %T "Body Coupled FingeRing": Wireless Wearable Keyboard %S PAPERS: Input & Output in the Future %A Massaki Fukumoto %A Yoshinobu Tonomura %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 147-154 %K Wearable computer, PDA, Interface device, Input device, Keyboard, PAN, BodyNet, FingeRing %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/fkm.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p147-fukumoto/p147-fukumoto.pdf %X A really wearable input device "FingeRing" is developed for coming wearable PDAs. By attaching ring shaped sensors on each finger, many commands or characters can be input by finger-tip typing action. "FingeRing" can be used on any typing surface such as a knee or desk, so quick operation is realized in any situation while standing or walking. To improve wearability, a very small, ultra low power wireless transmitter is developed that uses the human body as part of an electric circuit. "Direct Coupling" method enables stable communication even when body contacts any grounded surface. A new symbol coding method that combines order and chord typing is also proposed, and useful typing patterns are chosen by typing speed evaluations. Expert users of musical keyboards can input 52 different symbols at speeds of over 200 symbols per minute by using the combination of FingeRing and the new coding method. %M C.CHI.97.1.155 %T Toward an HCI Research and Practice Agenda Based on Human Needs and Social Responsibility %S PAPERS: Extending The HCI Agenda %A Michael J. Muller %A Cathleen Wharton %A William J. McIver, Jr. %A Lila Laux %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 155-161 %K Future, HCI research and practice, Disability access, Information access, Information retrieval, Agents, World Wide Web, UIMSs, Architectures, Information poverty, Communication poverty, Social issues, Social impact %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/mm1.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p155-muller/p155-muller.pdf %X We outline several promising areas for improvements in research and practice in the field of Human Computer Interaction (HCI). These topics show the richness and potential value of HCI work motivated by a combination of a desire to improve practice and research, and a desire to meet human needs in a responsible manner. %M C.CHI.97.1.162 %T Participatory Analysis: Shared Development of Requirements from Scenarios %S PAPERS: Bringing Users Into Design %A George Chin, Jr. %A Mary Beth Rosson %A John M. Carroll %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 162-169 %K Participatory analysis, Participatory design, Scenarios, Task-artifact framework %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/gc.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p162-chin/p162-chin.pdf %X Participatory design typically focuses on envisionment and evaluation activities. We explored a method for pushing the participatory activities further "upstream" in the design process, to the initial analysis of requirements. We used a variant of the task-artifact framework, carrying out a participatory claims analysis during a design workshop for a project addressing collaborative science education. The analysis used videotaped classroom sessions as source material. The participant-teachers were highly engaged by the analysis process and contributed significantly to the analysis results. We conclude that the method has promise as a technique for evoking self-reflection and analysis in a participatory design setting. %M C.CHI.97.1.170 %T Maintaining a Focus on User Requirements Throughout the Development of Clinical Workstation Software %S PAPERS: Bringing Users Into Design %A Janette M. Coble %A John Karat %A Michael G. Kahn %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 170-177 %K User requirements, Contextual Inquiry, Software development process %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/jmc.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p170-coble/p170-coble.pdf %X Establishing user requirements is well recognized as a critical step in the development of useful and usable systems (e.g., [5]). Recent innovations in human-computer interaction design address new methods for effective requirements gathering, such as Participatory Design and Contextual Inquiry (e.g., [7], [9]). However, even when projects use these methods successfully to collect valid requirement descriptions, it remains a challenge to establish a process that makes direct use of those descriptions during software development [11]. Valuable requirements information can be lost as it is reinterpreted during the development of functional specifications and the implementation of the proposed system. We describe the several steps we have taken to keep an ongoing and evolving understanding of user requirements under consideration by system designers and developers as they face the "real" (to them) requirements of adapting function to the constraints of computer platforms, project cost, and delivery schedule. The specific work reported here applies to the design of software for a clinical workstation used to review medical information. However, we believe the lessons we learned, maintaining the influence of user requirements throughout the development process, will apply in other practical system development situations. %M C.CHI.97.1.178 %T Helping and Hindering User Involvement -- A Tale of Everyday Design %S PAPERS: Bringing Users Into Design %A Stephanie Wilson %A Mathilde Bekker %A Peter Johnson %A Hilary Johnson %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 178-185 %K Design study, Design techniques, Obstacles to user involvement, User-centred design %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/sw-obf.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p178-wilson/p178-wilson.pdf %X The importance of an early and on-going focus on users in interactive system design is widely accepted. However, in practice, involving users poses many problems and requires designers to balance conflicting demands. Various factors can hinder or ease the involvement of users. This paper reports a case study involving the design of a bespoke application and gives a detailed account of the obstacles and facilitators to user involvement encountered during the design activity. The obstacles and facilitators are presented in terms of issues such as contacting and selecting users, motivating users, facilitating and mediating meetings and offering points of focus for user contributions. We report and contrast the views of various stakeholders in the design process, and supplement these with our own observations as non-participant observers. Finally, we discuss issues raised by the study and draw out a number of lessons for the CHI community. %M C.CHI.97.1.186 %T Dynomite: A Dynamically Organized Ink and Audio Notebook %S PAPERS: Enhancing, Finding, & Integrating Audio %A Lynn D. Wilcox %A Bill N. Schilit %A Nitin "Nick" Sawhney %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 186-193 %K Electronic notebook, Note-taking, Audio interfaces, Handwriting, Keyword indexing, Ink properties, Retrieval, Paper-like interfaces, PDA, Pen computing %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/ldw.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p186-wilcox/p186-wilcox.pdf %X Dynomite is a portable electronic notebook for the capture and retrieval of handwritten and audio notes. The goal of Dynomite is to merge the organization, search, and data acquisition capabilities of a computer with the benefits of a paper-based notebook. Dynomite provides novel solutions in four key problem areas. First, Dynomite uses a casual, low cognitive overhead interface. Second, for content indexing of notes, Dynomite uses ink properties and keywords. Third, to assist organization, Dynomite's properties and keywords define views, presenting a subset of the notebook content that dynamically changes as users add new information. Finally, to augment handwritten notes with audio on devices with limited storage, Dynomite continuously records audio, but only permanently stores those parts highlighted by the user. %M C.CHI.97.1.194 %T Dynamic Soundscape: Mapping Time to Space for Audio Browsing %S PAPERS: Enhancing, Finding, & Integrating Audio %A Minoru Kobayashi %A Chris Schmandt %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 194-201 %K Audio browsing, Spatialized audio, Simultaneous listening, Selective listening, Spatial memory %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/kob.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p194-kobayashi/p194-kobayashi.pdf %X Browsing audio data is not as easy as browsing printed documents because of the temporal nature of sound. This paper presents a browsing environment that provides a spatial interface for temporal navigation of audio data, taking advantage of human abilities of simultaneous listening and memory of spatial location. Instead of fast-forwarding or rewinding, users browse the audio data by switching their attention between moving sound sources that play multiple portions of a single audio recording. The motion of the sound sources maps temporal position within the audio recording onto spatial location, so that listeners can use their memory of spatial location to find a specific topic. This paper describes the iterative design approach toward the audio browsing system, including the development of user interface devices. %M C.CHI.97.1.202 %T "I'll Get That Off the Audio": A Case Study of Salvaging Multimedia Meeting Records %S PAPERS: Enhancing, Finding, & Integrating Audio %A Thomas P. Moran %A Leysia Palen %A Steve Harrison %A Patrick Chiu %A Don Kimber %A Scott Minneman %A William van Melle %A Polle Zellweger %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 202-209 %K Activity capture, Audio recording, Multimedia, LiveBoard, Meeting support tools, Notetaking, Salvaging, Work process support %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/tpm.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p202-moran/p202-moran.pdf %X We describe a case study of a complex, ongoing, collaborative work process, where the central activity is a series of meetings reviewing a wide range of subtle technical topics. The problem is the accurate reporting of the results of these meetings, which is the responsibility of a single person, who is not well-versed in all the topics. We provided tools to capture the meeting discussions and tools to "salvage" the captured multimedia recordings. Salvaging is a new kind of activity involving replaying, extracting, organizing, and writing. We observed a year of mature salvaging work in the case study. From this we describe the nature of salvage work (the constituent activities, the use of the workspace, the affordances of the audio medium, how practices develop and differentiate, how the content material affects practice). We also demonstrate how this work relates to the larger work processes (the task demands of the setting, the interplay of salvage with capture, the influence on the people being reported on and reported to). Salvaging tools are shown to be valuable for dealing with free-flowing discussions of complex subject matter and for producing high quality documentation. %M C.CHI.97.1.210 %T Design for Network Communities %S PAPERS: Collaborative Communities II %A Elizabeth D. Mynatt %A Annette Adler %A Mizuko Ito %A Vicki L. O'Day %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 210-217 %K Media space, MUDs, Network community, Shared space, Metaphor, Identity, Virtual world %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/edm.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p210-mynatt/p210-mynatt.pdf %X Collaboration has long been of considerable interest in the CHI community. This paper proposes and explores the concept of network communities as a crucial part of this discussion. Network communities are a form of technology-mediated environment that foster a sense of community among users. We consider several familiar systems and describe the shared characteristics these systems have developed to deal with critical concerns of collaboration. Based on our own experience as designers and users of a variety of network communities, we extend this initial design space along three dimensions: the articulation of a persistent sense of location, the boundary tensions between real and virtual worlds, and the emergence and evolution of community. %M C.CHI.97.1.218 %T Timewarp: Techniques for Autonomous Collaboration %S PAPERS: Collaborative Communities II %A W. Keith Edwards %A Elizabeth D. Mynatt %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 218-225 %K Autonomous collaboration, Computer-supported cooperative work, Awareness, Conflict detection and resolution, Timewarp %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/wke.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p218-edwards/p218-edwards.pdf %X This paper presents a set of techniques for supporting autonomous collaboration -- collaboration where participants work independently for periods, and then join together to integrate their efforts. This paper posits that autonomous collaboration can be well-supported by systems in which the notion of time is made both explicit and editable, so that the parallel but divergent states of a shared artifact are exposed in the interface. We have developed a system, called timewarp, that explores these ideas, and provides support for distribution, awareness, and conflict resolution in an application-independent fashion. %M C.CHI.97.1.226 %T Building Task-Specific Interfaces to High Volume Conversational Data %S PAPERS: Collaborative Communities II %A Loren G. Terveen %A William C. Hill %A Brian Amento %A David McDonald %A Josh Creter %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 226-233 %K Human-computer interaction, Human interface, Computer-supported cooperative work, Organizational computing, Social filtering, Collaborative filtering, Data mining, Resource discovery, World Wide Web, Usenet, Netnews %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/lgt.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p226-terveen/p226-terveen.pdf %X As people participate in the thousands of global conversations that comprise Usenet news, one thing they do is post their opinions of web resources. Phoaks is a collaborative filtering system that continuously parses, classifies, abstracts and tallies those opinions. About 3,500 users per day consult Phoaks web pages that reflect the results. Phoaks also features a general architecture for building similar collaborative filtering interfaces to conversational data. We report here on the Phoaks resource recommendation interface, the architecture, and the issues and experience that make up its rationale. %M C.CHI.97.1.234 %T Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms %S PAPERS: Beyond the Desktop %A Hiroshi Ishii %A Brygg Ullmer %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 234-241 %K Tangible user interface, Ambient media, Graspable user interface, Augmented reality, Ubiquitous computing, Center and periphery, Foreground and background %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/hi.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p234-ishii/p234-ishii.pdf %X This paper presents our vision of Human Computer Interaction (HCI): "Tangible Bits." Tangible Bits allows users to "grasp & manipulate" bits in the center of users' attention by coupling the bits with everyday physical objects and architectural surfaces. Tangible Bits also enables users to be aware of background bits at the periphery of human perception using ambient display media such as light, sound, airflow, and water movement in an augmented space. The goal of Tangible Bits is to bridge the gaps between both cyberspace and the physical environment, as well as the foreground and background of human activities. This paper describes three key concepts of Tangible Bits: interactive surfaces; the coupling of bits with graspable physical objects; and ambient media for background awareness. We illustrate these concepts with three prototype systems -- the metaDESK, transBOARD and ambientROOM -- to identify underlying research issues. %M C.CHI.97.1.242 %T From Single-User Architectural Design to PAC*: a Generic Software Architecture Model for CSCW %S PAPERS: Beyond the Desktop %A Gaelle Calvary %A Joelle Coutaz %A Laurence Nigay %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 242-249 %K PAC, Interactor, Agent, Architectural style, Software architecture modelling, CSCW, Interactive systems %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/jcc.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p242-calvary/p242-calvary.pdf %X This article reports our reflection on software architecture modelling for multi-user systems (or groupware). First, we introduce the notion of software architecture and make explicit the design steps that most software designers in HCI tend to blend in a fuzzy way. Building on general concepts and practice from main stream software engineering, we then present a comparative analysis of the most significant architecture models developed for single-and multi-user systems. We close with the presentation of PAC*, a new architectural framework for modelling and designing the software architecture of multi-user systems. PAC* is a motivated combination of existing architectural models selected for the complementarity of their "good properties". These include operational heuristics such as rules for deriving agents in accordance to the task model or criteria for reasoning about replication, as well as properties such as support for style heterogeneity, portability, and reusability. %M C.CHI.97.1.250 %T Elastic Windows: Evaluation of Multi-Window Operations %S PAPERS: Enhancing The Direct Manipulation Interface %A Eser Kandogan %A Ben Shneiderman %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 250-257 %K Window management, Multi-window operations, Personal role management, Tiled layout, User interfaces, Information access and organization %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/ek.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p250-kandogan/p250-kandogan.pdf %X Most windowing systems follow the independent overlapping windows approach, which emerged as an answer to the needs of the 1980s' technology. Due to advances in computers and display technology, and increased information needs, modern users demand more functionality from window management systems. We proposed Elastic Windows with improved spatial layout and rapid multi-window operations as an alternative to current window management strategies for efficient personal role management [12]. In this approach, multi-window operations are achieved by issuing operations on window groups hierarchically organized in a space-filling tiled layout. This paper describes the Elastic Windows interface briefly and then presents a study comparing user performance with Elastic Windows and traditional window management techniques for 2, 6, and 12 window situations. Elastic Windows users had statistically significantly faster performance for all 6 and 12 window situations, for task environment setup, task environment switching, and task execution. For some tasks there was a ten-fold speed-up in performance. These results suggest promising possibilities for multiple window operations and hierarchical nesting, which can be applied to the next generation of tiled as well as overlapped window managers. %M C.CHI.97.1.258 %T Does Continuous Visual Feedback Aid Debugging in Direct-Manipulation Programming Systems? %S PAPERS: Enhancing The Direct Manipulation Interface %A E. M. Wilcox %A J. W. Atwood %A M. M. Burnett %A J. J. Cadiz %A C. R. Cook %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 258-265 %K Direct manipulation, Debugging, End-user programming, Spreadsheets, Visual programming languages, Liveness, Empirical study %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/mmb.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p258-wilcox/p258-wilcox.pdf %X Continuous visual feedback is becoming a common feature in direct-manipulation programming systems of all kinds -- from demonstrational macro builders to spreadsheet packages to visual programming languages featuring direct manipulation. But does continuous visual feedback actually help in the domain of programming? There has been little investigation of this question, and what evidence there is from related domains points in conflicting directions. To advance what is known about this issue, we conducted an empirical study to determine whether the inclusion of continuous visual feedback into a direct-manipulation programming system helps with one particular task: debugging. Our results were that although continuous visual feedback did not significantly help with debugging in general, it did significantly help with debugging in some circumstances. Our results also indicate three factors that may help determine those circumstances. %M C.CHI.97.1.266 %T Making Computers Easier for Older Adults to Use: Area Cursors and Sticky Icons %S PAPERS: Enhancing The Direct Manipulation Interface %A Aileen Worden %A Neff Walker %A Krishna Bharat %A Scott Hudson %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 266-271 %K Graphical interfaces, User input, Interaction techniques, Pointing and selection tasks, Fitts' Law, Aging %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/nw.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p266-worden/p266-worden.pdf %X The normal effects of aging include some decline in cognitive, perceptual, and motor abilities. This can have a negative effect on the performance of a number of tasks, including basic pointing and selection tasks common to today's graphical user interfaces. This paper describes a study of the effectiveness of two interaction techniques: area cursors and sticky icons, in improving the performance of older adults in basic selection tasks. The study described here indicates that when combined, these techniques can decrease target selection times for older adults by as much as 50% when applied to the most difficult cases (smallest selection targets). At the same time these techniques are shown not to impede performance in cases known to be problematical for related techniques (e.g., differentiation between closely spaced targets) and to provide similar but smaller benefits for younger users. %M C.CHI.97.1.272 %T Designing Effective Multimedia Presentations %S PAPERS: Designing Publishing and Scripting Multimedia Systems %A Peter Faraday %A Alistair Sutcliffe %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 272-278 %K Multimedia, Usability testing, Empirical studies %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/pf.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p272-faraday/p272-faraday.pdf %X The paper reports four studies concerning attention to and comprehension of Multimedia presentations. The Multimedia sequence used was taken from a commercially produced CD-ROM, 'The Etiology of Cancer'. First, an eye tracking study of the presentation is reported. A second study was then conducted on the recall of the materials used in the eye tracking study. The results of these studies were used to propose design guidelines for Multimedia presentations. The guidelines were applied to produce a re-authored version of the original presentation. A further two studies were then conducted on the re-authored version to assess the impact of the design guidelines. %M C.CHI.97.1.279 %T From Web Press to Web Pressure: Multimedia Representations and Multimedia Publishing %S PAPERS: Designing Publishing and Scripting Multimedia Systems %A Victoria Bellotti %A Yvonne Rogers %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 279-286 %K Field study, Collaboration, Multimedia, Publishing, World Wide Web, Representation %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/bel.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p279-bellotti/p279-bellotti.pdf %X The growth of multimedia computing, followed by a recent push towards publishing on the World Wide Web, is rapidly changing the publishing industry. Editorial staff, working under pressure in printed and online publications, need to use a growing diversity of representations for planning, creating and reviewing content. We present a study of a number of publishing sites, describing how such representations are critical to ensuring quality in the editorial process. Following this, we discuss design implications for better representational tools. %M C.CHI.97.1.287 %T Interval Scripts: A Design Paradigm for Story-Based Interactive Systems %S PAPERS: Designing Publishing and Scripting Multimedia Systems %A Claudio S. Pinhanez %A Kenji Mase %A Aaron Bobick %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 287-294 %K Interaction design, Story-based immersive systems, Temporal scripts %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/csp.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p287-pinhanez/p287-pinhanez.pdf %X A system to manage human interaction in immersive environments was designed and implemented. The interaction is defined by an interval script which describes the relationships between the time intervals which command actuators or gather information from sensors. With this formalism, reactive, linear, and tree-like interaction can be equally described, as well as less regular story and interaction patterns. Control of actuators and sensors is accomplished using PNF-restriction, a calculus which propagates the sensed information through the interval script determining which intervals are or should be happening at each moment. The prototype was used in an immersive, story-based interactive environment called SingSong where a user or a performer tries to conduct four computer character singers in spite of the hostility of one of them. %M C.CHI.97.1.295 %T Beyond Fitts' Law: Models for Trajectory-Based HCI Tasks %S PAPERS: Exploring Input %A Johnny Accot %A Shumin Zhai %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 295-302 %K Fitts' Law, Human performance, Modeling, Movements, Path steering, Task difficulty, Motor control, Input techniques and devices, Trajectory-based interaction %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/ja.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p295-accot/p295-accot.pdf %X Trajectory-based interactions, such as navigating through nested-menus, drawing curves, and moving in 3D worlds, are becoming common tasks in modern computer interfaces. Users' performances in these tasks cannot be successfully modeled with Fitts' law as it has been applied to pointing tasks. Therefore we explore the possible existence of robust regularities in trajectory-based tasks. We used "steering through tunnels" as our experimental paradigm to represent such tasks, and found that a simple "steering law" indeed exists. The paper presents the motivation, analysis, a series of four experiments, and the applications of the steering law. %M C.CHI.97.1.303 %T Performance Differences in the Fingers, Wrist, and Forearm in Computer Input Control %S PAPERS: Exploring Input %A Ravin Balakrishnan %A I. Scott MacKenzie %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 303-310 %K Computer pointing devices, Human information processing, Muscle group differences, Hand, Fingers, Arm, Motor control, Fitts' Law %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/rb2.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p303-balakrishnan/p303-balakrishnan.pdf %X Recent work in computer input control has sought to maximize the use of the fingers in the operation of computer pointing devices. The main rationale is the hypothesis that the muscle groups controlling the fingers have a higher bandwidth than those controlling other segments of the human upper limb. Evidence which supports this, however, is inconclusive. We conducted an experiment to determine the relative bandwidths of the fingers, wrist, and forearm and found that the fingers do not necessarily outperform the other limb segments. Our results indicate that the bandwidth of the unsupported index finger is approximately 3.0 bits/s while the wrist and forearm have bandwidths of about 4.1 bits/s. We also show that the thumb and index finger working together in a pinch grip have an information processing rate of about 4.5 bits/s. Other factors which influence the relative performance of the different limbs in manipulation tasks are considered. %M C.CHI.97.1.311 %T The Rockin' Mouse: Integral 3D Manipulation on a Plane %S PAPERS: Exploring Input %A Ravin Balakrishnan %A Thomas Baudel %A Gordon Kurtenbach %A George Fitzmaurice %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 311-318 %K 3D interaction, Input devices, Integral motion, Mouse, 3D graphical manipulators %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/rb1.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p311-balakrishnan/p311-balakrishnan.pdf %X A novel input device called the Rockin'Mouse is described and evaluated. The Rockin'Mouse is a four degree-of-freedom input device that has the same shape as a regular mouse except that the bottom of the Rockin'Mouse is rounded so that it can be tilted. This tilting can be used to control two extra degrees of freedom, thus making it suitable for manipulation in 3D environments. Like the regular mouse, the Rockin'Mouse can sense planar position and perform all the usual functions. However, in a 3D scene a regular mouse can only operate on 2 dimensions at a time and therefore manipulation in 3D requires a way to switch between dimensions. With the Rockin'Mouse, however, all the dimensions can be simultaneously controlled. In this paper we describe our design rationale behind the Rockin'Mouse, and present an experiment which compares the Rockin'Mouse to the standard mouse in a typical 3D interaction task. Our results indicate that the Rockin'Mouse is 30% faster and is a promising device for both 2D and 3D interaction. %M C.CHI.97.1.319 %T Paper as an Analytic Resource for the Design of New Technologies %S PAPERS: Papers About Paper %A Abigail Sellen %A Richard Harper %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 319-326 %K Paper, Ethnography, Knowledge work, Diary study, Collaboration, Design, Organisations, IMF %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/ajs.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p319-sellen/p319-sellen.pdf %X We report on an examination of work practice in a knowledge-based, document-intensive organisation and describe the role of paper in that work. We show how such an examination can provide a resource for (1) the determination of system design modifications that can be undertaken in the short term; (2) the determination of entirely new systems design requiring longer term research and development; and (3) helping to specify where paper will continue to be used in future document-related work practice. %M C.CHI.97.1.327 %T PaperLink: A Technique for Hyperlinking from Real Paper to Electronic Content %S PAPERS: Papers About Paper %A Toshifumi Arai %A Dietmar Aust %A Scott Hudson %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 327-334 %K Augmented reality, Input devices, Hybrid paper electronic interfaces, Computer vision systems, Pattern recognition, Hyperlinking %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/seh.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p327-arai/p327-arai.pdf %X Paper is a very convenient medium for presenting information. It is familiar, flexible, portable, inexpensive, user modifiable, and offers better readability properties than existing electronic displays. However, paper displays are static and do not offer capabilities such as dynamic content, and hyperlinking that can be provided with electronic media. PaperLink is a system which augments paper documents with electronic features. PaperLink uses a highlighter pen augmented with a camera, along with simple computer vision and pattern recognition techniques, to allow a user to make marks on paper which can have associations and meaning in an electronic world, and to "pick up" printed material for use as electronic input. This paper will consider the prototype PaperLink hardware and software system, and its application to hyperlinking from paper to electronic content. %M C.CHI.97.1.335 %T A Comparison of Reading Paper and On-Line Documents %S PAPERS: Papers About Paper %A Kenton O'Hara %A Abigail Sellen %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 335-342 %K Reading, Paper, Documents, Digital document readers, Hypertext, Digital libraries, Design, Web %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/koh.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p335-o_hara/p335-o_hara.pdf %X We report on a laboratory study that compares reading from paper to reading on-line. Critical differences have to do with the major advantages paper offers in supporting annotation while reading, quick navigation, and flexibility of spatial layout. These, in turn, allow readers to deepen their understanding of the text, extract a sense of its structure, create a plan for writing, cross-refer to other documents, and interleave reading and writing. We discuss the design implications of these findings for the development of better reading technologies. %M C.CHI.97.1.343 %T Designing For or Designing With? Informant Design for Interactive Learning Environments %S PAPERS: Designing for Learning %A Michael Scaife %A Yvonne Rogers %A Frances Aldrich %A Matt Davies %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 343-350 %K Children, Design, Low-tech, Hi-tech, Informant, Interactive learning environments, Prototypes %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/ms.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p343-scaife/p343-scaife.pdf %X The value of involving people as 'users' or 'participants' in the design process is increasingly becoming a point of debate. In this paper we describe a new framework, called 'informant design', which advocates efficiency of input from different people: maximizing the value of contributions from various informants and design team members at different stages of the design process. To illustrate how this can be achieved we describe a project that uses children and teachers as informants at different stages to help us design an interactive learning environment for teaching ecology. %M C.CHI.97.1.351 %T Degrees of Comprehension: Children's Understanding of a Visual Programming Environment %S PAPERS: Designing for Learning %A Cyndi Rader %A Cathy Brand %A Clayton Lewis %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 351-358 %K Kids software, Educational application, End-user programming, Simulations, Programming by demonstration, Graphical rewrite rules %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/car.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p351-rader/p351-rader.pdf %X A new generation of innovative, highly visual children's programming environments is under development. In this paper, we consider the instructional requirements for children learning to program in a visual environment. Based on our year-long experience using Apple Computer's KidSim/Cocoa prototype [2] and the results of a year-end assessment, we conclude that the children failed to grasp many aspects of the program operation. The children readily mastered drawing and animating characters in imaginary worlds, but struggled to achieve more complex behaviors. Lack of explicit instruction on program functionality hindered these children in their attempts to create more sophisticated science programs. We explore the prospects for more effective instruction and suggest some guidelines for designing visual programming environments. %M C.CHI.97.1.359 %T The Persona Effect: Affective Impact of Animated Pedagogical Agents %S PAPERS: Designing for Learning %A James C. Lester %A Sharolyn A. Converse %A Susan H. Kahler %A S. Todd Barlow %A Brian A. Stone %A Ravinder Bhogal %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 359-366 %K Educational applications, Intelligent systems, Children, Agents, Empirical studies %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/jl.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p359-lester/p359-lester.pdf %X Animated pedagogical agents that inhabit interactive learning environments can exhibit strikingly lifelike behaviors. In addition to providing problem-solving advice in response to students' activities in the learning environment, these agents may also be able to play a powerful motivational role. To design the most effective agent-based learning environment software, it is essential to understand how students perceive an animated pedagogical agent with regard to affective dimensions such as encouragement, utility, credibility, and clarity. This paper describes a study of the affective impact of animated pedagogical agents on students' learning experiences. One hundred middle school students interacted with animated pedagogical agents to assess their perception of agents' affective characteristics. The study revealed the persona effect, which is that the presence of a lifelike character in an interactive learning environment -- even one that is not expressive -- can have a strong positive effect on student's perception of their learning experience. The study also demonstrates the interesting effect of multiple types of explanatory behaviors on both affective perception and learning performance. %M C.CHI.97.1.367 %T Effective View Navigation %S PAPERS: Information Structures %A George W. Furnas %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 367-374 %K Information navigation, Direct Walk, Large information structures, Hypertext, Searching, Browsing %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/gwf.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p367-furnas/p367-furnas.pdf %X In view navigation a user moves about an information structure by selecting something in the current view of the structure. This paper explores the implications of rudimentary requirements for effective view navigation, namely that, despite the vastness of an information structure, the views must be small, moving around must not take too many steps and the route to any target be must be discoverable. The analyses help rationalize existing practice, give insight into the difficulties, and suggest strategies for design. %M C.CHI.97.1.375 %T Characterizing Interactive Externalizations %S PAPERS: Information Structures %A Lisa Tweedie %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 375-382 %K Visualization, Interactive graphics, Taxonomy %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/lt.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p375-tweedie/p375-tweedie.pdf %X This paper seeks to characterize the space of techniques that exist for interactive externalisations (visualisations). A selection of visualisations are classified with respect to: the types of data represented, the nature of the visible feedback displayed and the forms of interactivity used. Such characterization provides a method for evaluating potential designs and comparing different tools. %M C.CHI.97.1.383 %T Life, Death, and Lawfulness on the Electronic Frontier %S PAPERS: Information Structures %A James Pitkow %A Peter Pirolli %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 383-390 %K Clustering, Categorization, Co-citation analysis, World Wide Web, Hypertext, Survival analysis, Usage models %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/jp-www.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p383-pitkow/p383-pitkow.pdf %X To facilitate users' ability to make sense of large collections of hypertext we present two new techniques for inducing clusters of related documents on the World Wide Web. Users' ability to find relevant information might also be enhanced by finding lawful properties of document behavior and use. We present models and analyses of document use and change for the World Wide Web. %M C.CHI.97.1.391 %T WebStage: An Active Media Enhanced World Wide Web Browser %S PAPERS: Finding What You Want II %A Tomoharu Yamaguchi %A Itaru Hosomi %A Toshiaki Miyashita %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 391-398 %K World Wide Web, Metaphor, Multimedia, Information access, Passive-user support, Media design %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/ty.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p391-yamaguchi/p391-yamaguchi.pdf %X The World Wide Web provides us with enormous opportunities to obtain global information. However, conventional browsers are time-intensive, requiring many operations with attendant mental concentration, to view the Web pages. This can often discourage people from seeking access to the Web. In this paper, we present an "active" Web browser, named "WebStage". Unlike conventional browsers, it displays Web pages using a television metaphor to encourage "passive" users to access the Web. %M C.CHI.97.1.399 %T Revisitation Patterns in World Wide Web Navigation %S PAPERS: Finding What You Want II %A Linda Tauscher %A Saul Greenberg %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 399-406 %K History mechanisms, WWW, Web, Hypertext, Navigation %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/sg.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p399-tauscher/p399-tauscher.pdf %X We report on users' revisitation patterns to World Wide Web pages, and use these to lay an empirical foundation for the design of history mechanisms in web browsers. Through history, a user can return quickly to a previously visited page, possibly reducing the cognitive and physical overhead required to navigate to it from scratch. We analyzed 6 weeks of usage data collected from 23 users of a commercial web browser. We found that 58% of an individual's pages are revisits, and that users continually add new web pages into their repertoire of visited pages. People tend to revisit pages just visited, access only a few pages frequently, browse in very small clusters of related pages, and generate only short sequences of repeated URL paths. We compared different history mechanisms, and found that the stack-based prediction method prevalent in commercial browsers is inferior to the simpler approach of showing the last few recently visited URLs with duplicates removed. Other predictive approaches fare even better. Our results suggest new approaches to managing history in browsers. %M C.CHI.97.1.407 %T Queries? Links? Is there a Difference? %S PAPERS: Finding What You Want II %A Gene Golovchinsky %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 407-414 %K Hypertext, Dynamic links, Browsing, Newspaper metaphor, Information exploration, Information retrieval %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/gxg.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p407-golovchinsky/p407-golovchinsky.pdf %X Hypertext interfaces are considered appropriate for information exploration tasks. The prohibitively expensive link creation effort, however, prevents traditional hypertext interfaces from being used with large coherent collections of text. Such collections typically require query-based interfaces. This paper examines a hybrid approach: the system described here creates anchors dynamically based on users' queries, and uses anchor selection as a query expansion mechanism. An experiment was conducted to compare browsing behavior in query- and link-based interfaces. Results suggest that query-mediated links are as effective as explicit queries, and that strategies adopted by users affect performance. This work has implications for the design of information exploration interfaces; the dynamic link algorithms described here are being incorporated into a Web server. %M C.CHI.97.1.415 %T Integration and Synchronization of Input Modes during Multimodal Human-Computer Interaction %S PAPERS: Speech, Haptic, & Multimodal Input %A Sharon Oviatt %A Antonella DeAngeli %A Karen Kuhn %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 415-422 %K Multimodal interaction, Integration and synchronization, Speech and pen input, Dynamic interactive maps, Spatial location information, Predictive modeling %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/slo.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p415-oviatt/p415-oviatt.pdf %X Our ability to develop robust multimodal systems will depend on knowledge of the natural integration patterns that typify people's combined use of different input modes. To provide a foundation for theory and design, the present research analyzed multimodal interaction while people spoke and wrote to a simulated dynamic map system. Task analysis revealed that multimodal interaction occurred most frequently during spatial location commands, and with intermediate frequency during selection commands. In addition, microanalysis of input signals identified sequential, simultaneous, point-and-speak, and compound integration patterns, as well as data on the temporal precedence of modes and on inter-modal lags. In synchronizing input streams, the temporal precedence of writing over speech was a major theme, with pen input conveying location information first in a sentence. Linguistic analysis also revealed that the spoken and written modes consistently supplied complementary semantic information, rather than redundant. One long-term goal of this research is the development of predictive models of natural modality integration to guide the design of emerging multimodal architectures. %M C.CHI.97.1.423 %T Rendering Drawings for Interactive Haptic Perception %S PAPERS: Speech, Haptic, & Multimodal Input %A Martin Kurze %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 423-430 %K Haptic perception, Tactile drawing, Blind people, Haptic rendering pipeline %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/mk.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p423-kurze/p423-kurze.pdf %X This paper describes a rendering method for generating tangible drawings of spatial real world objects based on a theory of haptic image perception and understanding. The method is based on an analysis of the process of drawing used by blind people and on cognitive considerations. A haptic rendering pipeline has been implemented which uses methods such as folding out or flattening to create 2D images from 3D models. The evaluation currently being carried out is described and the results are discussed in a broader application context. %M C.CHI.97.1.431 %T MedSpeak: Report Creation with Continuous Speech Recognition %S PAPERS: Speech, Haptic, & Multimodal Input %A Jennifer Lai %A John Vergo %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 431-438 %K Continuous speech recognition, Speech interface design, Radiology, Navigation, Dictation %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/paper/jcl.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p431-lai/p431-lai.pdf %X MedSpeak/Radiology is a product that allows radiologists to create, edit and manage reports using real-time, continuous speech recognition. Speech is used both to navigate through the application, and to dictate reports. The system is multi-modal, accepting input by either voice, mouse or keyboard. This paper reports on how we addressed the critical user need of high throughput in our interface design, and ways of supporting both error prevention and error correction with continuous speech. User studies suggest that for this task there was low tolerance for accuracy less than 100%, but the additional time required for corrections was considered by many radiologists to be acceptable in view of the overall reduction in report turn around time. %M C.CHI.97.1.439 %T Simplified Applications for Network Computers %S DESIGN BRIEFINGS: Simple, Small and Focused: Managing Personal Information %A Don Gentner %A Frank Ludolph %A Chris Ryan %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 439-446 %K Calendar, Email, HotJava Views, Human interface design, Java, Minimalist, Network Computer, NC, Simplicity, Web %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/briefing/dg.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p439-gentner/p439-gentner.pdf %X This paper describes the design of HotJava Views, a user environment and suite of applications for a Network Computer. A Network Computer differs from the common Personal Computer in that it has no permanent local storage, but instead obtains its software and data as needed over the network from a central server. We have abandoned some characteristic features of current GUI interfaces, such as the desktop metaphor, file systems, and the distinction between applications and documents. Our design principles are focused on simplicity, efficiency of operation, clarity of the interaction model, and tight integration between applications. %M C.CHI.97.1.447 %T Design: No Job too Small %S DESIGN BRIEFINGS: Simple, Small and Focused: Managing Personal Information %A Jean C. Scholtz %A Tony Salvador %A Pete Lockhart %A James Newbery %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 447-454 %K Design, Usability testing, User requirements, Ergonomics, Hand held, Mobile computing %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/briefing/js1.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p447-scholtz/p447-scholtz.pdf %X This paper describes the efforts involved in the design of a novel Personal Information Manager (PIM) about the size of a credit card with a touch screen that fit neatly in one's shirt pocket or the PCMCIA slot on a PC. The device had to support both viewing data as well as entering data. This project at Intel offered human factors engineers extraordinary freedom in terms of functional design constraints, including no pre-existing operating system or pre-existing metaphor. However, in terms of practical constraints, such as low power demands, extremely small screen size and low resolution, color and the inexperience of the engineering team working with human factors professionals, this project offered us a unique challenge. In the end, ergonomic concerns, functionality concerns and navigation issues required a novel approach to the design of this hand-held computing appliance. Making decisions was additionally complicated as the novel hardware was being developed simultaneously. During design, we needed to produce innovative tests that would give valid results without using the actual hardware and we needed to explain at each step what we were doing and the input we would have for hardware and/or software decisions. %M C.CHI.97.1.455 %T Claris Organizer's Expanding Contact Card %S DESIGN BRIEFINGS: Simple, Small and Focused: Managing Personal Information %A Philip D. Haine %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 455-462 %K Contact card, Expanding sections, Dense input area, PIMs %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/briefing/dph.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p455-haine/p455-haine.pdf %X This paper describes the design process behind the contact card user interface in Claris Organizer 2.0. This was a situation where traditional UI elements were insufficient to satisfy the design's requirements. High-fidelity prototypes were developed, iterated and tested against competing designs. Standards and guidelines had to be broken to achieve the design's objectives. Despite having more fields and more functionality, the resulting design was smaller, faster, and preferred by users. %M C.CHI.97.1.463 %T KidPad: A Design Collaboration Between Children, Technologists, and Educators %S DESIGN BRIEFINGS: Understanding Users %A Allison Druin %A Jason Stewart %A David Proft %A Ben Bederson %A Jim Hollan %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 463-470 %K Children, Design techniques, Cooperative design, Educational applications, Evaluation, Participatory design, Social issues, Pad++, KidPad %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/briefing/ajd2.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p463-druin/p463-druin.pdf %X We established an interdisciplinary, intergenerational collaboration in the fall of 1995, between the University of New Mexico's Computer Science Department, the College of Education, and local Albuquerque elementary school children. The goal of this research was to develop an expressive digital medium with an intuitive zooming interface, to support a learning environment for children. In the process of this collaboration, design methodologies that support a child's role in the development of new technologies were explored. What follows is a summary of our iterative design experience, collaboration, and the results of the research to date. %M C.CHI.97.1.471 %T Designing a Graphical User Interface for Healthcare Workers in Rural India %S DESIGN BRIEFINGS: Understanding Users %A Sally Grisedale %A Michael Graves %A Alexander Grunsteidl %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 471-478 %K Human interface design, Mobile computing, Pen input, Soft keyboard, Newton MessagePad, Rapid prototyping, India, Rajasthan, Ajmer, Auxiliary nurse midwife, Healthcare, Family welfare %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/briefing/mg.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p471-grisedale/p471-grisedale.pdf %X This paper describes the research and development of an interface for a mobile computing device to be used by Auxiliary Nurse Midwives (ANMs) in rural India. We describe the insights of the team from Apple Research Lab (ARL), who have had the privilege of working in a very different culture from the ones they are used to. We show how our observations of the healthcare workers performing their caring and administrative functions informed the design of the user interface. We illustrate how we developed the graphical language, navigational structure and data entry techniques. We provide a summary of the feedback we received from early field trials and some thoughts on the appropriateness of our approach to design in this environment. %M C.CHI.97.1.479 %T Balancing Usability and Learning in an Interface %S DESIGN BRIEFINGS: Understanding Users %A Noel Rappin %A Mark Guzdial %A Matthew Realff %A Pete Ludovice %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 479-486 %K Modeling, Simulation, Interface design, Learners %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/briefing/ndr.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p471-grisedale/p471-grisedale.pdf %X Creating educational software forces a difficult tradeoff. The software must be easy for the students to use, yet not so simple that the parts that students are to learn from are done for them by the computer. DEVICE (Dynamic Environment for Visualization of Chemical Engineering) is a learning environment aimed at allowing chemical engineering students to model chemical engineering problems, then execute those problems as simulations. In the design of DEVICE, we have attempted to use student tasks to focus attention on the most important parts of the problem without overwhelming students with extraneous detail. %M C.CHI.97.1.487 %T Reflections on I/Design: User Interface Design at a Startup %S DESIGN BRIEFINGS: Working with Stakeholders: Design Within and Among Organizations %A Allison L. Hansen %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 487-493 %K User interface design, User-centered design, Design process, Iterative design, Paper prototyping, World-Wide Web, Web measurement, Startup company %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/briefing/alh.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p487-hansen/p487-hansen.pdf %X There are many challenges to delivering a state-of-the-art user interface in a startup company, especially when the Product Manager is also the User Interface Designer. This design briefing describes the process of making incremental improvements to an existing product, given very limited time and resources, while also designing a new replacement product. Several well-known design techniques and strategies were used, and the relative success or failure of each approach is discussed. In addition, the design rationale for and evolution of the successful new user interface are presented. %M C.CHI.97.1.494 %T Social Trends and Product Opportunities: Philips' Vision of the Future Project %S DESIGN BRIEFINGS: Working with Stakeholders: Design Within and Among Organizations %A Robert Lambourne %A Khodi Feiz %A Bertrand Rigot %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 494-501 %K Future, Design process, Socio-cultural forecasts, Interaction design, Industrial design, Film making, Scenario %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/briefing/rl.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p494-lambourne/p494-lambourne.pdf %X This paper describes a project that was carried out by Philips Corporate Design (PCD) to explore ideas for products and services which could be part of our future in the year 2005. It discusses how a socio-cultural tool was used together with technology forecasts to arrive at the creation of scenarios that describe future products and their contexts. The concepts were then communicated to a wide audience in the form of short film clips. The project involved many people from a wide range of disciplines. %M C.CHI.97.1.502 %T Putting Visualization to Work: ProgramFinder for Youth Placement %S DESIGN BRIEFINGS: Working with Stakeholders: Design Within and Among Organizations %A Jason B. Ellis %A Anne Rose %A Catherine Plaisant %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 502-509 %K Technology transfer, Visualization, Dynamic query, Legal systems, Matching %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/briefing/jbe.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p502-ellis/p502-ellis.pdf %X The Human-Computer Interaction Laboratory (HCIL) and the Maryland Department of Juvenile Justice (DJJ) have been working together to design the ProgramFinder, a tool for selecting programs for troubled youths ranging from drug rehabilitation centers to secure residential facilities. The seemingly straightforward journey of the ProgramFinder from an existing user interface technique to a product design required the development of five different prototypes which involved user interface design, prototype implementation, and selecting search attributes. While HCIL's effort focused primarily on design and implementation, DJJ's attribute selection process was the most time consuming and difficult task. We also found that a direct link to DJJ's workflow was needed in the prototypes to generate the necessary "buy-in." This paper analyzes the interaction between the efforts of HCIL and DJJ and the amount of "buy-in" by DJJ staff and management. Lessons learned are presented for designers. %M C.CHI.97.1.510 %T The Multimedia Library: The Center of an Information-Rich Community %S DESIGN BRIEFINGS: Access to Knowledge: Libraries and Data Mining %A Gerard Jorna %A Mirjam Wouters %A Paul Gardien %A Hans Kemp %A Jack Mama %A Irene Mavromati %A Ian McClelland %A Linda Vodegel Matzen %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 510-517 %K Library, Multimedia, Browsing, Information visualization, Information retrieval %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/briefing/gj.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p510-jorna/p510-jorna.pdf %X Due to the rapid development of information and multimedia technology, the information and services available within a Public Library are changing. This design project, executed by Philips Corporate Design in cooperation with the Public Library of Eindhoven, approached the library not as a digital catalogue but as the center of a community, a place to gather, communicate with others, and a place to obtain and exchange information with anybody about anything. Library (non)-users investigations provided information regarding the current state and perception of the library, the catalogue, as well as to desired improvements, services and tools. The design process and the initial designs of these services and tools are presented. %M C.CHI.97.1.518 %T Bringing Treasures to the Surface: Iterative Design for the Library of Congress National Digital Library Program %S DESIGN BRIEFINGS: Access to Knowledge: Libraries and Data Mining %A Catherine Plaisant %A Gary Marchionini %A Tom Bruns %A Anita Komlodi %A Laura Campbell %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 518-525 %K Digital libraries, Web design, Browse, Java, Dynamic query, Preview, Design process, Search %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/briefing/cp.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p518-plaisant/p518-plaisant.pdf %X The Human-Computer Interaction Lab worked with a team for the Library of Congress (LC) to develop and test interface designs for LC's National Digital Library Program. Three iterations are described and illustrate the progression of the project toward a compact design that minimizes scrolling and jumping and anchors users in a screen space that tightly couples search and results. Issues and resolutions are discussed for each iteration and reflect the challenges of incomplete metadata, data visualization, and the rapidly changing web environment. %M C.CHI.97.1.526 %T Evolution of a User Interface Design: NCR's Management Discovery Tool %S DESIGN BRIEFINGS: Access to Knowledge: Libraries and Data Mining %A James F. Knutson %A Tej Anand %A Richard L. Henneman %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 526-533 %K User-centered design, Iterative design, Prototypes, Mockups, Data mining, Data analysis, Data retrieval %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/briefing/jfk.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p526-knutson/p526-knutson.pdf %X Many companies are developing large data warehouses to understand their customers and business trends better; however, tools to analyze these data typically require significant expertise. Because of this, NCR has developed the Management Discovery Tool (MDT) for the typical manager who wants answers to business questions without having to know SQL or database table and column names. We provide an overview of the user-centered design process used to design one part of the MDT (the "Folders View" dialog) and give rationale for design decisions. %M C.CHI.97.1.534 %T Telemedical Consultation: Task Characteristics %S TECHNICAL NOTES: Collaborative Communities I %A Leon Watts %A Andrew Monk %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 534-535 %K Videoconferencing, Telemedicine, Task analysis %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/tech-note/law.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p534-watts/p534-watts.pdf %X Three telemedical projects were studied that used ISDN video to link primary care medical centres to hospitals. Specifically, a doctor or nurse practitioner with the patient was able to consult a remote specialist about treatment or diagnosis. Five task characteristics for this particular form of telemedical consultation are identified. These characteristics make clear the need for high quality multi-party sound communication and multiple-view slow-scan video but suggest that full motion video may not be necessary to support this kind of work. Some issues in analysing technologically-mediated collaborative work are briefly discussed. %M C.CHI.97.1.536 %T Usability, Help Desk Calls, and Residential Internet Usage %S TECHNICAL NOTES: Collaborative Communities I %A Sara Kiesler %A Robert Kraut %A Vicki Lundmark %A William Scherlis %A Tridas Mukhopadhyay %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 536-537 %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/tech-note/sk.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p536-kiesler/p536-kiesler.pdf %X For the average person, the Internet is still too hard to use. We report evidence from HomeNet, a field trial in Pittsburgh that tries to understand how people use the Internet. Despite our reducing technological and economic barriers to use, families had problems connecting and using the Internet. We show that help calls, however, are not a good indicator of usability, since it is the "enthusiasts" and people with instrumental tasks to accomplish who call. %M C.CHI.97.1.538 %T An Isometric Tongue Pointing Device %S TECHNICAL NOTES: Input & Output in the Future %A Chris Salem %A Shumin Zhai %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 538-539 %K Disability, Tongue, Mouth, Isometric device, Input device, Alternative access %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/tech-note/cs.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p538-salem/p538-salem.pdf %X In order to provide alternative computer input, we designed an isometric, tongue operated device: Tonguepoint. The design rationale and a preliminary experiment are presented in this technical note. Results show that, after 30 minutes practice and adjustment, the subjects could use the Tonguepoint at a performance level that was only 5-50% slower than finger isometric pointing. Further improvements are expected. %M C.CHI.97.1.540 %T How Effective are 3D Display Modes? %S TECHNICAL NOTES: Input & Output in the Future %A Sabine Volbracht %A Gitta Domik %A Khatoun Shahrbabaki %A Gregor Fels %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 540-541 %K Perspective viewing, Anaglyph stereo, Shutter glass stereo, 3D display mode, Experience, Empirical, Experiment %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/tech-note/sbv.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p540-volbracht/p540-volbracht.pdf %X The increasing availability of 3D input and output devices demands a better understanding and comparison of their quality. This report describes an empirical experiment for comparing 3D display modes: traditional perspective viewing, anaglyph stereo and shutter glass stereo. We followed two hypotheses 1. shutter glass stereo viewing allows a faster and more accurate recognition than the anaglyph and the perspective viewing, and 2. subjects experienced with particular 3D representations are faster and more accurate than subjects with out experience. The experiment is based on a true research scenario in organic chemistry. Organic molecules were used as 3D objects. Mean response error and mean response time were calculated for a series of six tasks and 81 subjects. %M C.CHI.97.1.542 %T Communication, Action and History %S TECHNICAL NOTES: Extending The HCI Agenda %A Alan Dix %A Roberta Mancini %A Stefano Levialdi %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 542-543 %K Undo, History, Direct manipulation, Breakdown %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/tech-note/ajd.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p542-dix/p542-dix.pdf %X At the opening Plenary of CHI 96, Herbert Clark challenged human-computer interface design to emulate some of the graceful repair found in face-to-face conversation. However, the dominant paradigm in recent user-interface design has been one of action, not communication -- direct manipulation, not commands. In day-to-day life we find the transition between the worlds of action and communication problematic, so it is not surprising that we experience similar problems in the computer world. Nowhere is this transition more marked than when using undo -- we are forced to think about what we have just done -- breakdown. %M C.CHI.97.1.544 %T Translation in HCI: Formal Representations for Work Analysis and Collaboration %S TECHNICAL NOTES: Extending The HCI Agenda %A Michael J. Muller %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 544-545 %K Task analysis, Systems analysis, Translation, Translator, Ethnocriticism, Ethnocritical heuristics, Positionality %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/tech-note/mm2.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p544-muller/p544-muller.pdf %X In a previous paper, I provided a foundation argument for translation as a pivotal activity in analysis work in the fields of HCI, with profound epistemological and ethical consequences. This technical note extends the argument with a formal notation for translation work in HCI, with application to work analysis and collaboration. %M C.CHI.97.1.546 %T A Factor Analysis of User Cognition and Emotion %S TECHNICAL NOTES: Extending The HCI Agenda %A Judith Ramsay %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 546-547 %K Cognition, Emotion, Factor Analysis, Human-computer interaction %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/tech-note/jr1.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p546-ramsay/p546-ramsay.pdf %X Fifty two statements of cognition and emotion were gathered from computer users during breakdowns in understanding during interaction. They were reduced by factor analysis to a set of ten themes. The themes show the extent of discomfort experienced during breakdowns. The themes now form the backbone of a checklist of cognition and emotion, short enough in length to be administered during interaction. This work forms a move towards understanding and ultimately alleviating discomfort felt during human-computer interaction. %M C.CHI.97.1.548 %T Understanding Movement %S TECHNICAL NOTES: Extending The HCI Agenda %A Leslie Carlson Vaughan %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 548-549 %K Movement, Animation, Emotion, Affordance, Theatre %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/tech-note/lcv.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p548-vaughan/p548-vaughan.pdf %X Through abstract movement, we are able to communicate various emotional content to users on the computer screen. This article examines movement in Theatre and Psychology and how connotative values are associated with movement. Through understanding the characteristics of movement and their various effects, the designer may better understand the complexity and relationship between movement and emotion. %M C.CHI.97.1.550 %T Supporting Knowledge Workers Beyond the Desktop with Palplates %S TECHNICAL NOTES: Beyond the Desktop %A Jennifer Mankoff %A Bill N. Schilit %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 550-551 %K Ubiquitous computing, Context-aware computing, Mirror worlds, Mobile computing, Kiosk systems, MUDs %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/tech-note/sch.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p550-mankoff/p550-mankoff.pdf %X Palplates are a collection of touch-screen terminals placed around the office enabling human-computer interactions at the point of need. Supporting a community of mobile authenticated workers with a small number of stationary devices is an alternative to providing each person with a portable wireless computer. In contrast to the PC's desktop metaphor, Palplates use a place metaphor that reflect the actual rooms, corridors, and buildings that are part of the office place. Users interact graphically with applications supported by a geographic database. The user interface is generated dynamically based on the user's identity, the point-of-access, and the changing collection of physical office equipment, electronic documents and applications present at any given location. %M C.CHI.97.1.552 %T CyberDesk: Automated Integration of Desktop and Network Services %S TECHNICAL NOTES: Beyond the Desktop %A Andrew Wood %A Anind Dey %A Gregory D. Abowd %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 1 %P 552-553 %K Adaptive interfaces, Automated integration, Future computing environments, Ubiquitous services %* (c) Copyright 1997 ACM %W http://www.acm.org/sigchi/chi97/proceedings/tech-note/akd.htm %W http://www.acm.org/pubs/articles/proceedings/chi/258549/p552-wood/p552-wood.pdf %X The CyberDesk project suggests a way to break the prevailing assumption in personal computing that the user must search out ways to integrate behavior between separate services. We present a technique and prototype system for automatic integration of desktop applications and network services that requires no effort by either the designer or the end-user. %M C.CHI.97.2.2 %T Artificial Intelligence Techniques in the Interface to a Digital Video Library %S DEMONSTRATIONS: Intelligent Systems %A Alexander G. Hauptmann %A Michael J. Witbrock %A Michael G. Christel %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 2-3 %K Video browsing, Information retrieval interfaces, Speech recognition, News-On-Demand, Multimedia indexing and search, Informedia, Artificial intelligence, Automatic text summarization, Video summarization, Digital library %W http://www.acm.org/sigchi/chi97/proceedings/demo/agh.htm %X For the huge amounts of audio and video material that could usefully be included in digital libraries, the cost of producing human-generated annotations and meta-data is prohibitive. In the Informedia Digital Video Library, the production of meta-data supporting the library interface is automated using techniques from Artificial Intelligence (AI). By applying speech recognition, natural language processing and image analysis, the interface helps users locate the information they want and navigate or browse the digital video library more effectively. Specific AI-based interface components include automatic titles, filmstrips, video skims, word location marking and representative frames for shots. %M C.CHI.97.2.4 %T MOBI-D: A Model-Based Development Environment for User-Centered Design %S DEMONSTRATIONS: Intelligent Systems %A Angel R. Puerta %A David Maulsby %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 4-5 %K Model-based interface development, User interface development environments, Interface design, Interface models, User-centered design, Task-based design %W http://www.acm.org/sigchi/chi97/proceedings/demo/ap.htm %X MOBI-D (Model-Based Interface Designer) is a software environment the design and development of user interfaces from declarative interface models. End-users informally describe tasks and data, from end-users, from which developers construct formal models of user tasks and domain objects. The system supports development of presentation and dialog specifications from such models, and allows visualization of interface designs as units encompassing all relations and dependencies among the elements of task, data and user-interface specifications. MOBI-D is the first development environment to define an interface model as a comprehensive conceptual object, to identify an interface design as a declarative component of an interface model, and to establish a development cycle based on such a model. The sharable nature of the interface modeling language of MOBI-D, along with the open architecture of its system opens the door for many research areas in HCI to explore the benefits and potential of using interface models. %M C.CHI.97.2.6 %T Conversational Awareness in Multiparty VMC %S DEMONSTRATIONS: In Search of the Right Visualization Techniques %A Roel Vertegaal %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 6-7 %K CSCW, Groupware, Videoconferencing, Awareness, Attention %W http://www.acm.org/sigchi/chi97/proceedings/demo/rv.htm %X In this demonstration, we present a number of videoconferencing systems which differ in support for conversational awareness. We argue that such systems should convey speech, relative position, gaze direction and gaze of the participants, but not necessarily full-motion video. %M C.CHI.97.2.8 %T An Environment that Integrates Flying and Fish Tank Metaphors %S DEMONSTRATIONS: In Search of the Right Visualization Techniques %A Dan Fleet %A Colin Ware %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 8-9 %W http://www.acm.org/sigchi/chi97/proceedings/demo/df.htm %W http://www.omg.unb.ca/~dfleet/research/fledermausVR/ %X Fledermaus VR is a system that combines the flying and Fish Tank metaphors for viewpoint control. A key component of the system is the continuous scaling of the scene so that it always appears just behind the screen. This scaling is done even when flying over a virtual landscape. Because the scene is scaled, it is always in the right position for Fish Tank VR viewing. In addition, the scaling removes some of the problems that commonly occur with stereoscopic displays, it puts objects in the appropriate place for manipulation, and it can be used to modulate the flight velocity. The system is demonstrated with a cable laying application. %M C.CHI.97.2.10 %T Demonstrations and Guided Tours of Virtual Worlds on the Internet %S DEMONSTRATIONS: Virtual Worlds and Reality %A Bruce Damer %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 10-11 %K Virtual worlds, Social computing, Avatars, Collaborative workspaces, VRML, Three dimensional interfaces %W http://www.acm.org/sigchi/chi97/proceedings/demo/bfdd.htm %X Multi-user virtual worlds are proliferating on the Internet. These are two and three dimensional graphical environments inhabited by users represented as digital actors called "avatars". Through this medium, a wide variety of Internet users are participating in a large scale social experiment and collaborating on a variety of projects. The inhabited virtual world is an exciting new medium for HCI professionals including interaction and graphic designers, and educators and researchers focused on distance learning and teleworking. It also appeals to children and ordinary users of the Internet as a vast new digital playground and a venue for personal expression. This demonstration will introduce participants to a variety of inhabited virtual worlds and give them hands-on experience in collaboratively building and interacting with other users in the worlds. %M C.CHI.97.2.12 %T Alice Sat Here %S DEMONSTRATIONS: Virtual Worlds and Reality %A Emily Hartzell %A Nina Sobell %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 12-13 %K Collaboration, Interaction, Control, Surveillance %W http://www.acm.org/sigchi/chi97/proceedings/demo/eh.htm %X In this paper, we describe Alice Sat Here, a telerobotic installation in which participants in physical space and cyberspace are afforded extended means of interaction. Using live video served to the World Wide Web, telerobotic camera control (pan and tilt controlled remotely over the Web), and a wheeled electric throne driven by gallery visitors, Alice Sat Here becomes an interface at the intersection of physical space and cyberspace. By designing an installation as a physical metaphor for the Web, we hope to sensitize the public to the dynamics at work on the Web (surveillance, control), and to challenge the collective imagination of the kinds of experiences the Web can offer. %M C.CHI.97.2.14 %T Exploring Search Results with Envision %S DEMONSTRATIONS: Visualization for Exploration %A Lucy Terry Nowell %A Robert K. France %A Deborah Hix %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 14-15 %K Information visualization, Interface metaphors, Interface metaphors, User interface design, Digital library %W http://www.acm.org/sigchi/chi97/proceedings/demo/ltn1.htm %X Envision is a multimedia digital library of computer science literature, with full-text searching and full-content retrieval capabilities. The Envision system is noteworthy for two characteristics: 1) the high quality of the search results returned by our free text search system and 2) a highly usable user interface that provides powerful information visualization facilities, enabling users explore patterns in the literature, changing the display as their interests change. %M C.CHI.97.2.16 %T Knowledge-Based Support for Visual Exploration of Spatial Data %S DEMONSTRATIONS: Visualization for Exploration %A Gennady L. Andrienko %A Nathalia V. Andrienko %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 16-17 %K Data visualisation, Geographic Information Systems (GIS), Knowledge-based systems, World Wide Web %W http://www.acm.org/sigchi/chi97/proceedings/demo/gla1.htm %X The knowledge-based system IRIS is designed to help users in analysis of spatially referenced statistical data. For this purpose the system provides the user with automatically built thematic maps presenting the data visually. The process of map design is governed by the domain-independent visualisation knowledge base. The user receives the opportunity to concentrate on data exploration instead of the process of planning and building data presentations. Implementation of the interface part of the system in Java language allows to run the system in the World Wide Web (WWW). %M C.CHI.97.2.18 %T Interactive Ethnography: Digital Photography at Lincoln High School %S DEMONSTRATIONS: Computers for Young Adults %A Bonnie A. Nardi %A Brian Reilly %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 18-19 %K Multimedia, Ethnography, CD-ROM, Digital photography %W http://www.acm.org/sigchi/chi97/proceedings/demo/ban.htm %X We demonstrate our CD-ROM, "Digital Photography at Lincoln High School: An Interactive Ethnography," as well as a web-based example of interactive ethnography. The goal of the work is to demonstrate a new medium for presenting the results of ethnographic studies to a wide audience. The richness of the ethnographic experience is easily lost in a text-only format. The CD-ROM uses audio, video, text, QuickTime VR, scanned images and digital photos to bring alive the experiences of the students and staff in the digital photography class. %M C.CHI.97.2.20 %T Soft Toys with Computer Hearts: Building Personal Storytelling Environments %S DEMONSTRATIONS: Computers for Young Adults %A Marina Umaschi %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 20-21 %K Personal storytelling, Authoring environments, Physical interfaces, Metaphorical objects, Learning %W http://www.acm.org/sigchi/chi97/proceedings/demo/mu.htm %X SAGE is an authoring tool that allows children to design their own wise storytellers to interact with. It explicitly aims to enable them to explore their inner world, as well as to learn about storytelling and technology. In order to foster emotional engagement and explore the integration of physical and computer interfaces, the sage storyteller was embodied in a interactive stuffed animal. %M C.CHI.97.2.22 %T Merging the Benefits of Paper Notebooks with the Power of Computers in Dynomite %S DEMONSTRATIONS: Computers for Young Adults %A Bill N. Schilit %A Lynn D. Wilcox %A Nitin "Nick" Sawhney %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 22-23 %K Electronic notebook, Note-taking, Audio interfaces, Handwriting, Keyword indexing, Ink properties, Retrieval, Paper-like interfaces, PDA, Pen computing %O Presented as a paper at this session %W http://www.acm.org/sigchi/chi97/proceedings/demo/ldw.htm %X Dynomite is a portable electronic notebook for the capture and retrieval of handwritten and audio notes. The goal of Dynomite is to merge the organization, search, and data acquisition capabilities of a computer with the benefits of a paper-based notebook. Dynomite provides novel solutions in four key problem areas. First, Dynomite uses a casual, low cognitive overhead interface. Second, for content indexing of notes, Dynomite uses ink properties and keywords. Third, to assist organization, Dynomite's properties and keywords define views, presenting a subset of the notebook content that dynamically changes as users add new information. Finally, to augment handwritten notes with audio on devices with limited storage, Dynomite continuously records audio, but only permanently stores those parts highlighted by the user. %M C.CHI.97.2.24 %T Supporting Student-Built Algorithm Animation as a Pedagogical Tool %S DEMONSTRATIONS: Programming with Less Programming %A John T. Stasko %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 24-25 %K Algorithm animation, Education, Design, Programming, Software visualization %W http://www.acm.org/sigchi/chi97/proceedings/demo/jts.htm %X This demonstration describes a new approach to algorithm animation, one in which the students construct the animations. We introduce the Samba system that facilitates this process and describe how it has been used an undergraduate algorithms courses as a teaching aid. Having students build the animations, that is, construct the mapping from concepts to images, appears to enable true understanding of the algorithm under study. %M C.CHI.97.2.26 %T The Agentsheets Behavior Exchange: Supporting Social Behavior Processing %S DEMONSTRATIONS: Programming with Less Programming %A Alexander Repenning %A James Ambach %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 26-27 %K Agents, World Wide Web, End-user programming, Interactive simulation, Drag and drop, Programming by example, Domain-specific applications, Education, Collaborative learning %W http://www.acm.org/sigchi/chi97/proceedings/demo/ar.htm %X In end-user programming it is still hard to overcome the tension between usability and expressiveness. Some end-user programming approaches focus on simple use but they make it hard or even impossible to write programs expressing useful functionality. Other programming approaches can be very expressive by allowing the construction of arbitrary complex programs but this expressiveness comes at the price of usability. End user programming approaches that are at least reasonably usable and expressive at the same time require not merely a syntactic improvement of programming languages but a new way to conceptualize the programming process in a social context. Social behavior processing describes the idea of elevating programming components to the level of easily composable and decomposable entities that can be shared through the World Wide Web with a community of end-users. The Agentsheets Behavior Exchange is outlined here as a forum for end-user programmers, including middle school kids and professionals, to (a) compose behaviors in order to create interactive SimCityTM-like simulations and games, to (b) comprehend behaviors created by other users or by themselves, and to (c) share these behaviors with other users. In end-user programming it is still hard to overcome the tension between usability and expressiveness. Some end-user programming approaches focus on simple use but they make it hard or even impossible to write programs expressing useful functionality. Other programming approaches can be very expressive by allowing the construction of arbitrary complex programs but this expressiveness comes at the price of usability. End user programming approaches that are at least reasonably usable and expressive at the same time require not merely a syntactic improvement of programming languages but a new way to conceptualize the programming process in a social context. Social behavior processing describes the idea of elevating programming components to the level of easily composable and decomposable entities that can be shared through the World Wide Web with a community of end-users. The Agentsheets Behavior Exchange is outlined here as a forum for end-user programmers, including middle school kids and professionals, to (a) compose behaviors in order to create interactive SimCity-like simulations and games, to (b) comprehend behaviors created by other users or by themselves, and to (c) share these behaviors with other users. %M C.CHI.97.2.28 %T "Eudaemonic Eye;" "Personal Imaging" and Wearable Computing as a Result of Deconstructing HCI; towards Greater Creativity and Self-Determination %S DEMONSTRATIONS: Wearable Computers %A Steve Mann %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 28-29 %K Existential computing, Wearable computing, Personal imaging, Lightpainting, Electronic flash, Mobile multimedia, Video orbits, VideoClips, Pencigraphic imaging, Personal documentary, Augmented reality, Mediated reality %W http://www.acm.org/sigchi/chi97/proceedings/demo/sm.htm %X The apparatus for 'personal imaging' consists of a combination of the author's 'existential computer' invention (hardware portion also referred to as the "wearable computer") with an electronic camera as the primary input device. Personal imaging, a conceptual framework around this simple apparatus, is first presented as a new research area, and then applications to the visual arts, and to personal documentary, are presented. %M C.CHI.97.2.30 %T Using Music as a Communication Medium %S DEMONSTRATIONS: Auditory Output %A James Alty %A Paul Vickers %A Dimitros Rigas %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 30-31 %K Music, Interface design, Debugging, Multi-media, Audiolisation %W http://www.acm.org/sigchi/chi97/proceedings/demo/jla.htm %X Music is a rich communication medium, and there are some similarities between the job of a music composer and that of an HCI designer (although their objectives may be different). Whilst sound has been used in interfaces, its use has mainly been at a primitive level, often involving real-world sound. Since music offers a highly structured set of mechanisms for communicating, it is surprising that there have been so few attempts at exploring its possibilities. Our current activity involves investigations into the use of music in algorithmic audiolisation and program debugging. %M C.CHI.97.2.32 %T IFQ: A Visual Query Interface for Object-Based Image Retrieval %S DEMONSTRATIONS: Visual Techniques for Image Retrieval %A Wen-Syan Li %A K. Selcuk Candan %A Kyoji Hirata %A Yoshinori Hara %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 32-33 %K Image retrieval, Visual query interface %W http://www.acm.org/sigchi/chi97/proceedings/demo/wsli.htm %M C.CHI.97.2.34 %T Depictive Interaction with Visual Information Using Sketches -- DIVIUS %S DEMONSTRATIONS: Visual Techniques for Image Retrieval %A Andree Woodcock %A Stephen A. R. Scrivener %A M. W. Lansdale %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 34-35 %K Visual interface, Pictorial database, Uncertainty, Database evaluation, User models %W http://www.acm.org/sigchi/chi97/proceedings/demo/aw.htm %X Querying of visual databases has relied predominantly on text based systems. Words do not provide an appropriate or adequate means of describing visual artifacts. A system (DIVIUS) has been developed which allows users to describe and query objects in a pictorial database, using a visual language derived from the database objects. Users can also indicate their level of uncertainty regarding certain attributes of the query. %M C.CHI.97.2.36 %T Access for All: HEPHAISTOS -- A Personal Home Assistant %S DEMONSTRATIONS: Future Home Studies %A Michael Burmester %A Joachim Machate %A Jochen Klein %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 36-37 %K Personal home assistant, Customer electronics, Touch sensitive control, Speech recognition, User interface design, Dialogue elements, PSN-elderly, Design for all %W http://www.acm.org/sigchi/chi97/proceedings/demo/jam.htm %X In this paper, we describe a demonstrator which was developed in the course of the European project TIDE 1004: HEPHAISTOS (Home Environment Private Help AssISTant fOr elderly and diSabled). The demonstrator constitutes a hand held personal home assistant capable to control a selected range of electronic home devices. Its multimodal user interface is based on a coloured high resolution touch screen extended with speech input/output. The development process focused on taking into account requirements of elderly people and people with special needs. The usability of the personal assistant was evaluated in a series of user tests with subjects from this particular demographic groups. %M C.CHI.97.2.38 %T Mediators: Guides through Online TV Services %S DEMONSTRATIONS: Future Home Studies %A Han Kohar %A Ian Ginn %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 38-39 %K Interactive television, Service creation, Consumer systems, Anthropomorphism, Social interaction, Navigation, Interface agents, Adaptivity %W http://www.acm.org/sigchi/chi97/proceedings/demo/hk.htm %X The Mediator prototype which is demonstrated is the result of exploratory research into domestic online entertainment services. Mediators are anthropomorphic guides who aid users in selection and navigation to content in interactive television services. The project goals include developing prototype services and navigation tools and carrying out extensive user tests. The main focus of the work is to develop models of interaction, functionality and system behaviour. %M C.CHI.97.2.40 %T Research Issues in Intelligent Data Visualisation for Exploration and Communication %S DEVELOPMENT CONSORTIUM %A Gennady L. Andrienko %A Nathalia V. Andrienko %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 40-41 %K Visual data exploration, Visual data communication, Intelligent support, Geographic Information Systems (GIS), Knowledge-based systems %W http://www.acm.org/sigchi/chi97/proceedings/dev/gla2.htm %X Efficiency and quality of solving problems by people are greatly affected by the way in that relevant information is arranged and presented. There is a need for intelligent software assisting humans by automatic generation of adequate presentations. We focus on graphical and especially cartographic data presentations and distinguish two problem classes where these presentations have high potential: data exploration and communication. It is argued that graphics design principles should be different for these two classes. Data communication is treated in a wider sense than merely report making: it is proposed to consider a "visual message" being built with respect to author's pragmatic goals, beliefs, attitudes, etc., as well as the image of the addressee. We outline the necessary research directions and reason about the role that could be played in such a research by the prototype knowledge-based system IRIS we have developed earlier. %M C.CHI.97.2.42 %T An Approach to Evaluation of Software Visualization %S DEVELOPMENT CONSORTIUM %A Vladimir L. Averbukh %A Alexandr V. Konovalov %A Vladislav V. Vorzopov %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 42 %K Visual metaphors, Visual expressiveness, Adequacy in visualization %W http://www.acm.org/sigchi/chi97/proceedings/dev/va.htm %X In connection with semiotic aspects of visual languages we define and generalize the content of such conception as visual metaphor, visual language dictionary, visual expressiveness, adequacy in visualization. The experimental system ParaVision should help to search the techniques for evaluating of such characteristics as adequacy in visualization that is as far as a given visual system may satisfy the needs of a given user for solving of a given problem. %M C.CHI.97.2.43 %T Multiagents Based Modelling in Graphical User Interfaces %S DEVELOPMENT CONSORTIUM %A Dorian Gorgan %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 43-44 %K User interfaces, Multiagents, Visual programming, Direct manipulation, Rule based behaviour %W http://www.acm.org/sigchi/chi97/proceedings/dev/dg.htm %X A graphical environment that implements visual programming techniques based on autonomous agents is presented. The model consists of active entities called agents, and passive entities such as behaviours, trajectories, actions, and conditions. The agents have a rule based behaviour defined as a spatial and temporal evolution. A consistent set of agent structures, actions and rule types is highlighted to support a general oriented visual programming. The model concerns on the notion of trajectory and topological information used in a cooperative evolution to control applications which are based on real time processes synchronization, data flow diagrams, graphical animation, metaphorical user interface, visual programming, multimedia and artificial intelligence techniques. %M C.CHI.97.2.45 %T Transferring Usability Engineering to Software Houses: Some Practical Experiences %S DEVELOPMENT CONSORTIUM %A Marcin Sikorski %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 45-46 %K Software usability, Management, Central-Eastern Europe, Poland %W http://www.acm.org/sigchi/chi97/proceedings/dev/ms.htm %X This paper describes market-related and social background of existing limitations in transferring usability engineering methods to software companies in Poland. Typical approaches of software vendors, developers, managers and users are shortly presented as possible reasons of low usability of many local software products. Providing information, guidelines and usability services are discussed as means for developing usability consciousness among all stakeholders involved in developing software for management support. %M C.CHI.97.2.47 %T HCI in the Czech Republic %S DEVELOPMENT CONSORTIUM %A Pavel Slavik %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 47-48 %K HCI, Interaction, GUI, Interface, Multimedia, Virtual reality %W http://www.acm.org/sigchi/chi97/proceedings/dev/ps.htm %X The paper describes the current situation and historical development in the HCI field in the Czech Republic. An outline of the most important features in this area is given. The reader can get ideas about the current state of art especially in research and education. A description of the situation in some specific applications is also given. In summary, the reader can find a short evaluation given together with some proposals on how to improve the current situation in the HCI field in this particular country. %M C.CHI.97.2.49 %T Hypermedia Extension Based on Recursive Abstractions %S DEVELOPMENT CONSORTIUM %A Vladislav Valkovsky %A Dmitry Krechman %A Igor Nikiforov %A Dmitry Chenosov %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 49-50 %K Hypermedia, Navigation, Structural analysis, Abstraction %W http://www.acm.org/sigchi/chi97/proceedings/dev/dlk.htm %X There are many well documented problems facing the ordinary user, as opposed to the enthusiast, of Hypermedia (HM) technology which can lead these users to be frustrated by, or give-up using hypermedia technology altogether. Among these classic HM problems are: the Framing Problem, Framing And Intercomparision Combined, Link Types, Versioning And Historical Backtrack, Closed Context and Open Media, Adding These Aspects Later, Disorientation [3], Information Structuring Systems [2], Visualizing [4]. This paper focuses on one of these key problems, "the Framing Problem" -- as the number of hypermedia objects grows the problem of restricting our attention to only the relevant connections becomes harder [3]. How can we structure the source hypermedia to show semantically related clusters? By solving this problem it is possible to offer new ways for people to search and browse hypermedia. %M C.CHI.97.2.51 %T Displayless Interface Access to Spatial Data: Effects on Speaker Prosodics %S DOCTORAL CONSORTIUM %A Julie Baca %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 51-52 %K GUI access, Displayless interfaces, Prosodics %W http://www.acm.org/sigchi/chi97/proceedings/doc/jab.htm %X Displayless interface technology must address challenges similar to those presented by the problem of providing GUI access to visually impaired users. Both must address the issue of providing nonvisual access to spatial data. This research examines the hypothesis that such access places a cognitive burden on the user, which in turn will impact the prosodics, i.e. nonverbal aspects, of the user's speech. %M C.CHI.97.2.53 %T Enhancement of Communicative Presence in Desktop Video Conferencing Systems %S DOCTORAL CONSORTIUM %A Alessandro Barabesi %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 53-54 %K Video conferencing, Communicative presence, Communication tools %W http://www.acm.org/sigchi/chi97/proceedings/doc/alb.htm %X Communicative presence (CP) has been defined as "... the capacity of a system to transfer mutual communicative signals of interlocutors." [2]. The main objective of my research is to define communicative presence more precisely and improve it in Desktop Video Conferencing Systems (DVCSs). An initial experiment has suggested that the modality of all available channels should be consistent. %M C.CHI.97.2.55 %T Representation Without Taxation: What Makes GUI Good %S DOCTORAL CONSORTIUM %A Brian D. Ehret %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 55-56 %K Display-based HCI, Cognitive modeling, ACT-R, Expertise, GUI %W http://www.acm.org/sigchi/chi97/proceedings/doc/bde-rwt.htm %X In the proposed work, research in cognitive science and display-based HCI is synthesized and brought to bear on the question of "what makes GUI good?". A two-phase approach is outlined. The empirical phase will build upon a foundation laid by display-based HCI research. The computational modeling phase will be informed by the empirical phase and previous modeling efforts. The primary goal is to be able to explicate conditions under which a user will rely on external display components vs. internal knowledge structures to control task performance. %M C.CHI.97.2.57 %T Accounting for Individual Differences Through GAMES: Guided Adaptive Multimedia Editing System %S DOCTORAL CONSORTIUM %A Bernd Gutkauf %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 57-58 %K Individual differences, Perception, User model, Visualization, Multimedia, Adaptive systems, Intelligent systems, Electronic publishing, Cognitive psychology, Computer %W http://www.acm.org/sigchi/chi97/proceedings/doc/bg.htm %X Multimedia communication is influenced by increasing complexity and reach of information and by a rapidly growing user population. Due to these developments average authors of electronically published media have little expert knowledge in multimedia presentations. They are also confronted with considerable individual differences of recipients in culture, social life, education, psychology and physiology. In order to compensate for these shortcomings it is necessary to integrate interpretation and interaction abilities of individual users into future presentation and editing systems. We are developing a chart editing system which generates critics by user request. These critics are based on a user model, on expert knowledge in chart editing and on the currently edited chart. The system helps the author to avoid commonly made mistakes. It empowers recipients to adjust certain parameters (e.g.: colors) to their individual abilities and needs. %M C.CHI.97.2.59 %T Learning for Usability: An Explorative Study of Qualities in Use %S DOCTORAL CONSORTIUM %A Stefan Holmlid %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 59-60 %K Usability, End-user training, Quality in use %W http://www.acm.org/sigchi/chi97/proceedings/doc/sh.htm %X Efforts for creating usable systems which fulfill the purpose of being efficient and effective tools in an enterprise have been focused on the software itself. The study proposed here turns to the user, and to what the user contributes with for that use. The study explores the concepts of usability and qualities of software in use, and their relationship to end-users learning to use the software, in a case study approach. The understanding developed during this study will be used in an intervention study, which aims at proposing a way for formal training to contribute to usability and quality in use. %M C.CHI.97.2.61 %T Computer Aided Creativity and Multicriteria Optimization in Design %S DOCTORAL CONSORTIUM %A Denis Lalanne %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 61-62 %K Human-machine asynchronous collaboration, Interactive intelligence, Creative design %W http://www.acm.org/sigchi/chi97/proceedings/doc/dla-art.htm %X Establishing that machines cannot automate creative design and that it is a difficult task for humans, I propose a computational model based on the human and machine complementarity and collaboration. %M C.CHI.97.2.63 %T The Multimodal GUI: Developing Auditory Cues as Tools for Performance and Usability %S DOCTORAL CONSORTIUM %A La Tondra A. Murray %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 63-64 %K Auditory I/O, Human performance, Multimedia, User acceptance, User interface design %W http://www.acm.org/sigchi/chi97/proceedings/doc/lam.htm %X Designers who use sound in the computer interface must do so judiciously. The inclusion of auditory cues within an interface should be a mechanism for the improvement of task performance and the facilitation of usability. Gaver [6] and Blattner [1] have demonstrated the utility of auditory cues in communicating information to users. The usage of "spatially-enhanced" speech and nonspeech elements could provide an additional source of data that might help or hurt performance. The usefulness of an auditory cue could be linked to acoustical parameters, spatialization, and task type. The proposed study will assess the improvement of user performance for various types of auditory cues as applied to spatial and verbal computer tasks. These results will be important to multimedia developers who want to create software that facilitates user acceptance or the quality of user performance. %M C.CHI.97.2.65 %T Graphical Encoding in Information Visualization %S DOCTORAL CONSORTIUM %A Lucy Terry Nowell %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 65-66 %K Information visualization, Iconic display, User interface design, Graphical encoding %W http://www.acm.org/sigchi/chi97/proceedings/doc/ltn2.htm %X In producing a design to visualize search results for a digital library called Envision [5, 7], we found that choosing graphical devices and document attributes to be encoded with each graphical device is a surprisingly difficult task. By graphical devices we mean those visual display elements (e.g., color, shape, size, position, etc.) used to convey encoded information. Research in several areas provides scientific guidance for design and evaluation of graphical encodings which might otherwise be reduced to opinion and personal taste. However, literature offers inconclusive and often conflicting viewpoints, leading us to further empirical research. %M C.CHI.97.2.67 %T Groupware Adoption & Adaptation %S DOCTORAL CONSORTIUM %A Leysia Ann Palen %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 67-68 %K Groupware, Calendars, Meeting schedulers, Adoption, Adaptation, Artifacts, Information resource, Collaboration, Organizational memory, CSCW %W http://www.acm.org/sigchi/chi97/proceedings/doc/lap.htm %X This paper describes my research on the adoption of groupware technologies in business organizations, and their subsequent integration with individual and organizational work practices as a result of wide, sustained use. An initial study of two organizations successfully using a particular groupware technology -- electronic calendars and meeting schedulers -- revealed several technical, behavioral, and organizational factors that enabled initial adoption. Additional findings from this study suggested that groupware technology was integrated into work practices quite differently at each site, despite similarities in adoption patterns and other organizational features. My dissertation research will continue to elaborate the conditions that enable adoption of groupware technologies. My investigations will also explore the way electronic calendars are subsequently integrated into local work practices, and the organizational ramifications of these particular adaptations. %M C.CHI.97.2.69 %T The Use of Declarative and Procedural Knowledge in Intelligent Navigation Displays %S DOCTORAL CONSORTIUM %A Brian H. Philips %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 69-70 %K ATIS, Declarative knowledge, Intelligent systems, ITS, Landmarks, Navigation, Procedural knowledge %W http://www.acm.org/sigchi/chi97/proceedings/doc/bhp.htm %X One theory of environmental cognition suggests that both declarative landmark knowledge and procedural route knowledge are essential in structuring internal representations of the environment; such representations facilitate effective navigation in that environment [5, 7]. The proposed study will provide data to test this theory. The application that will be studied is an Advanced Traveler Information System (ATIS), which provides route guidance information to automobile drivers. Current route guidance systems incorporate only procedural route information in their route guidance displays (i.e., they give directions for getting to your destination without supplying landmarks to identify the route [e.g., 3]). This study will evaluate how the inclusion of landmark icons in ATIS displays affects users' navigation performance. The results will be important to ATIS developers, who need to know what informational elements to include in ATIS route guidance displays to most effectively support navigation tasks. The results will also be important in a theoretical sense, by testing a theory of environmental cognition with real-world navigation tasks. %M C.CHI.97.2.71 %T Single Display Groupware %S DOCTORAL CONSORTIUM %A Jason E. Stewart %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 71-72 %K CSCW, Children, Authoring tools, CHIKids, Desktop-based collaboration, Direct manipulation, Education, Exploratory learning, Groupware, HCI, Input devices, Interactive learning, Iterative design, User centered design %W http://www.acm.org/sigchi/chi97/proceedings/doc/jes.htm %X Face-to-face collaboration of small groups is one of the most common forms of group work, yet group-aware computer support for this type of collaboration is limited. My research examines the effectiveness of Single Display Groupware (SDG), computer systems that support face-to-face collaboration around a single computer display. Together with the help of a group of elementary school children, I will design and build a prototype SDG system called Sushi that is an authoring tool for interactive multimedia stories. %M C.CHI.97.2.73 %T Evaluating Real-Time Multimedia Audio and Video Quality %S DOCTORAL CONSORTIUM %A Anna Watson %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 73-74 %K Multimedia conferencing, MBone, Speech intelligibility, Speech quality, Video use, Task %W http://www.acm.org/sigchi/chi97/proceedings/doc/aw1.htm %X The aim of this research is to assess and establish quality thresholds for real-time Internet audio and video. Real-time multimedia conferencing over the Internet has huge potential, but there are limitations to the quality of audio and video that can be achieved, due to bandwidth limitations and the processing power of individual workstations. Assessing the effects of these limitations on the conference participant is not straightforward. The novel types of degradation found over the Internet means that existing speech and video quality assessment methods may not be applicable to multimedia conferencing experiences. This PhD will assess existing tests for measuring perceived quality from the psychology and telecommunications literature with respect to multimedia conferencing. The long term aim is to produce guidelines as to required bandwidth and quality for different multimedia conferencing tasks and applications. %M C.CHI.97.2.75 %T HCI at the University of Michigan's School of Information %S ORGANIZATIONAL OVERVIEWS %A Gary M. Olson %A Judith S. Olson %A George Furnas %A Elliot Soloway %A Daniel E. Atkins %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 75-76 %K Graduate programs, HCI, CSCW, Information sciences %W http://www.acm.org/sigchi/chi97/proceedings/overview/gmo.htm %X The School of Information at the University of Michigan is a new graduate school that offers highly interdisciplinary opportunities in education and research. We have a program in HCI as well as Library and Information Sciences, Archives and Record Management, and are discussing offerings in Future Systems Architecture, Organizational Information Systems. %M C.CHI.97.2.77 %T Introducing Usability at London Life Insurance Company %S ORGANIZATIONAL OVERVIEWS %A Brenda Kerton %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 77-78 %K User profile, Work and task analysis, Usability goal setting, Usability walkthroughs, Application development process, Organizational context, Sponsorship, Skills transfer %W http://www.acm.org/sigchi/chi97/proceedings/overview/blk.htm %X This presentation describes how and why Usability Engineering is being introduced at London Life. It describes the unique set of circumstances that were present allowing us to integrate usability engineering from day one in a project. It will cover our approach to learning about and institutionalizing the usability process into a well established internal systems development area. Our future plans will also be discussed. %M C.CHI.97.2.79 %T Multimodal Human Computer Interaction Research at Toshiba Research and Development Center %S ORGANIZATIONAL OVERVIEWS %A Yoichi Takebayashi %A Miwako Doi %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 79-80 %K Organizations, Multimodal, HCI, Information filtering, Knowledge sharing, Media understanding %W http://www.acm.org/sigchi/chi97/proceedings/overview/ytake.htm %X Toshiba's Human Interface Research Group is pursuing media understanding and intelligent interaction technologies to achieve natural multimodal HCI (human-computer interaction). In collaboration with Toshiba's other corporate laboratories, engineering laboratories and business divisions, we have been developing practical interactive systems and products related to information services, consumer electronics, document filing and industrial equipment. %M C.CHI.97.2.81 %T HCI at Trilogy: Bringing the Design Stance to a Startup %S ORGANIZATIONAL OVERVIEWS %A J. Epstein %A E. Loh %A J. Marks %A J. Lilly %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 81-82 %K Organizations, HCI, User interface, Design, Interaction design, Enterprise software, Startups %W http://www.acm.org/sigchi/chi97/proceedings/overview/jle.htm %X A successful startup in the arena of enterprise software, Trilogy Development Group began experimenting with HCI as a means for improving user reactions to their products. Two years have passed since the first experiments; in that time an entire HCI group was created and has subsequently become a respected and critical component of Trilogy's development process, as well as taking some responsibility for providing a vision for Trilogy's future. This paper chronicles our experiences in bringing the "design stance" to Trilogy. %M C.CHI.97.2.83 %T The NCR Human Interface Technology Center %S ORGANIZATIONAL OVERVIEWS %A Thomas J. MacTavish %A Richard L. Henneman %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 83-84 %K User interface, User-centered design, Cognitive engineering, Human-interface technology %W http://www.acm.org/sigchi/chi97/proceedings/overview/rlh-ncr.htm %X The NCR Human Interface Technology Center (HITC) exists to meet its customers' business needs through the application of new human-interface technologies. The HITC designs and develops these user-interface solutions through a user-centered design (UCD) process, in which user needs and expectations guide all design and development decisions. The HITC consists of about 90 engineers and scientists with expertise in such areas as cognitive engineering, graphic design, image understanding, artificial intelligence, intelligent tutoring, database mining, and new I/O technologies. Established in 1988, the HITC is funded by work performed for its customers. %M C.CHI.97.2.85 %T 0 to 50 in 4 Years: CUIS at Boeing %S ORGANIZATIONAL OVERVIEWS %A Kevin Neher %A Randy Worsech %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 85-86 %K Organization overview, Usability engineering, Usability measurement, Reusable components, User interface standards %W http://www.acm.org/sigchi/chi97/proceedings/overview/kn.htm %X The Common User Interface Services (CUIS) group at Boeing is a full-featured support organization for Boeing user interface developers. The group has achieved key successes and has increased the visibility of the importance of usability engineering to the point where it has been established as a key corporate initiative in 1996. %M C.CHI.97.2.87 %T The Founding of the Netscape User Experience Group %S ORGANIZATIONAL OVERVIEWS %A Tony Fernandes %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 87-88 %K Organizations, Usability testing, Human factors, Visual design %W http://www.acm.org/sigchi/chi97/proceedings/overview/tf.htm %X Netscape Communications is a company that has grown faster than any other software company in history. Although the design effort at Netscape has evolved greatly, the initial experience of bringing design into an organization in hypergrowth provided some valuable lessons in the creation of a successful design organization. %M C.CHI.97.2.89 %T HCI Education & Research at the University of Puerto Rico-Mayaguez %S ORGANIZATIONAL OVERVIEWS %A Jose A. Borges %A Manuel A. Perez-Quinones %A Nestor J. Rodriguez %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 89-90 %K HCI education, HCI research, Usability engineering %W http://www.acm.org/sigchi/chi97/proceedings/overview/map.htm %X HCI at the Department of Electrical and Computer Engineering (ECE) of the University of Puerto Rico -- Mayaguez (UPRM) has taken center stage in the Computer Engineering program in just three years. This growth has been reflected in the academic programs, research, facilities, faculty, and students. Our research and academic emphasis is on usability engineering and programming of user interfaces. %M C.CHI.97.2.91 %T Human Interface Design at Fidelity Investments %S ORGANIZATIONAL OVERVIEWS %A Thomas S. Tullis %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 91-92 %K Financial services, Usability testing, Online help, User interface design, Style guides, Prototyping %W http://www.acm.org/sigchi/chi97/proceedings/overview/tst.htm %X This presentation describes the Human Interface Design department at Fidelity Investments. Although not in the computer hardware or software business, Fidelity develops an amazingly wide variety of systems in support of our business. The Human Interface Design department, which is composed of people from a variety of backgrounds, provides several key services to systems development projects throughout the company, including user interface design and prototyping, usability testing, and online help development. We are also responsible for the corporate Graphical User Interface Style Guide and Web Design Guide. Examples of the development projects we assist with are described, as well as strategic projects that address more general human interface issues. %M C.CHI.97.2.93 %T The User-Centered Globalization Group at AT&T %S ORGANIZATIONAL OVERVIEWS %A Maria Gabriela Alvarez %A Nuray Aykin %A Diane Z. Lehder %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 93-94 %K Globalization, Internationalization, Localization, User interface %W http://www.acm.org/sigchi/chi97/proceedings/overview/mga.htm %X This paper describes the User-Centered Globalization Group at AT&T, which provides internationalization and localization consulting services within AT&T and to outside customers. It reviews the group's history and areas of expertise, and discusses sample projects and future strategy. %M C.CHI.97.2.95 %T Usability Services at Compuware-Madison: Bringing Usability to Data Processing %S ORGANIZATIONAL OVERVIEWS %A Julie Nowick %A Shawn Lawton Henry %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 95-96 %K Usability engineering, HCI education, HCI in organizations %W http://www.acm.org/sigchi/chi97/proceedings/overview/jrn.htm %X This presentation describes the Usability Services group at Compuware-Madison. Compuware-Madison is part of the national Compuware Professional Services Division, which provides consulting services for the computing industry, primarily data processing divisions of corporations. The Usability Services group was developed to help clients who are moving from traditional mainframe environments to newer technologies that use graphical user interfaces (GUIs). A group organized specifically to address usability issues is atypical in the data processing area, both from the client corporation and the consulting provider's perspective. This presentation describes how the group came to be, its projects, the challenges it faces, and its successes. %M C.CHI.97.2.97 %T Hypermedia Research at C&C Research Labs, NEC USA %S ORGANIZATIONAL OVERVIEWS %A Yoshinori Hara %A Kojiro Watanabe %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 97-98 %K Usability engineering, HCI education, HCI in organizations %W http://www.acm.org/sigchi/chi97/proceedings/overview/yh.htm %X This presentation describes the Usability Services group at Compuware-Madison. Compuware-Madison is part of the national Compuware Professional Services Division, which provides consulting services for the computing industry, primarily data processing divisions of corporations. The Usability Services group was developed to help clients who are moving from traditional mainframe environments to newer technologies that use graphical user interfaces (GUIs). A group organized specifically to address usability issues is atypical in the data processing area, both from the client corporation and the consulting provider's perspective. This presentation describes how the group came to be, its projects, the challenges it faces, and its successes. %M C.CHI.97.2.99 %T Design v. Computing: Debating the Future of Human-Computer Interaction %S PANELS %A Tony Salvador %A Dan Boyarski %A Paul Dourish %A Jim Faris %A Wendy Kellogg %A Terry Winograd %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 99-100 %K Human-computer interaction, Design, Computer science %W http://www.acm.org/sigchi/chi97/proceedings/panel/ts.htm %X This debate questions the presumption that the future of human-computer interaction resides in the computing sciences. We propose the following resolution: It is resolved that the CHI community should disassociate from professional computing societies and realign closely with professional design societies. The four panelists will form two teams with Terry Winograd & Jim Faris arguing for the resolution and Paul Dourish & Wendy Kellogg arguing against it. It is our intention to evoke the widest possible range of viewpoints and discussion in the community on this very important topic for the future of human computer interaction. %M C.CHI.97.2.101 %T Transferring a Designed User Experience to Product %S PANELS %A Gitta Salomon %A Chris Edwards %A Hector Moll-Carrillo %A Kevin Mullet %A Laura Teodosio %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 101-102 %K Technology transfer, Design, Interaction design, Product development, User interface, Software development %W http://www.acm.org/sigchi/chi97/proceedings/panel/gbs.htm %X How can interaction designers ensure that their work makes its way into the final implementation of a product? The language, tools and techniques for communicating design ideas within the interactive product development domain are currently emerging. This panel provides insight into promising approaches by examining the ways in which several practitioners have succeeded, and failed, at transferring their design ideas to current products. %M C.CHI.97.2.103 %T Web Interfaces Live: What's Hot, What's Not? %S PANELS %A Keith Instone %A Mary Czerwinski %A S. Joy Mountford %A Jakob Nielsen %A Bruce "Tog" Tognazzini %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 103-104 %K WWW, Web, Internet, Design, Evaluation, Reviewing %W http://www.acm.org/sigchi/chi97/proceedings/panel/jn.htm %X You are up against a million other Web sites: how do you get users to come to your site? This panel will visit live sites on the WWW and debate what works and doesn't work in Web user interfaces. %M C.CHI.97.2.105 %T Intelligent Software Agents vs. User-Controlled Direct Manipulation: A Debate %S PANELS %A Jim Miller %A Pattie Maes %A Ben Shneiderman %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 105-106 %K Agents, Direct manipulation, Intelligent interfaces, Graphical representation %W http://www.acm.org/sigchi/chi97/proceedings/panel/jrm.htm %X Critical issues in human-computer interaction -- in particular, the advantages and disadvantages of intelligent agents and direct manipulation -- will be discussed, debated, and hotly contested. The intent of the participants is to strike an appropriate balance between a serious discussion of the issues and an entertaining debate. %M C.CHI.97.2.107 %T Telework: When Your Job is on the Line %S PANELS %A Jean C. Scholtz %A Victoria Bellotti %A Jenny DeGroot %A Tom Erickson %A Arnold Lund %A Leslie Schirra %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 107-108 %K Telework, Telecommuting, Remote work %W http://www.acm.org/sigchi/chi97/proceedings/panel/js2.htm %X This panel will discuss teleworking experiences. Our panel consists of several types of teleworkers, a manager of a teleworker and a researcher who studied teleworking. The panel will address questions concerning the value of telework, the factors that affect success of telework, and the way in which telework changed their job. %M C.CHI.97.2.109 %T None of the Above: What's Really Essential in HCI Education? %S PANELS %A Andrew Sears %A Marian Williams %A Jean B. Gasen %A Tom Hewett %A John Karat %A Gail McLaughlin %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 109-110 %K HCI Education, Industry, Academia %W http://www.acm.org/sigchi/chi97/proceedings/panel/als.htm %X As we look to the future of HCI education, it is clear that, despite major HCI curriculum initiatives [1, 2], there is little consensus in the CHI community about what the content of HCI education should include or about how and by whom that content should be delivered. This panel gives voice to both prevailing and minority opinions on the subject. %M C.CHI.97.2.111 %T Computers, Kids, and Creativity: What Does the Future Hold? %S PANELS %A Allison Druin %A David Smith %A Jordana Huchital %A Michael Chanover %A Amy Bruckman %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 111-112 %K Children, The future, Social issues, Home, Multimedia Internet, Educational applications, Entertainment %W http://www.acm.org/sigchi/chi97/proceedings/panel/ajd1.htm %X Our children are fast becoming one of the largest new user groups taking advantage of emerging technologies. How our children learn, play, and communicate are quickly changing. This panel will not ask the question whether technology will be a part of our children's lives. The panel participants believe this is a given. Instead, the panelists, professionals in developing new technologies for children, will consider the impact and possible changes that may be in store for our children and their future technologies. Once the panelists have offered brief statements on their visions of the future, children from the CHIkids program will be discussants and ask questions that concern them about the future of new technologies for children. %M C.CHI.97.2.113 %T "On Your Marks, Get Set, Browse!" (The Great CHI 97 Browse Off!) %S PANELS %A Kevin Mullett %A Christopher Fry %A Diane Schiano %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 113-114 %K Visualization, Browsing, Navigation, Interaction design, Information retrieval, Evaluation %W http://www.acm.org/sigchi/chi97/proceedings/panel/kem.htm %X This session brings together several leading structure visualization and browsing technologies for an entertaining yet informative "live" comparison. Users of each system will compete "head-to-head" in a series of races designed to simulate the stressful conditions under which real world browsing often takes place. Expert and novice operators will use four different visualization and browsing tools to complete a set of generic retrieval tasks as quickly and accurately as possible within the same information space. Attendees will be able to see for themselves which techniques work well or poorly as each system demonstrates its potential for a range of users. %M C.CHI.97.2.115 %T Corporate Strategy and Usability Research: A New Partnership %S PANELS %A Stephanie Rosenbaum %A Janice Rohn %A John Thomas %A Judee Humburg %A Sarah Bloomer %A Mary Czerwinski %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 115-116 %K Strategic planning, Usability research, Corporate strategy, Organizational environments, Organizational profiles %W http://www.acm.org/sigchi/chi97/proceedings/panel/slr.htm %X This panel explores approaches to making usability research more strategic within organizations -- not just with respect to the product development life cycle, but pervasive throughout the organization. Six panelists discuss different ways in which usability can be strategic, depending on their organizational environments or "profiles." %M C.CHI.97.2.117 %T Utopia Appropriated: The Future as It Was %S OPENING PLENARY %A Rick Prelinger %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 117 %K Motion pictures, Industrial films, Ephemeral films, Commercial speech, Business history, Utopianism, Utopias, Futurism, Material culture, Communications, Technology, Consumerism, Social history, Cultural history %W http://www.acm.org/sigchi/chi97/proceedings/invited/rp.htm %X This program takes a critical look at mid-20th-century utopian promises and persuasions as dramatized in industrial and advertising films released between 1936 and 1965. In these films and related advertising campaigns, major American corporations appropriated old utopian ideas as their own, promising a bright, affluent future enabled by cybernetics, household technology, and new means of transportation and communication. Despite the amusing anachronisms in these films, many of the ideas they promote are still very much part of corporate discourse today, and have had a tremendous effect on shaping public expectations and attitudes towards information technology. %M C.CHI.97.2.118 %T Universal Access to the Net: Requirements and Social Impact %S INVITED SPEAKERS %A Jeff Johnson %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 118 %W http://www.acm.org/sigchi/chi97/proceedings/invited/jj.htm %Y INTRODUCTION STATUS IN U.S. STATUS IN WORLD REQUIREMENTS FOR UNIVERSAL ACCESS Security and Privacy Value Information Access Commerce and Entertainment Communications Conventional Usability Easy Setup SOCIAL IMPACT Effect on Literacy Effect on Spamming, Junk E-mail Economics of Spam Combatting Spam Effect on governments Effect on culture CONCLUSION BIBLIOGRAPHY %X This article addresses the following questions: Where do we stand today with respect to achieving universal access to the Internet? What is required (particularly in the HCI realm) to achieve it? What are some of the consequences and side-effects -- positive and negative -- for society? %M C.CHI.97.2.119 %T A Typology for Educational Interfaces %S INVITED SPEAKERS %A Tim O'Shea %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 119-120 %K Educational interface, Navigational support, Memory prosthesis, Scaleability %W http://www.acm.org/sigchi/chi97/proceedings/invited/to.htm %X Interfaces intended to support learning should be considered with respect to a typology based on student audience, constructive functionality, navigation support, cognitive cost and added learning value. Analysed like this, the quality of interfaces used by students has noticeably improved over the past 10 years, in dramatic contrast to the much slower change in pedagogic value of educational software. The potential for the use of computers in support of interaction between learners, their peers and remote information sources has revealed important weaknesses inherent in current approaches to navigation support. Key problems include scaleability, accessing peer learners and the shape and size of information spaces. %M C.CHI.97.2.- %T The Design Interaction %S INVITED SPEAKERS %A Terry Winograd %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P -- %W http://www.acm.org/sigchi/chi97/proceedings/invited/tw.htm %Y Design Interaction What is Design? Design as a universal activity Design as a discipline Examples of design disciplines Design as a process Human-centered design NSF Workshop on Human-Centered Systems What are the interactions? Domains in which we design What do we do next? Developing a body of practices What is our situation? Research areas Base for new research models Teaching Design What do we do next? %M C.CHI.97.2.121 %T Evaluation -- Methodology for Telematic Application Systems: Quality for Users and Context %S Special Interest Groups (SIGs) %A J. H. Erik Andriessen %A Bert Arnold %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 121 %K Telematics applications, Evaluation, Design methodology, User requirements, Context of use, Psychological impact, Social impact, Organizational impact %W http://www.acm.org/sigchi/chi97/proceedings/sig/ea.htm %M C.CHI.97.2.122 %T Corporate Pioneers Part II -- Lessons Learned: Introducing and Promoting Usability Testing in a Corporate Environment %S Special Interest Groups (SIGs) %A James Geyerman %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 122 %K Usability, Tools, Corporate environment, Testing, Quality %W http://www.acm.org/sigchi/chi97/proceedings/sig/jg.htm %M C.CHI.97.2.123 %T The HCI Educator's Open House: Exchanging Resources, Delivery Formats, Learning Strategies and Future Concerns %S Special Interest Groups (SIGs) %A Laurie P. Dringus %A Maxine S. Cohen %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 123 %K HCI education, Professional networking, HCI resources %W http://www.acm.org/sigchi/chi97/proceedings/sig/lpd.htm %M C.CHI.97.2.124 %T Visual Interaction Design: Designing the Quality Experience %S Special Interest Groups (SIGs) %A Shannon Ford %A Dan Boyarski %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 124 %K Visual interaction design, Experience, Design criteria, Case studies %W http://www.acm.org/sigchi/chi97/proceedings/sig/sf.htm %M C.CHI.97.2.125 %T Measuring Website Usability %S Special Interest Groups (SIGs) %A Jared M. Spool %A Tara Scanlon %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 125 %K Web design, Usability testing, Usability evaluation, Searching %W http://www.acm.org/sigchi/chi97/proceedings/sig/jms.htm %M C.CHI.97.2.126 %T ACM SIGCHI Information Infrastructure %S Special Interest Groups (SIGs) %A Gary Perlman %A Keith Instone %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 126 %W http://www.acm.org/sigchi/chi97/proceedings/sig/gp1.htm %X We describe recent improvements to the ACM SIGCHI information infrastructure, mainly in the SIGCHI Web site and SIGCHI use of the ACM LISTSERV for mailing lists and aliases, and how they have been applied to provide general information, support committees, publications and conferences, and technical discussions. We then describe some key areas where volunteers are needed to improve SIGCHI information services, particularly in the area of databases. %M C.CHI.97.2.127 %T Managing the Information Technology Infrastructure: HCI Design for Network and System Management Applications %S Special Interest Groups (SIGs) %A Thomas M. Graefe %A Dennis Wixon %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 127 %K HCI design, Network management, Agents, Expert systems, Visualization, Electronic performance support %W http://www.acm.org/sigchi/chi97/proceedings/sig/tmg.htm %M C.CHI.97.2.128 %T Visual Interaction Design %S Special Interest Groups (SIGs) %A Loretta Staples %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 128 %K Design, Graphic design, Visual design, Interaction design, Product design, Industrial design, Information design, Special interest group, Special interest area %W http://www.acm.org/sigchi/chi97/proceedings/sig/ls.htm %M C.CHI.97.2.129 %T Captology: The Study of Computers as Persuasive Technologies %S Special Interest Groups (SIGs) %A BJ Fogg %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 129 %K Psychology of HCI, Persuasion, Influence, Agents, Interaction design %W http://www.acm.org/sigchi/chi97/proceedings/sig/bjf.htm %M C.CHI.97.2.130 %T Students at CHI %S Special Interest Groups (SIGs) %A Michael Byrne %A Stacie Hibino %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 130 %K CHI students, Graduate students, Thesis issues %W http://www.acm.org/sigchi/chi97/proceedings/sig/mb1.htm %M C.CHI.97.2.131 %T Improving International Communication and Cooperation in SIGCHI %S Special Interest Groups (SIGs) %A David G. Novick %A John Karat %A Michel Beaudouin-Lafon %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 131 %K SIGCHI, International cooperation, Community %W http://www.acm.org/sigchi/chi97/proceedings/sig/dgn.htm %M C.CHI.97.2.132 %T End-User Computing %S Special Interest Groups (SIGs) %A Howie Goodell %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 132 %K End-user computing, User programming, Machine control, Application-specific languages, Programming by Demonstration %W http://www.acm.org/sigchi/chi97/proceedings/sig/hg.htm %M C.CHI.97.2.133 %T Usability and Requirements: What Role can Usability Professionals Play in Requirements Definition? %S Special Interest Groups (SIGs) %A Elizabeth Muncher %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 133 %K Requirements, Methodologies, Product development %W http://www.acm.org/sigchi/chi97/proceedings/sig/em.htm %M C.CHI.97.2.134 %T The Amulet User Interface Development Environment (SIG) %S Special Interest Groups (SIGs) %A Brad A. Myers %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 134 %K User interface management systems, Toolkits, User interface development environments, Interface builders, C++ %W http://www.acm.org/sigchi/chi97/proceedings/sig/bam.htm %M C.CHI.97.2.135 %T Art and Design Student Demos %S Special Interest Groups (SIGs) %A Gillian Crampton Smith %A Dan Boyarski %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 135 %K Education, Design, Interaction design, Artists/designers, Master's programs, Student work %W http://www.acm.org/sigchi/chi97/proceedings/sig/gcs.htm %M C.CHI.97.2.136 %T Contextual Techniques: Seeing Design Implications in Data %S Special Interest Groups (SIGs) %A Karen Holtzblatt %A Hugh Beyer %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 136 %K Analysis methods, Design techniques, Customer-centered design, Ethnography, Usability engineering, Team design, Domain analysis, Work modeling, Software engineering, Task analysis, User models, User studies, Work analysis %W http://www.acm.org/sigchi/chi97/proceedings/sig/kh1.htm %M C.CHI.97.2.137 %T Current Issues in Assessing and Improving Documentation Usability %S Special Interest Groups (SIGs) %A Stephanie Rosenbaum %A Laurie Kantner %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 137 %K Documentation, Documentation usability, Information design, Information development, Documentation standards, Usability testing, Product development %W http://www.acm.org/sigchi/chi97/proceedings/sig/sb.htm %M C.CHI.97.2.138 %T Human-Computer Interaction: Introduction and Overview %S Tutorials %A Keith A. Butler %A Robert J. K. Jacob %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 138-139 %K Human-computer interaction, Usability engineering, Human performance engineering, Cognitive modeling, Theory, Analysis methods, Interaction styles, Interaction hardware, User interface software, User interface management systems %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/rjkj.htm %X The objective of this special introductory seminar is to provide newcomers to Human-Computer Interaction (HCI) with an introduction and overview of the field. The material will begin with a brief history of the field, followed by presentation and discussion of how good application development methods pull on the interdisciplinary technologies of HCI. The topics will include the psychology of human-computer interaction, psychologically-based design methods and tools, user interface media and tools, and introduction to user interface architecture. %M C.CHI.97.2.140 %T User Interface Design for the WWW %S Tutorials %A Jakob Nielsen %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 140-141 %K WWW, World Wide Web, Web, Hypertext, Usability %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/jn.htm %X You are up against a million other Web sites: how do you get users to stay at your site? Only by providing valuable content and a highly usable interface. Cool is getting cold. %M C.CHI.97.2.142 %T Cognitive Factors in Design: Basic Phenomena in Human Memory and Problem Solving %S Tutorials %A Thomas T. Hewett %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 142-143 %K Memory, Problem solving, Design, Models of the user %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/th.htm %X This tutorial provides a "hands-on" (actually, "minds-on") exploration of several basic processes and phenomena of human memory, and problem solving. The emphasis is on developing both intuitive and formal knowledge which can serve as background knowledge which will be useful in interpreting design guidelines and in making educated design judgments when design guidelines fail, conflict, or are nonexistent. The demonstrations used emphasize basic general phenomena with which any theory of memory or problem solving must deal. In addition, the tutorial suggests some of the implications of these phenomena for designing interactive computing systems. %M C.CHI.97.2.144 %T Developing Collaborative Applications Using the World Wide Web "Shell" %S Tutorials %A Alison Lee %A Andreas Girgensohn %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 144-145 %K Collaborative applications, Interactive applications, Forms, HTML, MIME, CGI, HTTP, URL, Java, JavaScript, Web server, Web browsers, Software development %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/al.htm %X The World Wide Web is often viewed as the latest and most user friendly way of providing information over the Internet (i.e., server of documents). It is not customarily viewed as a platform for developing and deploying applications. In this tutorial, we introduce and demonstrate how Web technologies can be used in combination with Web browsers to design, create, distribute and execute collaborative applications. We discuss how HTML in combination with CGI scripts, JavaScript, and Java can be used to develop interactive and collaborative applications. We discuss recent extensions and additions that support sophisticated application development as well as the constraints with the WWW 'Shell' approach. The term World Wide Web 'Shell' is used in a manner analogous to the use of the term Expert System Shell. Specifically, the components of the WWW provide basic functionality and services for developing application in much the same way as an expert system shell provides components for developing expert system applications. %M C.CHI.97.2.146 %T Designing Icons and Visual Symbols %S Tutorials %A William Horton %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 146-147 %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/wh.htm %Y CHECKLIST FOR EDITING ICONS Understandable Unambiguous Informative Distinct Memorable Coherent Familiar Legible Few Compact Attractive Extensible %X Problems with icons are common-especially on Web pages and GUIs designed by amateurs. Most of these problems can be solved with more attention to detail, more input from various viewpoints, and more testing. This checklist will help you with those tasks. %M C.CHI.97.2.148 %T Digital Storytelling and Computer Game Design %S Tutorials %A Thom Gillespie %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 148-149 %K Digital storytelling, Computer game design, Fun, Human-media interaction, HMI %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/tkg.htm %X This workshop uses a combination of short lecture and hands on practice to introduce digital storytelling and computer game design and the multitude of skills needed to successfully design digital stories and computer games. Working examples are taken from two current projects at Indiana University: Lost Highways and Rock-Paper-Scissors in Lizard Land. %M C.CHI.97.2.150 %T Spoken Dialogue Interfaces %S Tutorials %A Susann LuperFoy %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 150-151 %K Speech, Dialogue, Conversational interfaces, Natural language %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/slf.htm %X This introductory tutorial overviews recent advancements and current efforts in the integration of speech processing with other components of spoken-dialogue systems. It examines important results in designing, constructing, and evaluating complete conversational systems that integrate speech recognition and synthesis with other enabling technologies. Among the disciplines contributing material for the course are, therefore, speech recognition and synthesis, but also natural language processing, user-interface design, machine translation, planning and plan recognition, gesture analysis, computational discourse, and usability evaluation. The full-day course is comprised of four sessions including an introduction to the state of the art, review of existing spoken interface systems, the integration of speech processing with other interaction modalities, and a closing session on evaluation methods, tools for developing spoken dialogue systems, and other issues affecting the spoken interface community. %M C.CHI.97.2.152 %T Wizards, Coaches, Advisors, and More: A Performance Support Primer %S Tutorials %A Karen L. McGraw %A Bruce A. McGraw %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 152-153 %K Performance support, Task-based interface, Coaches, Wizards, Advisors, Help, Documentation, Knowledge base support %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/kmcg.htm %X Today's business environment is complicated. Downsizing means fewer people doing more. The staff has less time to learn new systems. And while there are more mission-critical systems in the workplace, there are fewer training dollars available to ensure proper operation. The result is a 'performance gap' -- users may not have the skills they need to take full advantage of the systems they must use. In this tutorial we present a definition and objectives of performance support and illustrate how performance support can yield ROI. Next, we review each component and discuss development methodology and design issues. Finally, we address hurdles to successful projects. %M C.CHI.97.2.154 %T Product Usability: Survival Techniques %S Tutorials %A Jared M. Spool %A Tara Scanlon %A Carolyn Snyder %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 154-155 %K Design principles, Usability testing, Usability evaluation, Prototyping, Low-fidelity prototyping, Process management, Product development, Practical techniques %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/cs.htm %X Product developers are typically faced with small budgets, tight schedules, and over-committed resources. To deliver high-quality products under these constraints, developers need an understanding of basic design principles, techniques that allow them to work effectively with materials on hand, and a development process that is built around the use of such techniques. This workshop explains how low-fidelity prototyping and usability testing can be used in a process of iterative refinement in order to develop more usable products. %M C.CHI.97.2.156 %T Strategic Usability: Introducing Usability into Organisations %S Tutorials %A Sarah Bloomer %A Rachel Croft %A Helen Kieboom %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 156-157 %K Strategic usability, Usability strategies, Cost-justification, Communicating usability data %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/sab.htm %X Usability may now be practised by a large number of software developers, but has yet to gain wide acceptance. Communicating the value of usability must happen across multiple levels of an organisation, and requires speaking several "languages". This practical, hands-on tutorial will cover techniques for convincing management or potential clients of the value of usability, in terms each group understands. It will examine what is required to develop a usability strategy for a whole organisation to finding data to convince stakeholders of a single usability activity. %M C.CHI.97.2.158 %T Activity Theory: Basic Concepts and Applications %S Tutorials %A Victor Kaptelinin %A Bonnie A. Nardi %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 158-159 %K Activity Theory, Foundations of HCI, Contextual studies %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/bn.htm %X This tutorial introduces participants to Activity Theory, a conceptual approach that provides a broad framework for describing the structure, development, and context of computer-supported activities. The tutorial will consist of lectures, discussion and small group exercises. A Web community will be established so attendees will be able to continue to learn about and use activity theory. %M C.CHI.97.2.160 %T Designing User Interfaces from Analyses of Users' Tasks %S Tutorials %A Peter Johnson %A Stephanie Wilson %A Hilary Johnson %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 160-161 %K Task analysis, Task-based design, Work analysis, Model-based design, Design guidelines, Envisioning design, User interface design %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/pj.htm %X This tutorial provides a detailed introduction to task analysis and task-based design. The focus of task analysis is the description of work tasks, while the focus of task-based design is designing interactive systems from the perspective of users' work. Techniques from psychology, ethnomethodology and sociology are used to analyse and describe users' current work tasks. A framework for modelling work tasks (Task Knowledge Structures) is used to represent relevant task information. Guidelines are provided to help the design team envision and reason about how current tasks might be changed and improved through the design of interactive systems. The envisioned task descriptions provide the focus for the design and development of interactive systems that will support the users' work. %M C.CHI.97.2.162 %T Color and Type in Information Design %S Tutorials %A Charles A. Poynton %A Mary Mooney %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 162-163 %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/cap.htm %X Work with color and type in the CHI community is often undertaken with a base of experience and a sense of craftsmanship, but without a firm foundation in the principles of perception, science, and engineering. In this tutorial, you will learn the perceptual, color science, and engineering principles that underlie effective information presentation. You will learn to apply these principles to the design of graphical user interfaces and information displays. This tutorial is directed to graphic designers, interface designers, and developers of on-line information. You should have experience in developing user interfaces, experience in creating and manipulating digital imagery, or experience in writing or illustration. %M C.CHI.97.2.164 %T Getting Started on a Contextual Project %S Tutorials %A Karen Holtzblatt %A Hugh Beyer %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 164-165 %K Analysis methods, Design techniques, Customer-centered design, Ethnography, Usability engineering, Methodology, Team design, Domain analysis, Work modeling, Software engineering, Task analysis, User models, User studies work analysis %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/kh.htm %X Field data gathering techniques such as Contextual Inquiry enable a design team to collect the detailed customer data they need for their projects. But when a team wants to apply contextual techniques to their own situation, they are faced with a host of problems. What project should they start with? Is it better to introduce them early or late in the process? Given all the different possible techniques, which will work best for the specific project chosen? How should the customers be chosen and how should visits to them be set up? Who should be on the project? It's no wonder people find it hard to get started with these new techniques in their own organizations. This tutorial gets participants over the roadblocks in the way of using contextual techniques in their projects. We walk through the different aspects of a contextual project, describing the issues that need to be resolved, the different approaches that can work, and the principles which guide making a choice. We use exercises to give participants the chance to plan aspects of their own projects, so they can do the thinking process themselves and raise any questions raised by their own situations. This tutorial is appropriate to anyone wishing to use field methods to gather customer data for their projects. Some familiarity with these methods is assumed. %M C.CHI.97.2.166 %T Introduction to Design Ethnography %S Tutorials %A Tony Salvador %A Michael Mateas %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 166-167 %K Ethnography, Consumer market, Home, Teenagers, Business communication %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/ts.htm %X Design Ethnography is a set of data collection and analysis perspectives, assumptions and skills that can be used effectively and efficiently to understand a particular environment, or domain, of people for the express purposes of designing new technology products. Working from the data one forms models of the environment explicitly considering the peoples' relationship to other people, space, time, artifacts, activities and nature. The models, graphically represented, are used explicitly to derive and test product concepts. %M C.CHI.97.2.168 %T Practical Usability Evaluation %S Tutorials %A Gary Perlman %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 168-169 %K [H.5.2] User interface, Evaluation/methodology, [D.2.2] Software engineering, Tools and techniques, User interfaces, [H.1.2] Information systems, User/machine systems, Human factors %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/gp.htm %X Practical Usability Evaluation is an introduction to cost-effective, low-skill, low-investment methods of usability assessment. The methods include 1. Inspection Methods (e.g., heuristic evaluation), 2. Observational Skills and Video (including user testing with think-aloud protocols), 3. Program Instrumentation, and 4. Questionnaires. The tutorial features many step-by-step procedures to aid in evaluation plan design. %M C.CHI.97.2.170 %T Designing Usable and Visually Appealing Web Sites %S Tutorials %A Wayne Neale %A Cindy McCombe %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 170-171 %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/wn.htm %Y Introduction Objectives of the Course Hypermedia Approaching web site design Design process -- rationale Design process -- iterative design Global Principles of Web Site Design Minimizing download time Monitor Size Trademarks/Copyright Metadata Information Design and Structure Web site structure Web site style Alternative views to same underlying data Navigation in hyperspace Global navigation Global navigation -- Frames Contextual navigation Consistency Design Techniques Backgrounds Page length Titles Banners Buttons Menu design Tables Forms Image maps -- Server/Client side Typography Design templates SeverSide includes Image width/height tags Graphic and Image Design/Preparation Bit depth/color palettes Monitor gamma GIFs/JFIF PNG (Pronounced Ping) Flashpix Evaluating Web Sites Usability testing Platform/Browser testing %M C.CHI.97.2.172 %T Metaphor Design in User Interfaces: How to Manage Expectation, Surprise, Comprehension, and Delight Effectively %S Tutorials %A Aaron Marcus %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 172-173 %K Consumers, Culture, Diversity, Graphic design, Icons, Information design, Metaphors, Multi-media, Productivity tools, Rhetoric, Semantics, Semiotics, Symbols, User interfaces, Visible language, Web %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/am.htm %X User interface design requires designing metaphors, the essential terms, concepts, and images representing data, functions, tasks, roles, organizations, and people. Advanced user interfaces require consideration of new metaphors and repurposing of older ones. Awareness of semiotic principles, in particular the use of metaphors, can assist researchers and developers in achieving more efficient, effective ways to communicate to more diverse user communities. %M C.CHI.97.2.174 %T Interacting and Designing in Virtual Worlds on the Internet %S Tutorials %A Bruce Damer %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 174-175 %K Virtual worlds, Social computing, Avatars, Collaborative workspaces, VRML, Three dimensional interfaces %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/bfdt.htm %X Multi-user virtual worlds are proliferating on the Internet. These are two and three dimensional graphical environments inhabited by users represented as digital actors called "avatars". Through this medium, a wide variety of Internet users are participating in a large scale social experiment and collaborating on a variety of projects. The inhabited virtual world is an exciting new medium for HCI professionals including interaction and graphic designers, and educators and researchers focused on distance learning and teleworking. It also appeals to children and ordinary users of the Internet as a vast new digital playground and a venue for personal expression. This tutorial will introduce participants to a variety of inhabited virtual worlds and give them hands-on experience in collaboratively building and interacting with other users in the worlds. %M C.CHI.97.2.176 %T Practical User Interface Design: Developing within Real-World Constraints %S Tutorials %A Debra Herschmann %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 176-177 %K Constraints, Production environment, Cost estimation, Reducing implementation cost %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/dmh.htm %X User interface designers are trained to strive for the ultimate interface, one that is usable, effective and engaging. However, in a commercial production environment, there are rarely sufficient resources to achieve the ultimate interface. Tight deadlines, limited budget and staff, shifting priorities and conflicting agendas all affect the final product design. In such a setting, designers must revise their vision of the ultimate interface to provide the best implementable and affordable user interface, one that can be realized with the given resource constraints. %M C.CHI.97.2.178 %T Managing the Design of the User Interface %S Tutorials %A Deborah J. Mayhew %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 178-179 %K User interface design, User profile, Task analysis, Usability goals, Style guide, Conceptual model, Walkthroughs, Usability testing, Usability evaluation, Usability organization, Cost-benefit analysis %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/eai.htm %X The purpose of this tutorial is to provide an overview of practical methods and techniques for managing the process of designing good user interfaces. The tutorial is organized around a typical, modern project life cycle, and presents usability methods which can be applied at different points in the development process. Methods and techniques presented include not only information gathering, design and evaluation techniques, but also organizational and managerial strategies. %M C.CHI.97.2.180 %T Interviewing Customers: Discovering What They Can't Tell You %S Tutorials %A Ellen A. Isaacs %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 180-181 %K Interviewing, Requirements gathering %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/eai.htm %X Product designers typically talk to customers in an effort to better understand their needs. However, without interviewing skills and an understanding of the types of information people can provide about themselves, interviewers may collect little useful information or even misleading information. This tutorial provides a practical approach to interviewing customers. It focuses on three areas: (a) the types of information you should (and should not) expect to learn from interviews, (b) good interviewing techniques, and (c) methods for analyzing the large volumes of information collected in interviews. The tutorial makes heavy use of demonstrations and exercises to give the participants hands-on experience with preparing and conducting interviews as well as analyzing information collected. %M C.CHI.97.2.182 %T Structured Observation: Practical Methods for Understanding Users and Their Work Context %S Tutorials %A Susan M. Dray %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 182-183 %K User-centered design, Observation, Ethnography, Contextual Inquiry, Qualitative data, User profiles, User data collection, Usability, Tools and techniques %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/smd.htm %X This tutorial will focus why and how to do observations of users in their own worksite. %M C.CHI.97.2.184 %T Contextual Design: Using Customer Work Models to Drive Systems Design %S Tutorials %A Karen Holtzblatt %A Hugh Beyer %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 184-185 %K Analysis methods, Design techniques, Customer-centered design, Ethnography, Usability engineering, Methodology, Team design, Domain analysis, Work modeling, Software engineering, Task analysis, User models, User studies work analysis %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/kah2.htm %X Field data gathering techniques such as Contextual Inquiry enable a design team to gather the detailed data they need. These techniques produce enormous amounts of information on how the customers of a system work. This creates a new problem-how to represent all this detail in a coherent, comprehensible form, which can be a suitable basis for design. An affinity diagram effectively shows the scope of the customer problem, but is less effective at capturing and coherently representing the details of how people work. Design teams need a way to organize this detail so they can use it in their own development process. In this tutorial we present our latest methods for representing detailed information about work practice and using these representations to drive system design. These methods have been adopted over the last few years by major product development and information systems organizations. We show how to represent the work of individual users in models, how to generalize these to describe a whole market or department, and how to use these to drive innovative design. We present the process by which we build and use the models and practice key steps. We show how these methods fit into the overall design process, and summarize Contextual Design, which gathers field data and uses it to drive design through a well-defined series of steps. The tutorial is appropriate for those who have used field techniques, especially Contextual Inquiry, and would like to put more structure on the process of using field data. We use shopping as our example of work practice throughout this tutorial, since shopping is simple and understood by everyone. We encourage participants to go grocery shopping shortly before the tutorial, and bring any shopping list they may have used, their store receipt, and a drawing of the store layout and their movement through it. %M C.CHI.97.2.186 %T OVID: Object View and Interaction Design %S Tutorials %A Richard Berry %A Scott Isensee %A Dave Roberts %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 186-187 %K User interface design, Object oriented, Task analysis %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/djr.htm %X Several methods are already available for object oriented program design. These methods do not deal with user interface design. The tutorial teaches OVID, a systematic method for designing Object User Interfaces for use by product design teams. OVID is a major step in changing user interface design from art to science. It emphasizes the production of a complete, accurate model that can be used as input to program design methodologies. %M C.CHI.97.2.188 %T Drawing on the Right Side of the Brain %S Tutorials %A Betty Edwards %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 188-189 %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/be.htm %X Drawing on the Right Side of the Brain is one of the most effective teaching methods for drawing ever developed. In this tutorial, the participant will be introduced to the underlying theory behind the method. The bulk of the session will involve practical hands-on exercises, which demonstrate the participants ability to learn to draw, and to learn to "see things more clearly. In this tutorial you will learn basic strategies for accessing the visual, perceptual mode of thinking. This type of thinking is learned through the acquisition of very basic drawing skills and the acquisition of an understanding of the nature of drawing. %M C.CHI.97.2.190 %T Multimedia Visual Interface Design %S Tutorials %A Susan E. Metros %A John G. Hedberg %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 190-191 %K Cognitive models, Graphic design, Interaction design, Interface design, Multimedia, User models, Visual design, Visualization, World Wide Web %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/sem.htm %X Over the past few years, as graphics and imagery have come to dominate our popular modes of communication, interactive multimedia and WWW developers and users have become keenly aware of the interplay between these visual elements and the cognitive functioning of the interface. This tutorial explores the various facets of this relationship. As a result, participants of this tutorial will gain a better understanding and a working knowledge of how the components of visual interface design work in concert with the cognitive demands of an interface. They will be able to design or direct the design of functional and visually appropriate interfaces for multimedia, websites, courseware and/or training modules. %M C.CHI.97.2.192 %T Social and Natural Interfaces: Theory and Design %S Tutorials %A Clifford Nass %A Byron Reeves %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 192-193 %K Social responses to communication technology, SRCT, Interface design, Social science methods, Personality %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/cn.htm %X This tutorial will cover issues related to the theory and design of social interfaces. The presentation is based on a long-term research project at Stanford University called Social Responses to Communication Technology (SRCT). This research shows that all people expect computers to obey a wide range of social and natural rules. The tutorial will cover 24 different concepts taken from the social science literature (e.g., personality, politeness, emotions), discussing both experimental results and the implications of results for the design of interfaces. The presentation will include an evaluation of current interfaces. The tutorial is for designers, usability specialists, and anyone interested in creating or assessing interfaces that conform with social and natural rules. No knowledge of programming is necessary. %M C.CHI.97.2.194 %T Software Agents %S Tutorials %A Marc Millier %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 194-195 %K Software agents, Distributed artificial intelligence, Tutorial %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/mm.htm %X "Agents" and "Agent technology" have become the new buzzwords in computer software. Much of this 'buzz' is pure hype similar to the AI hype of the 80's. The software agents tutorial is intended to provide the attendee an overview of the software and user interface technologies being applied to autonomous software modules known as "Agents". This overview should allow the student to separate the "wheat from the chaff" and provide pointers for the student's further research into the technology. %M C.CHI.97.2.196 %T Information Visualization %S Tutorials %A Nahum Gershon %A Stuart Card %A Stephen G. Eick %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 196-197 %K Information visualization, Visualization, World Wide Web, WWW, Usability %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/ng.htm %X Visual representation of information requires merging of data visualization methods, computer graphics, design, and imagination. This course describes the emerging field of information visualization including visualizing retrieved information from large document collections (e.g., digital libraries), the World Wide Web, and databases. The course highlights the process of producing effective visualizations, making sense of information, taking users' needs into account, and illustrating good practical visualization procedures in specific case studies. %M C.CHI.97.2.198 %T Creating Conversational Interfaces for Interactive Software Agents %S Tutorials %A Tandy Trower %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 198-199 %K Software agents, Interactive characters, Conversational interfaces, Social user interface, Speech interfaces %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/twt.htm %X While much research and design has been presented on designing interactive agents and on speech interfaces, little has been said about combining these areas. This tutorial presents recommended guidelines for creating conversational interfaces with agents presented as interactive characters. %M C.CHI.97.2.200 %T Java-Based User Interface Development %S Tutorials %A Ian Smith %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 200-201 %K Java, Applets, World Wide Web, User interfaces, Development tools %W http://www.acm.org/sigchi/chi97/proceedings/tutorial/ies.htm %X This tutorial provide attendees with an understanding of the possibilities provided by the World Wide Web for application development and a more detailed understanding of the issues involved in developing user interfaces for the Web in Java. %M C.CHI.97.2.202 %T Query Previews in Networked Information Systems: the Case of EOSDIS %S Formal Video Program %A Catherine Plaisant %A Tom Bruns %A Ben Shneiderman %A Khoa Doan %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 202-203 %K Dynamic query, Query preview, Network information system, Visualization, Direct manipulation, Earth science %W http://www.acm.org/sigchi/chi97/proceedings/video/cpv.htm %M C.CHI.97.2.204 %T Distributed Applets %S Formal Video Program %A Marc H. Brown %A Marc A. Najork %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 204-205 %K Active objects, Applets, Distributed applications, Groupware %W http://www.acm.org/sigchi/chi97/proceedings/video/man.htm %X This video shows several examples of distributed active web content, that is, applets that can communicate with other applets running on different machines. %M C.CHI.97.2.206 %T WebCard = Email + News + WWW %S Formal Video Program %A Marc H. Brown %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 206-207 %W http://www.acm.org/sigchi/chi97/proceedings/video/mhb.htm %X This video shows WebCard, a system that provides integrated and uniform access to email, news, and the Web. WebCard's user interface is based on folders, which can contain mail messages, news articles, and also Web pages. The obvious use of folders is for organizing material, as is done in conventional mail and news readers using folders, and in Web browsers using bookmarks or hotlists. In WebCard, however, folders can contain an arbitrary mix of mail messages, news articles, and Web pages. WebCard also uses folders to present the mail messages, news articles, and Web pages returned by commands such as "search" and "auto surf." %M C.CHI.97.2.208 %T A Tour of Teamrooms %S Formal Video Program %A Mark Roseman %A Saul Greenberg %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 208-209 %K Groupware, CSCW, Shared electronic spaces %W http://www.acm.org/sigchi/chi97/proceedings/video/mr.htm %X TeamRooms is a groupware environment based on the metaphor of shared virtual rooms. The system contains user-defined rooms, each with a shared whiteboard, chat tool and customizable groupware applets. The system also supports a number of features to help maintain awareness, as well as a rich persistence mechanism that can act as a group memory. %M C.CHI.97.2.210 %T The Collaboratory: a Virtual, Collaborative Learning Environment %S Formal Video Program %A Andy Cargile %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 210-211 %K Collaboration, Project management, Learning, Human-centered design, User interface design, Virtual spaces, Interactive TV, Multimedia, Teleproxy, User observation %W http://www.acm.org/sigchi/chi97/proceedings/video/ajc.htm %X The Collaboratory is the result of a future-oriented project in learning, in which the process of human-centered design was applied to the observed problems and opportunities in learning in high schools [1]. It is a shared virtual space which teaches and facilitates collaboration and project work. This video describes the Collaboratory project and demonstrates the environment and interface as a product of the users and design process which helped develop it. %M C.CHI.97.2.212 %T A GUI Paradigm Using Tablets, Two-hands and Transparency %S Formal Video Program %A George Fitzmaurice %A Thomas Baudel %A Gordon Kurtenbach %A Bill Buxton %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 212-213 %K Two-handed input, Toolglass, Tablets, Transparency, Marking menus, Task integration, Divided attention %W http://www.acm.org/sigchi/chi97/proceedings/video/gf2.htm %X An experimental GUI paradigm is presented which is based on the design goals of maximizing the amount of screen used for application data, reducing the amount that the UI diverts visual attentions from the application data, and increasing the quality of input. In pursuit of these goals, we integrated the non-standard UI technologies of multi-sensor tablets, toolglass [1], transparent UI components [4], and marking menus [6]. While our prototypes and efforts focus within the domain of creating digital art, we believe the concepts and lessons learned are generalizable to other domains. The video shows three main segments: (1) motivation by showing an artist using traditional paper-based interactions, (2) a prototype system called T3 and (3) integration of the concepts into StudioPaint, a high end commercial paint application. %M C.CHI.97.2.214 %T The Amulet User Interface Development Environment (Video) %S Formal Video Program %A Brad A. Myers %A Richard G. McDaniel %A Robert C. Miller %A Alan Ferrency %A Ellen Borison %A Andrew Faulring %A Andy Mickish %A Patrick Doane %A Alex Klimovitski %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 214-215 %K Toolkit, User interface development environment, User interface management system, Application framework %W http://www.acm.org/sigchi/chi97/proceedings/video/bam1.htm %M C.CHI.97.2.216 %T Technology at Home: A Digital Personal Scale %S Formal Video Program %A Sigi Moeslinger %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 216-217 %K Design, Hardware/software integration, Socio-Cultural relevance, Ubiquitous computing, Physical interaction, User experience %W http://www.acm.org/sigchi/chi97/proceedings/video/sgm.htm %X This project is a conceptual study for the design of a digital personal scale that allows for user personalization and weight data tracking. The study is a demonstration of an integrated hardware/software development process, of an approach to ubiquitous computing and of the inclusion of socio-cultural study into the product development process. It is designed for the home market and special emphasis is given to providing a rich user experience. %M C.CHI.97.2.218 %T An Animated Direct-Manipulation Interface to Digital Library Services %S Formal Video Program %A Steve B. Cousins %A Ken Pier %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 218-219 %K Digital library, User interface, Direct-manipulation, World Wide Web, Holophrasting %W http://www.acm.org/sigchi/chi97/proceedings/video/kap.htm %X The Digital Library Integrated Task Environment (DLITE) is a novel user interface concept for distributed document collections and services. It is an interaction prototype, not a polished graphical user interface, and is a front end to an evolving variety of distributed document services. DLITE is part of the Stanford University Digital Libraries research project. This videotape explains the principles of the DLITE design and shows the current implementation in action. %M C.CHI.97.2.220 %T Basic Research Symposium %S Workshops %A Susanne Jul %A Leon Watts %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 220 %W http://www.acm.org/sigchi/chi97/proceedings/workshop/sj2.htm %X The Basic Research Symposium is a special event with a five-year history at CHI. It is a hybrid between a mini-conference and a workshop that presents an opportunity for researchers from different disciplines to share their visions through exchanging new developments and insights from their own fields. The goal of the Symposium is to provide an interactive forum to promote and enhance scientific discussions of developing research issues. It is designed to advance understanding and dialogue among fellow researchers as well as to encourage asking of questions and reflection on methods and results. It is a unique opportunity to learn about the variety of perspectives present in the international HCI research community and to apply the often radically different criteria associated with those perspectives to one's own work. The goal of the workshop is to draw implications for the design of navigable worlds and navigational aids from a common understanding of navigation, including its relationship to other activities, and its requirements. The workshop provides an opportunity for individuals who are currently separated by discipline and domain to meet and create a shared understanding. %M C.CHI.97.2.221 %T Ubiquitous Computing: The Impact on Future Interaction Paradigms and HCI Research %S Workshops %A Gregory D. Abowd %A Bill N. Schilit %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 221-222 %K Ubiquitous computing, Future computing environments, Applications research %W http://www.acm.org/sigchi/chi97/proceedings/workshop/gda.htm %M C.CHI.97.2.223 %T Research Issues in Wearable Computers %S Workshops %A Len Bass %A Dan Siewiorek %A Steve Mann %A Chris Thompson %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 223 %K Wearable computers, Body worn computers, Eyes free operation of computers, Hands free operation of computers, User interface paradigms %W http://www.acm.org/sigchi/chi97/proceedings/workshop/ljb2.htm %M C.CHI.97.2.224 %T Design Strategies & Methods in Interaction Design: The Past, Present, and Future %S Workshops %A Richard Branham %A Alp Tiritoglu %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 224-225 %K Design thinking, Design strategies, Design methods, Design process, User interface design, Design research, Design principles, Interaction, User-centered design, Enabling interfaces, Design representation techniques, Creative methods, Rational methods %W http://www.acm.org/sigchi/chi97/proceedings/workshop/at.htm %X The complexity of user interface design demands well-chosen strategies and methods to optimize the design process. This two day workshop is designed to provide the understanding and application of design strategies and methods [DS&M] for the development of user interfaces. Participants will identify the past, present and the future of the principles of design thinking, design processes and DS&M. This workshop will try to find answers to what strategies and methods could be effective in the development of interaction design in the future. %M C.CHI.97.2.226 %T Putting It All Together: Pattern Languages for Interaction Design %S Workshops %A Thomas Erickson %A John Thomas %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 226 %W http://www.acm.org/sigchi/chi97/proceedings/workshop/jct.htm %X Interaction design is becoming an increasingly complex and diverse activity. It is becoming more complex because existing technologies are becoming smaller and cheaper and thus more ubiquitous, even as new sensing and effector technologies are entering the scene. This complexity is exacerbated by the task of integrating technologies into workplaces which we are recognizing as complex sociotechnical systems filled with customs and practices which we disrupt at our peril. Simultaneously, interaction design is becoming more diverse, drawing on disciplines ranging from anthropology to visual design, making the domain experts (i.e. end users) a more integral part of the process. The diversification of interaction design is also being driven by customization: as systems become increasingly customizable more design is being done in the workplace by MIS departments, outside consultants, and the end users themselves. %M C.CHI.97.2.227 %T Usability Testing of World Wide Web Sites %S Workshops %A Michael D. Levi %A Frederick G. Conrad %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 227 %K Usability testing, Evaluation, Usability engineering, World Wide Web %W http://www.acm.org/sigchi/chi97/proceedings/workshop/mdl.htm %W http://www.acm.org/sigchi/webhci/chi97testing/ %M C.CHI.97.2.228 %T Augmented Conceptual Analysis of the Web %S Workshops %A Wendy A. Kellogg %A Jakob Nielsen %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 228 %K World Wide Web, WWW, Evolution of the web, Conceptual analysis of the web %W http://www.acm.org/sigchi/chi97/proceedings/workshop/jn.htm %M C.CHI.97.2.229 %T Cognitive and Software Solutions for Computer-related Anxiety %S Workshops %A Judith Ramsay %A Richard Jacques %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 229 %K Human-computer interaction, Computer-related anxiety, Minority groups, Coping techniques %W http://www.acm.org/sigchi/chi97/proceedings/workshop/jr2.htm %X The goal of this workshop is to focus discussion on how to design inexpensive but effective techniques for the management of computer-related anxiety. These techniques may be geared either towards the design of software, or towards the design of training or stress-management techniques. %M C.CHI.97.2.230 %T Navigation in Electronic Worlds %S Workshops %A George Furnas %A Susanne Jul %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 230 %K Navigation, Information access, Electronic worlds %W http://www.acm.org/sigchi/chi97/proceedings/workshop/sj1.htm %X The goal of the workshop is to draw implications for the design of navigable worlds and navigational aids from a broader, shared understanding of navigation, including its relationship to other activities, and its requirements. The workshop provides an opportunity for individuals who are currently separated by discipline and domain to meet and create a common understanding. %M C.CHI.97.2.231 %T Entertainment is a Human Factor: Game Design and HCI %S Workshops %A Chuck Clanton %A Lynn Cherny %A Erik Ostrom %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 231 %K Game design, User interface design, Iterative design, Problem solving %W http://www.acm.org/sigchi/chi97/proceedings/workshop/eo.htm %M C.CHI.97.2.232 %T Object-Oriented Model in User Interface Design %S Workshops %A Mark van Harmelen %A Bernard Horan %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 232 %W http://www.acm.org/sigchi/chi97/proceedings/workshop/mvh.htm %X Objects have been used as the informal basis for the conceptual design of interactive systems for at least a decade. Given recent advances in the development of object-oriented modeling languages and methodologies, it is now timely to re-evaluate the role of object-modeling during the process of user interface design. %M C.CHI.97.2.233 %T Interactive Systems for Supporting the Emergence of Concepts and Ideas %S Workshops %A Ernest A. Edmonds %A Thomas P. Moran %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 233 %K Emergence, Discovery, Sketching, Interaction %W http://www.acm.org/sigchi/chi97/proceedings/workshop/eae.htm %X The research question is how interactive systems can aid users in quickly creating and manipulating visual representations and whether they can support the discovery of new relationships, structures, and meanings in the materials. This is clearly an important new direction for the development of computer system design. %M C.CHI.97.2.234 %T HCI Research and Practice Agenda Based on Human Needs and Social Responsibility %S Workshops %A Michael J. Muller %A Cathleen Wharton %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 234 %W http://www.acm.org/sigchi/chi97/proceedings/workshop/mm3.htm %X The purpose of this workshop is to bring together HCI researchers and practitioners from diverse backgrounds, to explore and define new opportunities in HCI research and practice. We adopt the strategy of motivating our discussion of research and practice goals through a consideration of human needs and social responsibility. The rich diversity of human needs, and the intricate dialogues of socially responsible work, provide dramatic challenges to advance the state of research and practice in our field. The outcome will be new issues and projects of both theoretical and applied value. These issues and challenges will provide opportunities for developments and innovations of primary importance to our field. %M C.CHI.97.2.235 %T Testing for Power Usability %S Workshops %A Keith S. Karn %A Thomas J. Perry %A Marc J. Krolczyk %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 235 %K Power user, Usability, Testing, Evaluation, Production systems %W http://www.acm.org/sigchi/chi97/proceedings/workshop/ksk.htm %M C.CHI.97.2.236 %T Speech User Interface Design Challenges %S Workshops %A Susan Boyce %A Amir Mane %A Demetrios Karis %A Nicole Yankelovich %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 236 %K Automatic speech recognition, Natural language processing %W http://www.acm.org/sigchi/chi97/proceedings/workshop/sb.htm %M C.CHI.97.2.237 %T Awareness in Collaborative Systems %S Workshops %A Susan E. McDaniel %A Tom Brinck %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 237 %K Awareness, Distributed work, CSCW, Telework %W http://www.acm.org/sigchi/chi97/proceedings/workshop/sem-acs.htm %M C.CHI.97.2.238 %T CollageMachine: Temporality and Indeterminacy in Media Browsing via Interface Ecology %S INTERACTIVE POSTERS: Browsing %A Andruid Kerne %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 238-239 %K World Wide Web, Temporality, Indeterminacy, Visual design, Entertainment, Interface ecology, Interaction design, Interaction paradigms, Design techniques, Web browsers %W http://www.acm.org/sigchi/chi97/proceedings/poster/ak.htm %X CollageMachine synthesizes artistic and computational practices in order to represent media from the World Wide Web (WWW). It functions as a process-based art work, and as a special browser which can be useful for searching. Media elements are pulled from Web pages and composed into a collage which evolves over time. The evolving art work / browsing session can be shaped by the user. The temporal composition of the collage develops with relation to its visual composition and semantic content. The CollageMachine engine combines structured randomness and the user's expression of preferences and interests with design rules and semantic rules to make decisions about the collage's layout, and about which media to retrieve. My approach in blending music composition strategies, visual art aesthetics, and computer science techniques into this interactive environment arises through application of the theory of Interface Ecology. %M C.CHI.97.2.240 %T The Influences of Communication Media and Decision-Making Technique on Team Decision Outcomes: A Critical Assessment of the Stepladder Approach %S INTERACTIVE POSTERS: Collaborative Work %A Lori L. Foster %A Michael D. Coovert %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 240-241 %K Team decision making, Computer-mediated decision making, Computer-mediated communication %W http://www.acm.org/sigchi/chi97/proceedings/poster/llf.htm %X The stepladder technique is a method for improving face-to-face (FTF) team problem solving. The purpose of this study was to determine whether or not the stepladder technique benefits computer-mediated (CM) teams of individuals. Hypotheses addressed the effects of communication media and decision making technique on team decision quality, decision variability, time to make a decision, and team member satisfaction. Eighty 4-person teams worked on a decision making task using one of the following group structures: FTF conventional, FTF stepladder, CM conventional, or CM stepladder. The results revealed fundamental differences between FTF and CM teams of decision makers. %M C.CHI.97.2.242 %T Criteria for Effective Groupware 2 %S INTERACTIVE POSTERS: Collaborative Work %A Mioko Ambe %A Andrew Monk %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 242-243 %K Groupware, Criteria, Design %W http://www.acm.org/sigchi/chi97/proceedings/poster/ma.htm %X The audience of a panel at CHI'96 in Vancouver submitted 61 forms suggesting criteria for the design of effective groupware. The suggestions made were analysed for common themes that are summarised here. The poster also presents an opportunity for participants at CHI'97 to contribute to this discussion. %M C.CHI.97.2.244 %T Integrating Tools into the Classroom %S INTERACTIVE POSTERS: Collaborative Work %A Roland Hubscher %A Sadhana Puntambekar %A Mark Guzdial %A Janet L. Kolodner %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 244-245 %K Science education, Educational technology, Collaborative learning environments, Process-based scaffolding %W http://www.acm.org/sigchi/chi97/proceedings/poster/rb.htm %X SMILE, a learning environment for collaboration and design, is based on our experience with synchronous and asynchronous collaboration tools in the classroom and sound principles of software and interface design. SMILE provides a more holistic approach to supporting student reasoning and activities rather than the more reductionist tool-based approach we had started with. This more holistic approach focuses on the cognitive processes involved in doing design and learning from that experience, rather than focusing on activities that students are carrying out. This new emphasis has also allowed us to identify ways of integrating scaffolding for metacognitive and reflective reasoning that were not naturally integratable into the previous framework. %M C.CHI.97.2.246 %T A Prototype Design Tool for Participants in Graphical Multiuser Environments %S INTERACTIVE POSTERS: Collaborative Work %A Carol Strohecker %A Barbara Barros %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 246-247 %K Design tools, Urban planning, Multi-user domains, Constructionist environments, Visual programming %X Users of this software construction kits can design layouts for virtual spaces. The elements of the software kit are based on Kevin Lynch's elements of the city image: districts, paths, edges, nodes, and landmarks (Lynch, 1960; Banerjee & Southworth, 1990). %M C.CHI.97.2.248 %T Synchronized Retrieval of Recorded Multimedia Data %S INTERACTIVE POSTERS: Information Retrieval %A Yukihiro Kawamata %A Kimiya Yamaashi %A Masayasu Futakawa %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 248-249 %K Data retrieval, Multimedia, Video, Drag and drop %W http://www.acm.org/sigchi/chi97/proceedings/poster/yk.htm %X This paper describes techniques for the retrieval of recorded multimedia data for supervisory control systems. Currently these systems operators can only retrieve recorded data individually. We developed new techniques to access all recorded data is synchronization. The techniques enable users to retrieve multimedia data such as sensor data and videos simultaneously, and also enable users to obtain the desired related data, including objects in videos, by ÒDrag and DropÓ operation. All these techniques allow operators to exactly and quickly analyze phenomena in the systems based on the recorded multimedia data. %M C.CHI.97.2.250 %T Beyond Fitts' Law: Models for Trajectory-Based HCI Tasks %S INTERACTIVE POSTERS: Interaction Design Strategies %A Johnny Accot %A Shumin Zhai %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 250 %K Fitts' law, Human performance, Modeling, Movements, Path steering, Task difficulty, Motor control, Input techniques and devices, Trajectory-based interaction %W http://www.acm.org/sigchi/chi97/proceedings/poster/ja.htm %X Trajectory-based interactions, such as navigating through nested-menus, drawing curves, and moving in 3D worlds, are becoming common tasks in modern computer interfaces. Users' performances in these tasks cannot be successfully modeled with Fitts' law as it has been applied to pointing tasks. Therefore we explore the possible existence of robust regularities in trajectory-based tasks. We used "steering through tunnels" as our experimental paradigm to represent such tasks, and found that a simple "steering law" indeed exists. The paper presents the motivation, analysis, a series of four experiments, and the applications of the steering law. %M C.CHI.97.2.251 %T AnchoredDisplays: The Web on Walls %S INTERACTIVE POSTERS: The Web %A Manish Tuteja %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 251-252 %K Information organization, Displays, World Wide Web %W http://www.acm.org/sigchi/chi97/proceedings/poster/tuteja.htm %X With the World Wide Web, mountains of information are suddenly within easy reach. Unfortunately, accessing this information still requires a computer screen, a keyboard and a mouse. This paper describes AnchoredDisplays, a new metaphor for exploiting physical location to help display and organize dynamically changing information. AnchoredDisplays are inexpensive battery operated display screens that can be affixed on walls, doors and desks. The displays can be configured to present information such as weather, traffic, stock quotes and sports scores extracted from the web. Once configured, users can place these displays wherever they feel relevant. Suddenly, dynamic information becomes much easier to find and assimilate; a user might place tomorrow's weather near the light switch and sports scores near the phone. Hardware and software implementations of a prototype AnchoredDisplay system are described. %M C.CHI.97.2.253 %T Magazines and Electronic Information Web Channels -- The Reader's Point of View %S INTERACTIVE POSTERS: The Web %A Fredrik Carleson %A Torbjorn Lundberg %A Hans Nassla %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 253-254 %K Electronic publishing, Empirical studies, Organizational aspects, Social issues, E-zine, Magazine, Periodical, WWW %W http://www.acm.org/sigchi/chi97/proceedings/poster/hn.htm %X One magazine and one electronic information web channel are compared with respect to the reader's attitude. Integrity, personal touch, character and ease of access are found to be the important factors in forming a strong relationship between the reader and the magazine, whether paper-based or electronic. %M C.CHI.97.2.255 %T Usability Testing of System Status Displays for Army Missile Defense %S INTERACTIVE POSTERS: Usability %A Michael Perrin %A Bobby Ford %A Dick Steinberg %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 255-256 %K Usability testing, Icon testing, Perception %W http://www.acm.org/sigchi/chi97/proceedings/poster/mp.htm %X Modernizing workstations for Military applications is a challenge: designers must increase performance without affecting safety in any way. Furthermore, interaction efficiency is required to avoid fatigue and minimize error rates which could cost lives. Soldiers are understandably reluctant to use a new interface design on systems where life critical decisions are made. It is paramount to obtain user assessment of Interface Designs early and continually throughout the software development cycle to insure user acceptance and optimize user performance. Statistical based usability tests were performed with soldiers to determine display designs for the U.S. Army's Theater High Altitude Area Defense (THAAD) Radar Soldier User Interface. %M C.CHI.97.2.257 %T Comparison of Display Methods in Online Help %S INTERACTIVE POSTERS: User Studies %A Lori A. Caldwell %A Thomas S. Tullis %A Ana Pons %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 257-258 %K Online help, Information design, Reference topic %W http://www.acm.org/sigchi/chi97/proceedings/poster/lc-help.htm %X This poster describes a study conducted by the Human Interface Design department at Fidelity Investments Systems Company. The purpose of this study was to obtain performance and preference data about various methods of displaying data definitions in online help. The four methods studied were an alphabetical list of data elements with pop-up definitions, a window-ordered list with pop-up definitions, a screen shot of the window with pop-up definitions, and a table listing all data elements and their definitions. Performance and preference data indicated that the alphabetical list was the best. %M C.CHI.97.2.259 %T Designating Required vs. Optional Input Fields %S INTERACTIVE POSTERS: User Studies %A Thomas S. Tullis %A Ana Pons %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 259-260 %K Required fields, Optional fields, Visual design, Data input %W http://www.acm.org/sigchi/chi97/proceedings/poster/tst1.htm %X This paper describes a study comparing different techniques for visually distinguishing required from optional input fields in a form-filling application. Seven techniques were studied: no indication, bold field labels, chevrons in front of the labels, check marks to the right of the input fields, a different background color, grouping them separately, and a status bar indication. Performance and preference data were collected. In general, we found that the two worst methods were no indication and the status bar. The best method was separate groups. %M C.CHI.97.2.261 %T Participatory Adaptation %S INTERACTIVE POSTERS: User Studies %A Elizabeth Sklar Rozier %A Richard Alterman %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 261-262 %K Usage, Expert, Adaptive system, Design %W http://www.acm.org/sigchi/chi97/proceedings/poster/esr.htm %X Expert users of programs that handle complicated data management problems develop methods for coping with data overload, multi-user cooperation, and real-time situations. These expert methods incorporate domain and/or user interface knowledge. If such methods were inherent in a system, then novice users could benefit from the expert's experience, the learning curve would be shortened and a more effective system would result. Defining and implementing a complete set of expert methods at design time is a daunting task. Collecting such information from a system's usage, after it has been deployed, should provide a more accurate database of expert methodologies. Current adaptive systems attempt to capture and automate such features during run-time. However, these systems can never evolve very far beyond their original design, since the adaptations occur within the scope of that design. Our method is to offer the expert's usage database as input to the designer, re-introducing the designer in the development cycle after a system has been deployed initially, so that a more effective system can be produced in the next generation. %M C.CHI.97.2.263 %T Focus+Context Visualization with Flip Zooming and the Zoom Browser %S INTERACTIVE POSTERS: Visualization %A Lars Erik Holmquist %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 263-264 %K Focus+context views, Information visualization, Graphical user interfaces, World Wide Web %W http://www.acm.org/sigchi/chi97/proceedings/poster/leh.htm %X Flip zooming is a novel focus+context technique for visualizing large data sets. It offers an overview of the data, and gives users instant access to any part. Originally developed for visualizing large documents, the method might be adapted for different types of information, including web pages, image collections and as a general windowing interface. A first practical demonstration of flip zooming is the Zoom Browser, a World Wide Web-browser that uses flip zooming to present web-pages. %M C.CHI.97.2.265 %T Mind Maps and Causal Models: Using Graphical Representations of Field Research Data %S INTERACTIVE POSTERS: Visualization %A David R. Millen %A Audrey Schriefer %A Diane Z. Lehder %A Susan M. Dray %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 265-266 %K Research methods, Ethnography, Qualitative data analysis %W http://www.acm.org/sigchi/chi97/proceedings/poster/mil.htm %X We recently completed a series of field visits to understand how workers use the Internet in their daily work activities. At each site, the team used traditional field research methods such as work observations, artifact walk-throughs, and contextual inquiry. An innovative debrief process was developed to understand, summarize and document each visit. In addition to a structured debrief questionnaire, the team created graphical summary notes using "mind maps." These mind maps efficiently captured a nonlinear, graphical clustering of key ideas. A "causal loop diagram" was also developed to document the team's understanding of the internal and external driving forces for each organization. Taken together, the debrief questionnaire, the mind maps, and the causal loop diagrams provided a rich multimedia representation of the field data. %M C.CHI.97.2.267 %T Learning about User-Centered Design: A Multimedia Case Study Tutorial %S SHORT DEMONSTRATIONS: Design, Techniques and Applications %A T. T. Carey %A D. S. Peerenboom %A M. N. Lytwyn %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 267-268 %K HCI education, Interactive multimedia, User-centred design %W http://www.acm.org/sigchi/chi97/proceedings/short-demo/dp.htm %X This multimedia tutorial provides a learning support system for continuing education in HCI. The system includes an authentic case study of a design project, a guide to user-centred design concepts, active role-playing activities and links to the larger professional community. %M C.CHI.97.2.269 %T Kinetic Typography: Issues in Time-Based Presentation of Text %S SHORT DEMONSTRATIONS: Design, Techniques and Applications %A Shannon Ford %A Jodi Forlizzi %A Suguru Ishizaki %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 269-270 %K Kinetic typography, Text display, Communication, Tone of voice, Emotion, Personality %X This paper introduces research in kinetic typography, a new method of displaying text that take advantage of the dynamic nature of digital media. We suggest a preliminary set of design issues by which kinetic typography may be understood and used. %M C.CHI.97.2.271 %T Computer Assisted Foundations -- Interactive Design Problems %S SHORT DEMONSTRATIONS: Design, Techniques and Applications %A Patricia Nelson %A Barbara Giorgio Booher %A Loren Mork %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 271-272 %K Computer aided design, Art, Foundation design, Design education %X Two art professors and a software designer have written computer assisted foundations design curriculum using interactive problems written in Macromedia Director. The problems are designed to produce many solutions, some of which are further developed using traditional artist's materials such as collage and paint. We would like to demonstrate four of these problems. %M C.CHI.97.2.273 %T CollageMachine: Temporality and Indeterminacy in Media Browsing via Interface Ecology %S SHORT DEMONSTRATIONS: Design, Techniques and Applications %A Andruid Kerne %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 273-274 %K World Wide Web, Temporality, Indeterminacy, Visual design, Entertainment, Interface ecology, Interaction design, Interaction paradigms, Design techniques, Web browsers %W http://www.acm.org/sigchi/chi97/proceedings/short-demo/ak.htm %X CollageMachine synthesizes artistic and computational practices in order to represent media from the World Wide Web (WWW). It functions as a process-based art work, and as a special browser which can be useful for searching. Media elements are pulled from Web pages and composed into a collage which evolves over time. The evolving art work / browsing session can be shaped by the user. The temporal composition of the collage develops with relation to its visual composition and semantic content. The CollageMachine engine combines structured randomness and the user's expression of preferences and interests with design rules and semantic rules to make decisions about the collage's layout, and about which media to retrieve. My approach in blending music composition strategies, visual art aesthetics, and computer science techniques into this interactive environment arises through application of the theory of Interface Ecology. %M C.CHI.97.2.275 %T The RISE Platform: Supporting Social Interaction for On-Line Education %S SHORT DEMONSTRATIONS: Design, Techniques and Applications %A Phil Smythe %A Michael Gardner %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 275-276 %K Audio conferencing, Computer telephony integration, On-line education, Databases, Graphical user interfaces %W http://www.acm.org/sigchi/chi97/proceedings/short-demo/ps.htm %X We present RISE (Real-time Interactive Social Environment), a platform supporting data sharing and high quality audio conferencing under control of a Word-Wide Web (WWW) user interface and making extensive use of a database to track and support users. We report the results of our initial educational trial and discuss some more generic uses for the platform. %M C.CHI.97.2.277 %T The Magic Carpet: Physical Sensing for Immersive Environments %S SHORT DEMONSTRATIONS: Design, Techniques and Applications %A Joseph Paradiso %A Craig Abler %A Kai-yu Hsiao %A Matthew Reynolds %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 277-278 %K Doppler radar, PVDF, Piezoelectrics, Immersive environment, Musical interfaces, Foot sensing %W http://www.acm.org/sigchi/chi97/proceedings/short-demo/jp.htm %X An interactive environment has been developed that uses a pair of Doppler radars to measure upper-body kinematics (velocity, direction of motion, amount of motion) and a grid of piezoelectric wires hidden under a 6 x 10 foot carpet to monitor dynamic foot position and pressure. This system has been used in an audio installation, where users launch and modify complex musical sounds and sequences as they wander about the carpet. This paper describes the floor and radar systems, quantifies their performance, and outlines the musical application. %M C.CHI.97.2.279 %T Window Navigation With and Without Animation: A Comparison of Scroll Bars, Zoom, and Fisheye View %S SHORT TALKS: Usability %A Misha Donskoy %A Victor Kaptelinin %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 279-280 %K Animation, Window navigation, Scroll bars, Zoom, Fisheye view %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/mdo.htm %X Each of three window navigation techniques -- scroll bars, zoom, and fisheye view -- were implemented in two versions: with animation (a gradual transition from one state to another was provided) and without animation. A highly significant effect of navigation technique, but not of animation, was found in the experiment reported in the paper. %M C.CHI.97.2.281 %T From the Flashing 12:00 to a Usable Machine: Applying UbiComp to the VCR %S SHORT TALKS: Usability %A Jeremy R. Cooperstock %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 281-282 %K Ubiquitous computing, VCR, Interface design %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/jrc.htm %X The hype of intelligent appliances and "smart homes" has so far failed to produce consumer electronics technology of mass appeal. It is our contention that common frustration with overly complex user interfaces has been the foremost obstacle preventing society from reaping the benefits promised by such technology. In order to replace the remote controls and command consoles that litter both our work and home environments, we suggest that existing technologies can be combined to enable more appropriate human-computer interaction, and thus, produce truly usable machines. %M C.CHI.97.2.283 %T Emotional Usability of Customer Interfaces -- Focusing on Cyber Banking System Interfaces %S SHORT TALKS: Usability %A Jinwoo Kim %A Jae Yun Moon %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 283-284 %K Emotional usability, Customer interface, Trustworthiness %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/jki.htm %X Emotions play a major role in the social interaction process with electronic commerce systems. This paper describes our attempts to design customer interfaces for cyber banking systems that can induce target emotions for cyber banking systems. Four experiments were conducted to identify the important emotive factors and design factors, and to establish and verify causal relations between the factors. Results indicate that it is possible to design customer interfaces that will elicit target emotions for the systems (e.g., trustworthiness). %M C.CHI.97.2.285 %T World Wide Web as Usability Tester, Collector, Recruiter %S SHORT TALKS: Usability %A Christopher (Blade) Kotelly %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 285-286 %K Usability, World Wide Web (WWW), Testing, Speech, VUI %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/ck.htm %X The usability team at Wildfire Communications Inc. conducted a usability test using the World Wide Web (WWW) as a method to advertise the test, recruit participants and gather data -- all automatically. The test was conducted over the course of only 2 days during which we collected useful information from 96 people. The usability test was for a speech system using participants recruited by Internet Newsgroups, e-mail lists and the WWW. Using these resources helped us to get a large population to test the system in a short period of time. %M C.CHI.97.2.287 %T Creating Organization-Specific Usability Guidelines %S SHORT TALKS: Usability %A Scott Henninger %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 287-288 %K Usability guidelines, Organizational memory, Style guides, Design %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/she.htm %X Working with a large information technology organization in industry, we have been investigating how a repository of organization-specific usability guidelines can be created and used to produce high quality end-user applications. Our approach is to create tools and methods in which software development organizations can develop and evolve usability guidelines based on the kinds of applications they develop. This information can then be used to match customer requirements to specific interface techniques that have proven effective for similar users and application domains. This is supported through a case-based system that attaches experience cases to guidelines to help find, explain, specialize, and extend usability guidelines. %M C.CHI.97.2.289 %T Notes on a Pattern Language for Interactive Usability %S SHORT TALKS: Usability %A George Casaday %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 289-290 %K Interaction, Usability, Pattern, User interface %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/gca.htm %X This paper explores a way of applying the emerging idea of pattern based design to creation of usable interactive systems. It defines patterns based on traditional usability attributes. It describes examples of three pattern types: simple (one attribute), intrinsic (attribute combinations), and circumstantial (external constraints involved). %M C.CHI.97.2.291 %T Effective Product Selection in Electronic Catalogs %S SHORT TALKS: Browsing and Navigation %A Patrick Steiger %A Markus Stolze %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 291-292 %K Electronic catalogs, Product selection, User studies %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/ps.htm %X Product catalogs are crucial for electronic commerce on the Internet, but it is still a challenging task for casual users to perform effective product selection. Recently, a promising technique for product selection has been proposed: Incremental restriction on interactive tables. It allows customers to build complex queries with a few mouse clicks, but still to browse the available products at any stage. This paper describes effective and ineffective strategies of users working with this technique. These strategies were identified in a study with casual users. %M C.CHI.97.2.293 %T Integration of Browsing, Searching, and Filtering in an Applet for Web Information Access %S SHORT TALKS: Browsing and Navigation %A Kent Wittenburg %A Eric Sigman %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 293-294 %K Information access, Information visualization, Search, Browsing, Filtering, Animation, Fisheye, World Wide Web %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/kw.htm %X Improvements to information access on the World Wide Web has to be considered one of today's strategic challenges. In this paper we present a Java applet called AMIT (Animated Multiscale Interactive TreeViewer) that integrates fisheye tree browsing with search and filtering techniques. Used in combination with a web walker, a search server, and a tree server, it shows promise as a scalable solution to information access in configurable web spaces. %M C.CHI.97.2.295 %T Age Group Differences in World Wide Web Navigation %S SHORT TALKS: Browsing and Navigation %A Beth Meyer %A Richard A. Sit %A Victoria A. Spaulding %A Sherry E. Mead %A Neff Walker %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 295-296 %K World Wide Web, Information navigation, Usability, Aging, Training, Older users %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/bm.htm %X In this study, we examined the effects of age and training on efficiency and preferences in a World Wide Web search activity. Older participants were able to complete most of the tasks, but took more steps to find the information than did younger adults. Factors in this inefficiency were patterns of returning to the home page and revisiting pages that had been seen before during a search. Interactive training improved efficiency and altered preferences. We discuss implications for training and design. %M C.CHI.97.2.297 %T CollageMachine: Temporality and Indeterminacy in Media Browsing via Interface Ecology %S SHORT TALKS: Browsing and Navigation %A Andruid Kerne %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 297-298 %K World Wide Web, Temporality, Indeterminacy, Visual design, Entertainment, Interface ecology, Interaction design, Interaction paradigms, Design techniques, Web browsers %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/ak.htm %X CollageMachine synthesizes artistic and computational practices in order to represent media from the World Wide Web (WWW). It functions as a process-based art work, and as a special browser which can be useful for searching. Media elements are pulled from Web pages and composed into a collage which evolves over time. The evolving art work / browsing session can be shaped by the user. The temporal composition of the collage develops with relation to its visual composition and semantic content. The CollageMachine engine combines structured randomness and the user's expression of preferences and interests with design rules and semantic rules to make decisions about the collage's layout, and about which media to retrieve. My approach in blending music composition strategies, visual art aesthetics, and computer science techniques into this interactive environment arises through application of the theory of Interface Ecology. %M C.CHI.97.2.299 %T The Neighborhood Viewer: A Paradigm for Exploring Image Databases %S SHORT TALKS: Browsing and Navigation %A John V. Carlis %A Alex Safonov %A Douglas Perrin %A Joseph A. Konstan %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 299-300 %K Image databases, Browsing, Brain neighborhood viewer, Scientific visualization, Multi-resolution images %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/saf.htm %X The Brain Neighborhood Viewer is a tool developed to help neuroscientists explore massive databases of brain images. The viewer implements an interface paradigm based on stacks of 2D images that are "yoked together" to provide a common coordinate system. When a user navigates in an image stack, all yoked stacks are updated to display the same location, which we call a brain neighborhood. Experience with the neighborhood suggests that this interface is useful for neuroscience research. %M C.CHI.97.2.301 %T Searching and Browsing Text Collections with Large Category Hierarchies %S SHORT TALKS: Browsing and Navigation %A Marti A. Hearst %A Chandu Karandi %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 301-302 %K Information access, Information visualization, Text, Search, Categories %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/mah_bdy.htm %X A new user interface has been developed that allows users to make use of large category hierarchies for search and browsing of retrieval results for information access. The key insight is the separation of the representation of category labels from documents, which allows the display of multiple categories per document. %M C.CHI.97.2.303 %T A Two-Ball Mouse Affords Three Degrees of Freedom %S SHORT TALKS: Input Devices %A I. Scott MacKenzie %A R. William Soukoreff %A Chris Pal %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 303-304 %K Pointing devices, Multi-degree-of-freedom input, Rotation %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/sm2.htm %X We describe a prototype two-ball mouse containing the electronics and mechanics of two mice in a single chassis. Unlike a conventional mouse, which senses x-axis and y-axis displacement only, our mouse also senses z-axis angular motion. This is accomplished through simple calculations on the two sets of x-y displacement data. Our mouse looks and feels like a standard mouse, however certain primitive operations are performed with much greater ease. The rotate tool -- common in most drawing programs -- becomes redundant as objects are easily moved with three degrees of freedom. Mechanisms to engage the added degree of freedom and different interaction techniques are discussed. %M C.CHI.97.2.305 %T Dual Stream Input for Pointing and Scrolling %S SHORT TALKS: Input Devices %A Shumin Zhai %A Barton A. Smith %A Ted Selker %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 305-306 %K Input devices, Scrolling, Dual-stream input, Two-handed input %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/zhai.htm %X To find ways to improve users' performance of tasks that involve both scrolling and pointing, we studied three dual-stream input methods, with one stream for pointing and one for scrolling. The results showed that a mouse augmented with a tracking wheel did not outperform the conventional single stream mouse. Two other methods, a mouse with an isometric rate-control joystick and a two handed system significantly improved users' performance. %M C.CHI.97.2.307 %T Easy Tactile Feedback in Bargain Basement Prices %S SHORT TALKS: Input Devices %A Naomi Friedlander %A Kevin Schlueter %A Marilyn M. Mantei %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 307-308 %K Tactile feedback, Cost-efficient, User tests %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/nf.htm %X Constructing a tactile feedback device can be expensive and often requires extensive expertise. We have created a simple tactile feedback device which can be built, for under $30, by anyone with a basic understanding of electronics. The results of subjects performing a simple pulse counting task suggest that the feedback generated by it can be used effectively. We therefore believe that the device has potential to enhance user interfaces. %M C.CHI.97.2.309 %T The Tactile Touchpad %S SHORT TALKS: Input Devices %A I. Scott MacKenzie %A Aleks Oniszczak %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 309-310 %K Touchpads, Pointing devices, Tactile feedback %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/sm.htm %X A prototype touchpad with embedded tactile feedback is described. Tactile feedback allows the touchpad to mimic the operation of a mouse for basic transactions such as clicking, double-clicking, and dragging. A button click is achieved by increasing the finger pressure applied to the touchpad, instead of using a lift-and-tap strategy or by pressing separate buttons. The result is more natural and less error prone. Pressure thresholds for the button-down and button-up actions are under software control and include hysteresis to minimise inadvertent selections. %M C.CHI.97.2.311 %T Possibilities for the Digital Baton as a General-Purpose Gestural Interface %S SHORT TALKS: Input Devices %A Teresa Marrin %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 311-312 %K Gestural input, Hand-held device, Controller, Musical instrument, conducting %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/tm.htm %X This paper describes issues and results from the design and use of the Digital Baton, a new interface for real-time gestural control. Its construction was originally motivated by the need for a new instrument on which to perform computer music, and it was designed to replicate as closely as possible the feel of a traditional conducting baton. However, it has unexpectedly become a model for the design of new interfaces and digital objects, and is currently being used to record data for analysis in gesture-recognition research. Some preliminary results and future research areas are discussed at the end. %M C.CHI.97.2.313 %T Support for Cooperatively Controlled Objects in Multimedia Applications %S SHORT TALKS: Input Devices %A Lauren J. Bricker %A Marla J. Baker %A Steven L. Tanimoto %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 313-314 %K Computer supported collaboration, Multiple-user interface, Co-presence, Cooperatively controlled objects, Multimedia %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/ljb.htm %X This paper presents a class of objects that facilitate building software for "close collaboration." A definition is given for "cooperatively controlled objects" and three example activities are described. %M C.CHI.97.2.315 %T Video Matters! When Communication Ability is Stressed, Video Helps %S SHORT TALKS: Virtual Communities and Virtual Reality %A Elizabeth S. Veinott %A Judith S. Olson %A Gary M. Olson %A Xiaolan Fu %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 315-316 %K Video-mediated communication, Remote work, Non-native speaker interaction %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/esv.htm %X This study assesses whether remotely located pairs of people working on a collaborative task benefit from using video, looking in particular at people for whom communication is stressed. In this study, we extend the research on video-mediated communication to the domain of non-native speaker interactions. Thirty-six pairs performed a map task using either audio-only or audio-plus-video for communication. Half the pairs were non-native speakers, half were native speakers. As in many studies of video connectivity with native speakers, no benefit from the video was found. However, non-native speakers performed significantly better with a video connection than with audio only. %M C.CHI.97.2.317 %T HyperMirror: A Video-Mediated Communication System %S SHORT TALKS: Virtual Communities and Virtual Reality %A Osamu Morikawa %A Takanori Maesako %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 317-318 %K Video-mediated communication, Virtual direct communication, Awareness, Mirror image %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/omo.htm %X 'HyperMirror', a video-mediated communication that includes reflected images of users is reported here. The users of this system, present in front of respective local cameras, can communicate with each other. They are not required to wear or operate any equipment. The images taken at the respective local sites are used to create a composite reflected image which represents a virtual room where all users seem to be present. This composite image is outputted to the respective local screens. Results of our experiment participated by users indicate that the system can provide such high reality to the composite image that many users show a tendency to talk to the screen even when the target person is locally present. %M C.CHI.97.2.319 %T Sensing Activity in Video Images %S SHORT TALKS: Virtual Communities and Virtual Reality %A Alison Lee %A Kevin Schlueter %A Andreas Girgensohn %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 319-320 %K Activity sensing, Awareness, Differences, Privacy, Usability %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/al1.htm %X Video-based awareness tools increase familiarity among remote group members and provide pre-communication information. Low-cost iconic indicators provide less but more succinct information than video images while preserving privacy. Observations of and feedback from users of our video awareness tool suggest that an activity sensing feature along with a variety of privacy options combines advantages of both the video images and iconic indicator approaches. We introduced the activity sensing feature in response to user requests. It derives activity information from video images and provides options to control privacy and improves the usability of video-based awareness tools. %M C.CHI.97.2.321 %T Prototyping Supermarket Designs Using Virtual Reality %S SHORT TALKS: Virtual Communities and Virtual Reality %A Charles van der Mast %A Martin van den Berg %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 321-322 %K Virtual reality, Prototyping, Design of supermarkets %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/cma.htm %X An experiment is described to compare the prototyping of store designs using three different media. The first medium is the traditional use of architectural drawings, the second medium is a representation of store designs made using a virtual reality software package, the third is the evaluation of real existing stores. The preliminary results indicate that prototyping with virtual reality improves the spatial/logistics, but not yet the commercial characteristics of the store designs. %M C.CHI.97.2.323 %T LogiMOO: A Multi-User Virtual World with Agents and Natural Language Programming %S SHORT TALKS: Virtual Communities and Virtual Reality %A Paul Tarau %A Veronica Dahl %A Stephen Rochefort %A Koen de Bosschere %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 323-324 %K Groupware, Coordination languages, Agents, Distributed logic programming, Virtual worlds, Internet applications %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/pt.htm %X LogiMOO is a BinProlog-based Virtual World running under Netscape or Internet Explorer. It is user extensible and supports distributed group-work over the Internet. Virtual places, virtual objects and agents are programmable through a "controlled English" interface. %M C.CHI.97.2.325 %T Does Immersion Make a Virtual Environment More Usable? %S SHORT TALKS: Virtual Communities and Virtual Reality %A Casey Boyd %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 325-326 %K Virtual environments, Evaluation, User studies, Immersion %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/cb.htm %X Usability tests comparing three different virtual environment (VE) interface designs indicate that an immersive VE is more usable than two non-immersive VEs for a task with search and navigation components. Three interface designs were tried in a counterbalanced within-subjects procedure with ten randomly-ordered trials for each interface design. One of the interface designs used a head-tracked, stereoscopic head-mounted display. The other two interface designs used hand-tracking and were non-immersive -- the visual display appeared on a desktop monitor. Results for sixty participants doing the same task with each interface design show faster task completion times with the immersive design. %M C.CHI.97.2.327 %T WANDS: Tools for Designing and Testing Distributed Documents %S SHORT TALKS: A Melange %A Andrew Sears %A Michael S. Borella %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 327-328 %K Document design, Network delays, Response time, WWW %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/als.htm %X Designing documents that will be viewed from remote locations via a network requires an understanding of traditional document and interaction design issues, plus an understanding of how network delays will impact document delivery. Unfortunately, being aware of networking issues is not always sufficient since designers usually have no way of viewing their documents as if those documents were being delivered to a remote site. This paper describes a set of tools that allow designers to view documents stored locally while experiencing response time delays as if the documents were delivered from a different location on the network. By using measured network latencies to drive an instrumented World-Wide Web server, we allow designers to view the documents they create from the perspective of someone sitting down the hall, across the country, or across an ocean. %M C.CHI.97.2.329 %T Interfaces for Advanced Manufacturing Technology %S SHORT TALKS: A Melange %A Michelle Vazquez %A Marc L. Resnick %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 329-330 %K Advanced manufacturing, Novice, Computer-based training %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/mv.htm %X Due to the rapid computerization of advanced manufacturing workplaces, there is an increasing need for interfaces which can support this specific set of applications and users. However, workers in these situations tend to be highly trained in the specific tasks which they must accomplish, but may be relative novices when it comes to using computing systems. This paper describes the design of Easy Assemble, a windows based support system to assist workers in a flexible assembly task. Six subjects used Easy Assemble as real-time instructional support to assemble four products in a simulated manufacturing environment. Subjects assembled products in less than half the time and with variances much lower than the control group which used the traditional method of blueprints. Furthermore, subjects made significantly fewer errors. The system provides a starting point for the development of fully integrated systems for the advanced manufacturing environment. %M C.CHI.97.2.331 %T How Users Reciprocate to Computers: An Experiment that Demonstrates Behavior Change %S SHORT TALKS: A Melange %A BJ Fogg %A Clifford Nass %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 331-332 %K Reciprocity, Retaliation, Agents, Persuasion, Influence, Social dynamics, Computers are social actors, Media equation, Experiments, Empirical studies %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/bjf.htm %X We conducted an experiment to investigate if computers could motivate users to change their behavior. By leveraging a social dynamic called the "rule of reciprocity," this experiment demonstrated that users provided more helping behavior to a computer that had helped them previously than to a different computer. Users also worked longer, performed higher quality work, and felt happier. Conversely, the data provide evidence of a retaliation effect. %M C.CHI.97.2.333 %T LICAI+: A Comprehension-Based Model of Learning for Display-Based Human-Computer Interaction %S SHORT TALKS: A Melange %A Muneo Kitajima %A Peter G. Polson %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 333-334 %K Cognitive model, Learning, Display-based human-computer interaction, Construction-integration theory %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/mki.htm %X This paper describes a model of comprehension-based learning, LICAI+, an extension to the comprehension-based model of display-based HCI, LICAI [5], that simulates a user who performs tasks given as instructions. LICAI+ models users' learning of task performance by incorporating a process for encoding events during the task performance. A simulation of encoding and recalling events is described. %M C.CHI.97.2.335 %T Leave the Office, Bring Your Colleagues: Design Solutions for Mobile Teamworkers %S SHORT TALKS: A Melange %A Ivan Bretain %A Leif Fredin %A Walter Frost %A Leif-Rune Hedman %A Per Kroon %A Scott McGlashan %A Eva-Lotta Sallnas %A Markku Virtanen %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 335-336 %K Mobile multimedia, CSCW, Wearable computing %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/bretan.htm %X One of the keys to successful deployment of mobile multimedia technology among professionals lies in identifying inherently distributed teams working under real-time constraints in dynamic field environments where the need to increase the efficiency of co-ordination, communication and collaboration is apparent. We report on some findings from investigating such non-office/out-of-office user-groups, and discuss the design of a portable environment for supporting the virtual reinforcement of teams, with special emphasis on co-worker status monitoring with respect to process phase, availability, geographical position etc. %M C.CHI.97.2.337 %T An Automatic Method for Arranging Symbols and Widgets to Reflect their Internal Relations %S SHORT TALKS: A Melange %A Johan Hagman %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 337-338 %K Interface design, Data visualization, Mapping optimization, Multi-dimensionality, Cluster analysis, Voronoi diagram %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/jh.htm %X The two data visualization techniques cluster analysis and Voronoi tessellation are combined to automatically arrange objects, e.g. the widgets of an interface, so that their positions within a given area reflect their internal relations. The method is illustrated as it arranges three sets of objects. %M C.CHI.97.2.339 %T A Method for Graphical Input on the WWW %S SHORT TALKS: The Web and 3D %A Lesley M. Parks %A Ernest A. Edmonds %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 339-340 %K WWW, Java, Graphical interaction, Constraints, Semantics %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/lmp.htm %X Using the World Wide Web (Web) is rapidly becoming one of the main ways in which people interact with computers. However, although the Web has permitted a rich variety of hypertext output, input has, until recently, been restricted to text or simple menu choices. The advent of languages like Java, which permit interactive programs to be included on a page, clearly changes what is possible. This contribution discusses the requirement for graphical input on the Web and describes an initial implementation which permits graphical objects to be manipulated on a Web page to provide input for subsequent analysis and computation. %M C.CHI.97.2.341 %T How People Use WWW Bookmarks %S SHORT TALKS: The Web and 3D %A David Abrams %A Ron Baecker %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 341-342 %K WWW, Bookmark, Information space, User study, Survey, Empirical study %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/da.htm %X In this detailed empirical study of WWW browsing and bookmarks we define a personal information space as having five basic properties paralleling those of a larger complex information space. We describe user behavior on the Web and show how a user's bookmark archive is a personal Web information space. %M C.CHI.97.2.343 %T Internet Scrapbook: Creating Personalized World Wide Web Pages %S SHORT TALKS: The Web and 3D %A Atsushi Sugiura %A Yoshiyuki Koseki %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 343-344 %K World Wide Web, Web browser, End-user programming, Programming by example, Programming by demonstration %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/as.htm %X This paper describes an information personalization system, called Internet Scrapbook, which enables users to create a personal page by clipping and merging their necessary data gathered from multiple Web pages. Even when the source Web pages are modified, the system updates the personal page, replacing with the latest data extracted from the source pages. Therefore, once a user creates their personal pages, she can browse her necessary information only. %M C.CHI.97.2.345 %T 3D Object Recognition with Motion %S SHORT TALKS: The Web and 3D %A Geoffrey S. Hubona %A Gregory W. Shirah %A David W. Fout %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 345-346 %K 3D data visualization, Spatial orientation, Virtual reality %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/gsh.htm %X This extended abstract presents preliminary results of an experiment that explores the effects of stereoscopic and monoscopic viewing, and controlled and uncontrolled motion, on the accuracy and speed of visually comparing and matching solid and wire frame cube- and sphere-based objects presented on a computer screen. %M C.CHI.97.2.347 %T Overlaying Motion, Time and Distance in 3-Space %S SHORT TALKS: The Web and 3D %A Mike Pell %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 347-348 %K 3D Animation, 3D interfaces, Interactivity, Visual design %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/mpe.htm %X An innovative method for visually and functionally combining the elements of motion, time and distance in a three-dimensional computer animation is presented. At a glance, the elapsed time of the movement, distance traveled, relative velocity, scale and the object orientation can be derived from a single visual representation. Creation and editing of animations can also be simplified through the use of an interrelated set of immersive three-dimensional user interface elements. %M C.CHI.97.2.349 %T Object Manipulation in Virtual Environments: Human Bias, Consistency and Individual Differences %S SHORT TALKS: The Web and 3D %A Yanqing Wang %A Christine L. MacKenzie %A Valerie A. Summers %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 349-350 %K Interface design, Object manipulation, Virtual environment, Human performance %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/ywa.htm %X This paper investigates human bias, consistency and individual differences when performing object manipulation in a virtual environment. Eight subjects were asked to manipulate a wooden cube to match a 3-D graphic target cube presented in 3 locations and 2 orientations. There were two visual conditions for the experiment: the subject performed the tasks with or without vision of the hand and the wooden cube. The constant errors of object translation and orientation suggested specific human biases. In terms of the variable errors, visual feedback appeared to be more critical for object transportation than object orientation. It was also found that individual differences were more pronounced in human bias than in consistency during object manipulation. These results suggest tolerance for human bias and variability should be accommodated in human-computer interface design. %M C.CHI.97.2.351 %T Responsive Graphs: Understanding Engineering Concepts Through Interactive Experience %S SHORT TALKS: Interaction Design %A Eviatar Shafrir %A Lee Smith %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 351-352 %K Interactive learning environment, Interaction design, Mathematical modeling, Java applet %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/es.htm %X Understanding scientific engineering concepts requires learners to correlate between different model representations. Simple engineering models are formulated mathematically, visualized with one or more graphs, and verbally interpreted with engineering terminology. Past [4] and present systems [1] allow learners to modify a limited set of model parameters but not the graph-plot itself. This paper describes a set of interactive learning models consisting of standard interactors together with novel direct-manipulation Responsive Graphs. By setting values with sliders and visually modifying graph-plots, users qualitatively explore and comprehend abstract engineering concepts through interactive experimentation. All model representations are continuously updated in real-time enabling users to compare and move between different model representations. These highly interactive learning experiences are the result of a collaboration between interaction designers seeking direct manipulation of graphics and engineering domain-experts. %M C.CHI.97.2.353 %T Internet Delay Effects: How Users Perceive Quality, Organization, and Ease of Use of Information %S SHORT TALKS: Interaction Design %A Andrew Sears %A Julie A. Jacko %A Michael S. Borella %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 353-354 %K Internet, WWW, Delays, Perceived usability %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/als2.htm %X In this paper we report the results of an investigation designed to determine the effects of Internet delays on users perceptions of ease of locating information, organization of information, quality of information, and navigation problems. The results demonstrated user sensitivity to delays. As expected, for text-and-graphics documents, shorter delays provoked more favorable responses. However, for text-only documents, the shorter the delay, the less favorably a document was viewed. The results indicated that users may prefer multi-media web sites but are unwilling to tolerate the substantial network delays often associated with delivering graphics, video, animation, and audio. %M C.CHI.97.2.355 %T Model-Based Design of Hypermedia Presentations %S SHORT TALKS: Interaction Design %A N. Hari Narayanan %A Mary Hegarty %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 355-356 %K Hypermedia, Cognitive models, Model-based design %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/nhn.htm %X Users' mental representations and cognitive strategies have a profound influence on how well they comprehend multimodal information that hypermedia systems present. This implies that cognitive models of comprehension ought to drive the design of effective Hypermedia Information Presentation Systems (HIPS). We report on a current research project that applies this principle to the design of hypermedia manuals of complex machines. This paper describes the comprehension model derived from prior empirical and theoretical research, discusses intermediate results, and presents a roadmap of the research project. %M C.CHI.97.2.357 %T Billow: Networked Hospital Playspace for Children %S SHORT TALKS: Interaction Design %A Teri Rueb %A John Wardzala %A Jessica Millstone %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 357-358 %K Children, Hospitals, Tactile input device, Virtual community, Audio, Telephony %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/tr.htm %X Through exploring play as a therapeutic process, we have developed a system called "Billow" which allows children in hospitals, who are quarantined or otherwise isolated, to play in a virtual audio-visual cloudscape using a malleable, egg-shaped input/output device. This prototype was designed in collaboration with child psychologists and art therapists who are advocates for these children in the hospital setting. It is intended to address the children's need for increased human interaction and social development, mastery and control, and comfort and security. Billow addresses these needs by enabling isolated children to play together and communicate in a locally networked, audio-visual play environment. %M C.CHI.97.2.359 %T Rosebud: Technological Toys for Storytelling %S SHORT TALKS: Interaction Design %A Jennifer W. Glos %A Justine Cassell %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 359-360 %K Storytelling, Children, Gender, Tangible interface, Education %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/jwg.htm %X Rosebud is a user-interface prototype which elicits storytelling by child users though interaction with a computationally-augmented physical artifact. In particular, Rosebud links children's stories to their toys, such that toy and computer augment one another. The toy engages children in a familiar mode of interaction, while the computer makes a previously passive object active. The children are able to write, edit, collaborate, and share their stories, activities which have particular attraction for female users. %M C.CHI.97.2.361 %T The Pillow: Artist-Designers in the Digital Age %S SHORT TALKS: Interaction Design %A Anthony Dunne %A William W. Gaver %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 361-362 %K Design, Design centred approaches, Telecommunications %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/wwg.htm %X The Pillow is a treated LCD screen which shows changing patterns in response to ambient electromagnetic radiation, challenging viewers to consider our constant invasion by electronic information. It is proposed as a product for mass-production, one that people would purchase for home use. In this paper, we describe how this admittedly impractical value fiction illustrates some of the ways that designers can pursue research. %M C.CHI.97.2.363 %T inTouch: A Medium for Haptic Interpersonal Communication %S SHORT TALKS: Devices %A Scott Brave %A Andrew Dahley %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 363-364 %K Haptics, Interpersonal communication, Force feedback, Telepresence %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/sbb.htm %X In this paper, we introduce a new approach for applying haptic feedback technology to interpersonal communication. We present the design of our prototype inTouch system which provides a physical link between users separated by distance. %M C.CHI.97.2.365 %T BIOculars: A Virtual Ecosystem for Wilderness Parks %S SHORT TALKS: Devices %A Kiersten Muenchinger %A Jon Lindsay %A John Morkes %A Connie Chiueh %A John Russell %A Tony Vastola %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 365-366 %K Interaction design, Virtual reality, Children, Education, Entertainment, Simulation %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/klm.htm %X BIOculars is a concept system that allows visitors to state and national wilderness parks to create virtual animals and observe them in a continually running simulation based on the park's natural environment. Users create fantasy animals with a computer interface that, inverted, transforms into a binocular-like device. When users look through the device, they can see their virtual species 'living in' and interacting with the park's real ecosystem. BIOculars was designed by a Stanford University student team using an iterative design process that emphasized repeated prototyping and user testing. %M C.CHI.97.2.367 %T Design of Spatially Aware Graspable Displays %S SHORT TALKS: Devices %A David Small %A Hiroshi Ishii %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 367-368 %K Interaction design, Industrial design, 3D interfaces, LEGO %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/dls.htm %X We propose spatially aware portable displays which use movement in real physical space to control navigation in the digital information space within. This paper describes two interface design studies which use physical models, such as friction and gravity, in relating the movement of the display to the movement of information on the display surface. In combining input and output aspects of the interface into a single object, we can improve control and provide a meaningful relationship between the interface and the body of the user. %M C.CHI.97.2.369 %T The Strategy for Selecting a Minute Target and the Minute Maximum Value on a Pen-Based Computer %S SHORT TALKS: Devices %A Xizngshi Ren %A Shinji Moriya %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 369-370 %K Pen input, Target-pointing strategies, Minute targets, The minute maximum value %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/xr.htm %X This study deals with the relations between target-pointing strategies and target sizes. An evaluation experiment was performed in which the experimental system changed each of five kinds of targets (1, 3, 5, 7 and 9 dots in diameter respectively, 0.36 mm per dot) and eight directions of pen-movement, while using each of six kinds of strategies of approaching the target on a pen-based computer. Two results were obtained: (1) The "Land-on2" strategy was found to be the best strategy for selecting a minute target among the six strategies, in terms of error rates, selection time and subjective evaluation. (2) This study also clarified a boundary value of target which controlled difficulty of strategy. When a target is less than 5 dots (1.80 mm), it is necessary to pay attention to the determination of the strategy in the software design. %M C.CHI.97.2.371 %T The Bed: A Medium for Intimate Communication %S SHORT TALKS: Devices %A Chris Dodge %B Proceedings of ACM CHI 97 Conference on Human Factors in Computing Systems %D 1997 %V 2 %P 371-372 %K Ambient media, Tangible interfaces, Telepresence, Abstracted presence, Physical avatars %W http://www.acm.org/sigchi/chi97/proceedings/short-talk/cd.htm %X In this paper, I present "The Bed", an environment providing a new form of abstracted presence for intimate, non-verbal inter-personal communication. This secure and familiar environment is explored for its ability to become a shared virtual space for bridging the distance between two remotely located individuals through aural, visual, and tactile manifestations of subtle emotional qualities. As an example, I describe the application of these tangible interfaces and ambient media into a working prototype. %M C.CHI.98.1.1 %T NaviPoint: An Input Device for Mobile Information Browsing %S Squeezing, Stroking and Poking %A Kiyokuni Kawachiya %A Hiroshi Ishikawa %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 1-8 %K Input device, Information browsing, User interface, PDAs, Hand-held devices, Mobile computing %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p1-kawachiya/p1-kawachiya.pdf %X A mobile computing environment imposes various restrictions on users. For example, most mobile devices have a limited screen size, and it may be difficult to watch the screen closely. While the user is walking or standing in a bus or train, he or she may have only one hand free to manipulate the device. Therefore, some new operation method must be developed for comfortable information browsing in the mobile environment. In this paper, several existing methods are first introduced and compared from the viewpoint of their applicability in a mobile environment. A new input device for such an environment, named "NaviPoint," is then introduced. NaviPoint is a specialized device for mobile information browsing. By using this device, a user can perform three types of input -- "analog input," "digital input," and "click input" -- with just one finger. After an explanation of the conceptual structure and a qualitative analysis of NaviPoint, the structure of a prototype is described. Experiments using the prototype show that information browsing is possible with an overhead of less than 50% on the usual "mouse and scroll bar" method. %M C.CHI.98.1.9 %T The PadMouse: Facilitating Selection and Spatial Positioning for the Non-Dominant Hand %S Squeezing, Stroking and Poking %A Ravin Balakrishnan %A Pranay Patel %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 9-16 %K Input devices, Marking-menus, Bimanual input, Touchpad, Mouse, Interaction techniques, Gestures, Hot-keys, Toolglass %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p9-balakrishnan/p9-balakrishnan.pdf %X A new input device called the PadMouse is described and evaluated. The PadMouse consists of a two degree-of-freedom touchpad mounted on a regular mouse base. Like the regular mouse, the PadMouse allows for spatial positioning tasks to be performed by moving the device on a planar surface. In addition, when coupled with an interaction technique we call Marking Keys, users can use the touchpad to activate modifiers and commands. An experiment shows that up to 32 modifiers/commands can be quickly and accurately activated using this technique, making it a viable device for the non-dominant hand in two-handed user interfaces. Other uses for the PadMouse and design alternatives are also discussed. %M C.CHI.98.1.17 %T Squeeze Me, Hold Me, Tilt Me! An Exploration of Manipulative User Interfaces %S Squeezing, Stroking and Poking %A Beverly L. Harrison %A Kenneth P. Fishkin %A Anuj Gujar %A Carlos Mochon %A Roy Want %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 17-24 %K Physical, Tactile, and haptic UIs, Pressure and tilt sensors, UI design, Interaction technology %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p17-harrison/p17-harrison.pdf %X This paper reports on the design and use of tactile user interfaces embedded within or wrapped around the devices that they control. We discuss three different interaction prototypes that we built. These interfaces were embedded onto two handheld devices of dramatically different form factors. We describe the design and implementation challenges, and user feedback and reactions to these prototypes. Implications for future design in the area of manipulative or haptic user interfaces are highlighted. %M C.CHI.98.1.25 %T Web Page Design: Implications of Memory, Structure and Scent for Information Retrieval %S Web Page Design %A Kevin Larson %A Mary Czerwinski %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 25-32 %K Information retrieval, Memory, Depth and breadth in information design, Web page design, Hypertext, Searching %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p25-larson/p25-larson.pdf %X Much is known about depth and breadth tradeoff issues in graphical user interface menu design. We describe an experiment to see if large breadth and decreased depth is preferable, both subjectively and via performance data, while attempting to design for optimal scent throughout different structures of a website. A study is reported which modified previous procedures for investigating depth/breadth tradeoffs in content design for the web. Results showed that, while increased depth did harm search performance on the web, a medium condition of depth and breadth outperformed the broadest, shallow web structure overall. %M C.CHI.98.1.33 %T Exploring Browser Design Trade-Offs Using a Dynamical Model of Optimal Information Foraging %S Web Page Design %A Peter Pirolli %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 33-40 %K Dynamic programming, Information foraging, Scatter/Gather, User models %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p33-pirolli/p33-pirolli.pdf %X Designers and researchers of human-computer interaction need tools that permit the rapid exploration and management of hypotheses about complex interactions of designs, task conditions, and user strategies. Dynamic programming is introduced as a such a tool for the analysis of information foraging technologies. The technique is illustrated in the context of the Scatter/Gather text clustering browser. Hypothetical improvements in browser speed and text clustering are examined in the context of variations in task deadlines and the quality of the document repository. A complex and non-intuitive set of tradeoffs emerge from even this simple space of factors, illustrating the general utility of the approach. %M C.CHI.98.1.41 %T Information Archiving with Bookmarks: Personal Web Space Construction and Organization %S Web Page Design %A David Abrams %A Ron Baecker %A Mark Chignell %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 41-48 %K WWW, Bookmark, Information space, Survey, Empirical study, Design %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p41-abrams/p41-abrams.pdf %X Bookmarks are used as "personal Web information spaces" to help people remember and retrieve interesting Web pages. A study of personal Web information spaces surveyed 322 Web users and analyzed the bookmark archives of 50 Web users. The results of this study are used to address why people make bookmarks, and how they create, use, and organize them. Recommendations for improving the organization, visualization, representation, and integration of bookmarks are provided. The recommendations include simple mechanisms for filing bookmarks at creation time, the use of time-based visualizations with automated filters, the use of contextual information in representing bookmarks, and the combination of hierarchy formation and Web page authoring to aid in organizing and viewing bookmarks. %M C.CHI.98.1.49 %T Triangles: Tangible Interface for Manipulation and Exploration of Digital Information Topography %S Entertainment %A Matthew G. Gorbet %A Maggie Orth %A Hiroshi Ishii %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 49-56 %K Interface design, Tangible interface, Physical interface, Graspable interface, Digital connector, Physical connector, Magnetic connector, Tangible bits %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p49-gorbet/p49-gorbet.pdf %X This paper presents a system for interacting with digital information, called Triangles. The Triangles system is a physical/digital construction kit, which allows users to use two hands to grasp and manipulate complex digital information. The kit consists of a set of identical flat, plastic triangles, each with a microprocessor inside and magnetic edge connectors. The connectors enable the Triangles to be physically connected to each other and provide tactile feedback of these connections. The connectors also pass electricity, allowing the Triangles to communicate digital information to each other and to a desktop computer. When the pieces contact one another, specific connection information is sent back to a computer that keeps track of the configuration of the system. Specific two and three-dimensional configurations of the pieces can trigger application events. The Triangles system provides a physical embodiment of digital information topography. The individual tiles have a simple geometric form which does not inherit the semantics of everyday physical objects. Their shape, size, and connectors encourage rapid rearrangement and exploration of groups of Triangles. The infinitely reconfigurable 2D and 3D topographies of the Triangles system create a new language for tangible interface. %M C.CHI.98.1.57 %T HandJive: A Device for Interpersonal Haptic Entertainment %S Entertainment %A BJ Fogg %A Lawrence D. Cutler %A Perry Arnold %A Chris Eisbach %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 57-64 %K Entertainment, Interaction design, Haptics, Product design, Rapid prototyping, User testing, Ubiquitous computing, Tactile feedback, Interpersonal communication %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p57-fogg/p57-fogg.pdf %X The paper describes how we designed and prototyped HandJive, a haptic device for interpersonal entertainment. HandJive is notable because it relies entirely on haptic input and output. The design process included typical steps such as analyzing user needs and performing iterative prototyping and testing. However, developing a haptic interface like HandJive also presented special challenges, such as creating rapid physical prototypes that could withstand abuse, developing a preliminary system of haptic interaction, and testing haptic interfaces through low-tech prototypes. %M C.CHI.98.1.65 %T Simplifying the Controls of an Interactive Movie Game %S Entertainment %A Jeff Johnson %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 65-72 %K User interface, Design, Games, Usability testing, Interactive movies %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p65-johnson/p65-johnson.pdf %X Eight months before an interactive movie game was due to be shipped, its developers and funders decided that its user interface had to be radically simplified. The author was given the task of designing a new, simpler control scheme. This paper describes the redesign process, the design issues that arose and how they were resolved, the tests that were conducted to evaluate new design ideas, and concludes with an evaluation of the resulting design, lessons learned, and thoughts on user-interface design vs. game design. %M C.CHI.98.1.73 %T Patterns of Change in Design Metaphor: A Case Study %S Crafting Designs %A William A. Stubblefield %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 73-80 %K Metaphor, Software design, User-oriented design %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p73-stubblefield/p73-stubblefield.pdf %X Although design metaphors play an important role in many software projects, their influence on system functionality, project methodology and the interactions among members of the development team is not well understood. This paper seeks insights into these issues by examining the development of a computer program under the influence of a particularly strong design metaphor. %M C.CHI.98.1.81 %T Netscape Communicator's Collapsible Toolbars %S Crafting Designs %A Irene Au %A Shuang Li %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 81-86 %K Visual design, Interaction design, Collapsing widgets, Toolbars %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p81-shuang/p81-shuang.pdf %X This paper describes the design process used for Netscape Communicator's collapsible toolbars. To meet our design goals, we designed a new widget whose roots came from objects in the "real world" instead of the "software world". The design of this widget illustrates how rapid prototyping and tight coupling between the visual design and interaction design are imperative to a widget's success. %M C.CHI.98.1.87 %T A Study of Fonts Designed for Screen Display %S Crafting Designs %A Dan Boyarski %A Christine Neuwirth %A Jodi Forlizzi %A Susan Harkness Regli %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 87-94 %K On-line typography, Reading performance assessment, Legibility, Readability, CRT display, Font design, Anti-aliased, On-line help, World Wide Web %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p87-boyarski/p87-boyarski.pdf %X This study examined the readability and subjective preferences of a set of fonts designed for screen display. Two new binary bitmap fonts performed well, suggesting that designers should consider incorporating similar attributes into default fonts for online type. %M C.CHI.98.1.95 %T From Documents to Discourse: Shifting Conceptions of Scholarly Publishing %S Remote Collaboration %A Tamara Sumner %A Simon Buckingham Shum %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 95-102 %K Argumentation, Digital documents, Discourse, Electronic publishing, Hypertext, Scholarly publishing, Socio-technical design. World Wide Web %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p95-sumner/p95-sumner.pdf %X We are looking at how new forms of document interface can be used to support new forms of scholarly discourse, and ultimately, new models of scholarly publishing. The vehicle we use to conduct this research is the Digital Document Discourse Environment (D3E). D3E is an experimental system supporting the publication of web-based documents with integrated discourse facilities and embedded interactive components. We report here on two cases -- an ejournal and a 'new form' of conference -- where we have used D3E to promote new forms of discourse between participants. We use these cases to illustrate four principles that guide our socio-technical design actions. %M C.CHI.98.1.103 %T The Effects of Distance in Local versus Remote Human-Computer Interaction %S Remote Collaboration %A Youngme Moon %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 103-108 %K Distance, Networking, Proximity, Interviews, Data collection, Remote, Local, Internet, World Wide Web, Persuasion, Advertising, Social psychology %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p103-moon/p103-moon.pdf %X This study investigates the effects of distance on user attitudes and behavior in long-distance (networked) human-computer interaction. Two laboratory experiments are presented. In the first experiment (N=123), users are interviewed by a computer that they believe is either located in the same room, located a few miles away, or located a few thousand miles away. Results indicate that the greater the perceived distance, the greater the tendency to distort responses (i.e., give dishonest answers) in order to present oneself in a positive light. In the second experiment (N=23), the effects of distance in a persuasion situation are investigated. Results indicate that persuasion is significantly more likely to occur when the computer is perceived as being proximate, as opposed to distant. Implications for long-distance human-computer interaction are discussed. %M C.CHI.98.1.109 %T Design Evolution in a Multimedia Tutorial on User-Centered Design %S Remote Collaboration %A Tom Carey %A Slade Mitchell %A Dan Peerenboom %A Mary Lytwyn %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 109-116 %K Training, HCI education, User-centered design, Multimedia, Interaction design %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p109-carey/p109-carey.pdf %X New modes of lifelong learning in the workplace require interface designs which support new contexts for learning. We describe here a workplace learning support system for instruction in User-centered Design [UCD]. The design evolution of this system illustrates how the "why, where, when and with whom" of use affects the "what and how" of the interaction design. The tutorial system includes a multimedia Case Study, a Methods Tour of UCD techniques, and a Test Drive in which users take simulated roles in a UCD project. This paper describes how the content and features were adapted as the target audience evolved from individual learners in a career curriculum to collaborative groups within a project team. %M C.CHI.98.1.117 %T Evaluating the Location of Hot Spots in Interactive Scenes using the 3R Toolbox %S The Eyes Have It %A Andre Plante %A Shoji Tanaka %A Seiki Inoue %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 117-123 %K User interface, Hot spots, Visual communications, Interactive movie, Image processing, Navigation, Support tool, Design %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p117-plante/p117-plante.pdf %X Too often in interactive pictures, movies or VR scenes where no explicit buttons exist, the user is left to find hot spots (portals, gates, links) almost at random. In any particular scene, although semantic information is present, a user may be overwhelmed by the number of possible and perfectly logical locations in which hot spots could be embedded. In this paper, we propose a new support tool based on the Highly Attractive Region Extraction Method and aimed at helping the designer identify and enhance hot spots image regions so that they become more attractive (i.e. get the user's attention). This computer tool performs an evaluation on images based on their physical features (Hue, Saturation, Lightness, Size and Contrast) and graphically shows which regions are more likely to attract a user's gaze. Based on these results, the designer can then choose to furthermore highlight a particular part of a picture or, alternatively, tone down regions that could cause confusion. %M C.CHI.98.1.124 %T Providing Advice for Multimedia Designers %S The Eyes Have It %A Pete Faraday %A Alistair Sutcliffe %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 124-131 %K Presentation design, Guidelines, Tool support %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p124-faraday/p124-faraday.pdf %X The paper summarises empirical research that led to guidelines for directing the viewing/reading sequence in multimedia presentations. A method for scripting or evaluating multimedia presentations is described and illustrated with a case study. A design advisor tool based on this work is used to critique a sample MM presentation. A tool validation study with novice designers is reported. %M C.CHI.98.1.132 %T 101 Spots, or How do Users Read Menus? %S The Eyes Have It %A Antti Aaltonen %A Aulikki Hyrskykari %A Kari-Jouko Raiha %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 132-139 %K Menu selection, Visual search process, Eye movement, Eye tracking %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p132-aaltonen/p132-aaltonen.pdf %X In modern graphical user interfaces pull-down menus are one of the most frequently used components. But still after years of research there is no clear evidence on how the users carry out the visual search process in pull-down menus. Several models have been proposed for predicting selection times. However, most observations are based only on execution times and cannot therefore explain where the time is spent. The few models that are based on eye movement research are conflicting. In this study we present an experiment where eye movement data was gathered in a menu usage task. By analyzing the scan paths of the eye, we found that menus are read in sequential sweeps. This may explain why the best models produced by previous research are hybrid models that combine systematic reading behavior with random reading behavior. %M C.CHI.98.1.140 %T Visual Tracking for Multimodal Human Computer Interaction %S About Faces %A Jie Yang %A Rainer Stiefelhagen %A Uwe Meier %A Alex Waibel %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 140-147 %K Visual tracking, Multimodal human computer interaction, Skin-color modeling, Face tracking, Gaze tracking, Lip-reading, Sound localization %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p140-yang/p140-yang.pdf %X In this paper, we present visual tracking techniques for multimodal human computer interaction. First, we discuss techniques for tracking human faces in which human skin-color is used as a major feature. An adaptive stochastic model has been developed to characterize the skin-color distributions. Based on the maximum likelihood method, the model parameters can be adapted for different people and different lighting conditions. The feasibility of the model has been demonstrated by the development of a real-time face tracker. The system has achieved a rate of 30+ frames/second using a low-end workstation with a framegrabber and a camera. We also present a top-down approach for tracking facial features such as eyes, nostrils, and lip corners. These real-time visual tracking techniques have been successfully applied to many applications such as gaze tracking, and lipreading. The face tracker has been combined with a microphone array for extracting speech signal from a specific person. The gaze tracker has been combined with a speech recognizer in a multimodal interface for controlling a panoramic image viewer. %M C.CHI.98.1.148 %T When my Face is the Interface: An Experimental Comparison of Interacting with One's Own Face or Someone Else's Face %S About Faces %A Clifford Nass %A Eun-Young Kim %A Eun-Ju Lee %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 148-154 %K Faces, Computers are social actors, Experimental research, Self-image, Self-attribution, Impression management, Memory %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p148-nass/p148-nass.pdf %X In this paper, we demonstrate that the effects of receiving negative evaluation from audio-visual image of oneself on a computer screen are clearly different from that of receiving someone else. When seeing the self-image, subjects claimed more responsibility for the evaluation, perceived the evaluation to be more valid and objective, and showed higher public self-awareness. Self-image subjects showed less impression management and less negative bias on recognition memory. Implications for using one's own face in virtual reality and other interfaces are discussed. %M C.CHI.98.1.155 %T Digital Smart Kiosk Project %S About Faces %A Andrew D. Christian %A Brian L. Avery %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 155-162 %K Public kiosk, Talking emotive avatar, Machine vision, User interface design, Information display %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p155-christian/p155-christian.pdf %X The Digital Smart Kiosk is an "aware" information kiosk that detects and tracks prospective clients and conveys this awareness. A single-camera vision system detects and tracks people in the kiosk's vicinity. The kiosk display contains an animated talking face, a live image from the camera, and a web browser that presents graphical and textual information. The animated talking face conveys awareness of clients and invites interaction by turning and watching prospective clients and by speaking to them. The Smart Kiosk is deployed at a local cafe where we are gathering usage data. %M C.CHI.98.1.163 %T Worldlets: 3D Thumbnails for 3D Browsing %S Navigation %A T. Todd Elvins %A David R. Nadeau %A Rina Schul %A David Kirsh %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 163-170 %K 3D thumbnails, Wayfinding, VRML, Virtual reality, Empirical study %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p163-elvins/p163-elvins.pdf %X Dramatic advances in 3D Web technologies have recently led to widespread development of virtual world Web browsers and 3D content. A natural question is whether 3D thumbnails can be used to find one's way about such 3D content the way that text and 2D thumbnail images are used to navigate 2D Web content. We have conducted an empirical experiment that shows interactive 3D thumbnails, which we call worldlets, improve travelers' landmark knowledge and expedite wayfinding in virtual environments. %M C.CHI.98.1.171 %T Evolving Video Skims into Useful Multimedia Abstractions %S Navigation %A Michael G. Christel %A Michael A. Smith %A C. Roy Taylor %A David B. Winkler %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 171-178 %K Video abstraction, Evaluation, Digital video library, Video browsing, Video skim, Empirical studies, Multimedia %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p171-christel/p171-christel.pdf %X This paper reports two studies that measured the effects of different "video skim" techniques on comprehension, navigation, and user satisfaction. Video skims are compact, content-rich abstractions of longer videos, condensations that preserve frame rate while greatly reducing viewing time. Their characteristics depend on the image- and audio-processing techniques used to create them. Results from the initial study helped refine video skims, which were then reassessed in the second experiment. Significant benefits were found for skims built from audio sequences meeting certain criteria. %M C.CHI.98.1.179 %T Navigation Guided by Artificial Force Fields %S Navigation %A Dongbo Xiao %A Roger Hubbold %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 179-186 %K 3D interfaces, Virtual environments, Collision avoidance, Navigation, Force fields %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p179-xiao/p179-xiao.pdf %X This paper presents a new technique for controlling a user's navigation in a virtual environment. The approach introduces artificial force fields which act upon the user's virtual body such that he is guided around obstacles, rather than penetrating or colliding with them. The technique is extended to incorporate gravity into the environment. The problem of negotiating stairs during a walk-through has also been investigated with the new approach. Human subjects were tested in experiments in which they experienced three different kinds of navigation: unconstrained, simple constrained and assisted by force fields. The results demonstrate that the force-field technique is an effective approach for effective, comfortable navigation. %M C.CHI.98.1.187 %T The Design of Guided Learner-Adaptable Scaffolding in Interactive Learning Environments %S Learner Centered Design %A Shari L. Jackson %A Joseph Krajcik %A Elliot Soloway %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 187-194 %K Learner-centered design, Scaffolding, Fading, Adaptable interfaces, Education applications %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p187-jackson/p187-jackson.pdf %X The learner-centered design of software suggests the need to design scaffolding -- fadeable supports -- in educational tools. We describe an approach, Guided Learner-Adaptable Scaffolding (GLAS), in which the learner controls the fading of scaffolding, with guidance and support provided by the system. Using GLAS, we have developed a tool, TheoryBuilder, that supports learners in building and testing dynamic models of complex systems. We have conducted extensive classroom testing with students who used the tool several times throughout a year. An analysis of the data demonstrates the success of the GLAS approach in developing an adaptable tool to support the diverse and changing needs of learners. %M C.CHI.98.1.195 %T ARTEMIS: Learner-Centered Design of an Information Seeking Environment for K-12 Education %S Learner Centered Design %A Raven Wallace %A Elliot Soloway %A Joseph Krajcik %A Nathan Bos %A Joseph Hoffman %A Heather Eccleston Hunter %A Dan Kiskis %A Elisabeth Klann %A Greg Peters %A David Richardson %A Ofer Ronen %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 195-202 %K Learner-centered design, Information seeking, Digital libraries, K-12 education %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p195-wallace/p195-wallace.pdf %X Learners use software for different reasons and with different skills and motivations than other users. Using concepts of learner-centered design (LCD), we developed a user interface for supporting learners as they use digital information resources in inquiry-based science classrooms. Learner needs are categorized in five areas: content knowledge, technology knowledge, strategic and metacognitive knowledge, and motivation. Results of research on problems encountered by students as they engage in information seeking are used as the basis for applying LCD, by identifying some specific problem areas learners encounter: engaging in a process, generating search terms, staying on task, and evaluating information. Solutions offered through the Artemis interface are described. %M C.CHI.98.1.203 %T Building an Electronic Learning Community: From Design to Implementation %S Learner Centered Design %A Anne Rose %A Wei Ding %A Gary Marchionini %A Josephus Beale, Jr. %A Victor Nolet %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 203-210 %K Digital libraries, Learning communities, Dynamic query, Java, Video %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p203-rose/p203-rose.pdf %X The University of Maryland at College Park in cooperation with the Baltimore City Public Schools and several partners is working to build an electronic learning community that provides teachers with multimedia resources that are linked to outcome-oriented curriculum guidelines. The resource library contains approximately 1500 videos, texts, images, web sites, and instructional modules. Using the current system, teachers can explore and search the resource library, create and present instructional modules in their classrooms, and communicate with other teachers in the community. This paper discusses the iterative design process and the results of informal usability testing. Lessons learned are also presented for developers. %M C.CHI.98.1.211 %T Quantifying the Effect of User Interface Design Features on Cyberstore Traffic and Sales %S Persuasion %A Gerald L. Lohse %A Peter Spiller %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 211-218 %K Electronic commerce, Internet retail store design, WWW, Economic value, Regression analysis, Shopping, Marketing %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p211-lohse/p211-lohse.pdf %X Given the resources needed to launch a retail store on the Internet or change an existing online storefront design, it is important to allocate product development resources to interface features that actually improve store traffic and sales. Using a regression model, we predict store traffic and dollar sales as a function of interface design features such as number of links into the store, image sizes, number of products, and store navigation features. By quantifying the benefits of user interface features, we hope to facilitate the process of designing and evaluating alternative storefronts by identifying those features with the greatest impact on traffic and sales. %M C.CHI.98.1.219 %T Interactive Advertising: Patterns of Use and Effectiveness %S Persuasion %A Kirsten Risden %A Mary Czerwinski %A Stephanie Worley %A Lynda Hamilton %A Joe Kubiniec %A Hunter Hoffman %A Nancy Mickel %A Elizabeth Loftus %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 219-224 %K Interactive ads, TV, World-Wide Web, Engagement, User interface design %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p219-risden/p219-risden.pdf %X The number of people exploring the World Wide Web is growing dramatically. Many companies are interested in the potential of advertising on the web, but there is little research to guide their decision. The present study demonstrates the concept of a corporate sponsored website as a promising direction for web advertisers. Advertisements for products targeting 10-14 year-olds were presented as web games and inserted into a prototype website. For example, in one ad, players scored points by actively steering toward the advertised product with their web video-game car, while dodging undesirable obstacles on the road (sound effects included). For comparison, subjects also watched a TV ad for the same product embedded in a TV program. One day later, tests showed that web ads positively influenced how easily the advertised brand came to mind compared to TV ads and compared to no-ad controls. The effectiveness of interactive web ads for influencing consumers' memory in this preliminary study suggests that it merits more attention as a potentially viable medium for advertising. Factors that could contribute to the advantage for web ads are discussed. %M C.CHI.98.1.225 %T Persuasive Computers: Perspectives and Research Directions %S Persuasion %A BJ Fogg %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 225-232 %K Persuasion, Captology, Media, Computers as social actors, Ethics, Design methods, Computers as persuasive technologies %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p225-fogg/p225-fogg.pdf %X The study of computers as persuasive technologies (called "captology") was introduced at CHI 97 as a new area of inquiry. This paper proposes definitions, perspectives, and research directions for further investigation of this field. A persuasive computer is an interactive technology that attempts to change attitudes or behaviors in some way. Perspective 1 describes how computers can inherit three types of intentionality: endogenous, exogenous, and autogenous. Perspective 2 presents the "Functional Triad," which illustrates that computers can function as persuasive tools, media, and social actors. Perspective 3 presents a "levels of analysis" approach for captology, which include varying levels from individual to societal. Perspective 4 suggests a simple method for exploring the design space for persuasive computers. Perspective S highlights some ethical issues inherent in persuasive computing. The paper concludes by proposing seven directions for further research and design. %M C.CHI.98.1.233 %T Student Readers' Use of Library Documents: Implications for Library Technologies %S Reading and Writing %A Kenton O'Hara %A Fiona Smith %A William Newman %A Abigail Sellen %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 233-240 %K Reading, Annotation, Note-making, Paper, Documents, Digital documents, Digital libraries, Design, Information recording %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p233-o_hara/p233-o_hara.pdf %X We report on a study of graduate students conducting research in libraries, focusing on how they extract and record information as they read. By examining their information recording activities within the context of their work as a whole, it is possible to highlight why students choose particular strategies and styles of recording for what these activities provide both at the time of reading and at subsequent points in time. The implications of these findings for digital library technologies are discussed. %M C.CHI.98.1.241 %T A Diary Study of Work-Related Reading: Design Implications for Digital Reading Devices %S Reading and Writing %A Annette Adler %A Anuj Gujar %A Beverly L. Harrison %A Kenton O'Hara %A Abigail Sellen %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 241-248 %K Reading, Writing, Paper documents, Digital document readers, Design, Diary study, Field study, Electronic books, Virtual paper, User behaviour %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p241-adler/p241-adler.pdf %X In this paper we describe a diary study of how people read in the course of their daily working lives. Fifteen people from a wide variety of professions were asked to log their daily document activity for a period of 5 consecutive working days. Using structured interviews, we analysed their reading activities in detail. We examine the range of reading activities that our subjects carried out, and then present findings relating to both common characteristics and variation across the sample. From these findings, we discuss some implications for the design of digital reading devices. %M C.CHI.98.1.249 %T Beyond Paper: Supporting Active Reading with Free Form Digital Ink Annotations %S Reading and Writing %A Bill N. Schilit %A Gene Golovchinsky %A Morgan N. Price %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 249-256 %K Paper-like user interface, Reading online, Affordances of paper, Pen computing, Dynamic hypertext, Document metaphor, Information retrieval %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p249-schilit/p249-schilit.pdf %X Reading frequently involves not just looking at words on a page, but also underlining, highlighting and commenting, either on the text or in a separate notebook. This combination of reading with critical thinking and learning is called active reading [2]. To explore the premise that computation can enhance active reading we have built the XLibris "active reading machine." XLibris uses a commercial high-resolution pen tablet display along with a paper-like user interface to support the key affordances of paper for active reading: the reader can hold a scanned image of a page in his lap and mark on it with digital ink. To go beyond paper, XLibris monitors the free-form ink annotations made while reading, and uses these to organize and to search for information. Readers can review, sort and filter clippings of their annotated text in a "Reader's Notebook." XLibris also searches for material related to the annotated text, and displays links to similar documents unobtrusively in the margin. XLibris demonstrates that computers can help active readers organize and find information while retaining many of the advantages of reading on paper. %M C.CHI.98.1.257 %T Bullseye! When Fitts' Law Doesn't Fit %S Cognitive Models %A Naomi Friedlander %A Kevin Schlueter %A Marilyn Mantei %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 257-264 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p257-friedlander/p257-friedlander.pdf %X Today's GUI interfaces require considerable visual attention for their operation. Consequently, interface events use up precious screen real estate and disenfranchise blind users from current software usage. If interfaces move to the realm of auditory and tactile designs, these problems are mitigated. However, it is not clear how much useful HCI research, particularly performance time models, will transfer from the visual to the non-visual. This paper attempts to answer a small part of this question by considering performance time models for menu selection in a non-visual bullseye menu. We chose to study non-visual bullseye menus because we have found them to be highly useful in non-visual interfaces: they can serve as effective non-visual replacements for several visual linear menus. %M C.CHI.98.1.265 %T Cognitive Function Analysis for Human-Centered Automation of Safety-Critical Systems %S Cognitive Models %A Guy A. Boy %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 265-272 %K Active documents, Aeronautics, Evaluation, Function allocation, Automation, Organizational memory systems, Participatory design, Safety critical systems %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p265-boy/p265-boy.pdf %X The Cognitive Function Analysis is a methodology supported by a mediating tool for the human-centered automation of safety-critical systems [4]. It is based on a socio-cognitive model linking the artifact being designed, the user's activity, the task to be performed, and the organizational environment. Cognitive functions can be allocated to humans or machines. They are characterized by their role, context definition and associated resources. The methodology is supported by active design documents as mediating representations of the artifact, the interaction description and cognitive function descriptors being designed, redesigned and used as usability criteria to evaluate the distribution of cognitive functions among humans and machines. This methodology enhances user-centered and participatory design, and traceability of design decisions. It was successfully tested on three main applications in the aeronautics domain. One of them is presented. %M C.CHI.98.1.273 %T Delegation and Circumvention: Two Faces of Efficiency %S Cognitive Models %A Suresh K. Bhavnani %A Bonnie E. John %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 273-280 %K Strategies, CAD, GOMS, Efficiency, Productivity %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p273-bhavnani/p273-bhavnani.pdf %X Throughout history, inefficient methods to use devices have been replaced by more efficient ones. This shift typically occurs when users discover how to delegate work to the powers of a tool, and to circumvent its limitations. Strategies of delegation and circumvention, therefore, appear to be the core of efficient use. To show how this approach can explain the relationship between tools and strategies in complex computer systems, we describe five ways to perform a real-world drawing task with current as well as future tools. We then present five corresponding GOMS models that demonstrate the value of efficient strategies when compared to the observed behavior of a professional CAD user. We conclude by presenting a generalized framework to characterize efficient strategies and discuss its relevance to design and training. %M C.CHI.98.1.281 %T Digital Manipulatives: New Toys to Think With %S Dinosaurs and Robots %A Mitchel Resnick %A Fred Martin %A Robert Berg %A Rick Borovoy %A Vanessa Colella %A Kwin Kramer %A Brian Silverman %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 281-287 %K Education, Learning, Children, Ubiquitous computing %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p281-resnick/p281-resnick.pdf %X In many educational settings, manipulative materials (such as Cuisenaire Rods and Pattern Blocks) play an important role in children's learning, enabling children to explore mathematical and scientific concepts (such as number and shape) through direct manipulation of physical objects. Our group at the MIT Media Lab has developed a new generation of "digital manipulatives" -- computationally-enhanced versions of traditional children's toys. These new manipulatives enable children to explore a new set of concepts (in particular, "systems concepts" such as feedback and emergence) that have previously been considered "too advanced" for children to learn. In this paper, we discuss four of our digital manipulatives -- computationally-augmented versions of blocks, beads, balls, and badges. %M C.CHI.98.1.288 %T When the Interface is a Talking Dinosaur: Learning Across Media with ActiMates Barney %S Dinosaurs and Robots %A Erik Strommen %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 288-295 %K Learning, Interface, Children, Interactive media %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p288-strommen/p288-strommen.pdf %X ActiMates Barney represents a new form of interactive learning product for two- to five-year old children: a small computer that looks like an animated plush doll. He can be used as a freestanding toy and, by means of a wireless radio link, he can interact with PC-based software and linear videotapes. In each mode, Barney takes advantage of children's social expectations about playmate performance to engage the user in learning interactions. The theory and practice behind Barney's performance in each mode (freestanding, with the computer, and with the television) are described, as well as how key research results shaped the interface across the different modes. %M C.CHI.98.1.296 %T PRoP: Personal Roving Presence %S Dinosaurs and Robots %A Eric Paulos %A John Canny %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 296-303 %K Tele-action, Tele-presence, Tele-conferencing, Tele-embodiment, Telecommunications, Tele-robotics, Gesturing, Tele-work, Robotics, Computer-mediated human-human interaction %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p296-paulos/p296-paulos.pdf %X Current internet applications leave our physical presence and our real-world environment behind. This paper describes the development of several simple, inexpensive, internet-controlled, untethered tele-robots or PRoPs (Personal Roving Presences) to provide the sensation of tele-embodiment in a remote real space. These devices support at least video and two-way audio as well as mobility through the remote space they inhabit. The physical tele-robot serves both as an extension of its operator and as a visible, mobile entity with which other people can interact. PRoPs enable their users to perform a wide gamut of human activities in the remote space, such as wandering around, conversing with people, hanging out, pointing, examining objects, reading, and making simple gestures. %M C.CHI.98.1.304 %T Coincident Display using Haptics and Holographic Video %S 3D %A Wendy Plesniak %A Ravikanth Pappu %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 304-311 %K Haptics, Holography, Electro-holography, Autostereoscopic display, Offset display, Coincident display %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p304-plesniak/p304-plesniak.pdf %X In this paper, we describe the implementation of a novel system which enables a user to "carve" a simple free-standing electronic holographic image using a force-feedback device. The force-feedback (or haptic) device has a stylus which is held by the hand like an ordinary cutting tool. The 3D position of the stylus tip is reported by the device, and appropriate forces can be displayed to the hand as it interacts with 3D objects in the haptic workspace. The haptic workspace is spatially overlapped and registered with the holographic video display volume. Within the resulting coincident visuo-haptic workspace, a 3D synthetic cylinder is presented, spinning about its long axis, which a person can see, feel, and lathe with the stylus. This paper introduces the concept of coincident visuo-haptic display and describes the implementation of the lathe simulation. After situating the work in a research context, we present the details of system design and implementation, including the haptic and holographic modeling. Finally, we discuss the performance of this prototype system and future work. %M C.CHI.98.1.312 %T The Structure of Object Transportation and Orientation in Human-Computer Interaction %S 3D %A Yanqing Wang %A Christine L. MacKenzie %A Valerie A. Summers %A Kellogg S. Booth %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 312-319 %K Direct manipulation, Input device, Multi-dimensional control, Visuomotor control, Visual conditions, Information processing, Interface design, Virtual reality %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p312-wang/p312-wang.pdf %X An experiment was conducted to investigate the relationship between object transportation and object orientation by the human hand in the context of human-computer interaction (HCI). This work merges two streams of research: the structure of interactive manipulation in HCI and the natural hand prehension in human motor control. It was found that object transportation and object orientation have a parallel, interdependent structure which is generally persistent over different visual feedback conditions. The notion of concurrency and interdependence of multidimensional visuomotor control structure can provide a new framework for human-computer interface evaluation and design. %M C.CHI.98.1.320 %T Quantifying Coordination in Multiple DOF Movement and its Application to Evaluating 6 DOF Input Devices %S 3D %A Shumin Zhai %A Paul Milgram %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 320-327 %K Input devices, Interaction techniques, Evaluation methods, 6 DOF control, Rotation, Mental rotation, 3D interfaces, Virtual environments, Motor control, Coordination %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p320-zhai/p320-zhai.pdf %X Study of computer input devices has primarily focused on trial completion time and target acquisition errors. To deepen our understanding of input devices, particularly those with high degrees of freedom (DOF), this paper explores device influence on the user's ability to coordinate controlled movements in a 3D interface. After reviewing various existing methods, a new measure of quantifying coordination in multiple degrees of freedom, based on movement efficiency, is proposed and applied to the evaluation of two 6 DOF devices: a free-moving position-control device and a desk-top rate-controlled hand controller. Results showed that while the users of the free moving device had shorter completion time than the users of an elastic rate controller, their movement trajectories were less coordinated. These new findings should better inform system designers on development and selection of input devices. Issues such as mental rotation and isomorphism vs. tools operation as means of computer input are also discussed. %M C.CHI.98.1.328 %T An Efficient Text Input Method for Pen-Based Computers %S In Touch with Interfaces %A Toshiyuki Masui %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 328-335 %K Input devices, Pen-based input, Predictive interface, Hand-held devices, International interfaces, POBox %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p328-masui/p328-masui.pdf %X Pen-based computing has not yet taken off, partly because of the lack of fast and easy text input methods. The situation is even worse for people using East Asian languages, where thousands of characters are used and handwriting recognition is extremely difficult. In this paper, we propose a new fast text input method for pen-based computers, where text is not composed by entering characters one by one, but by selecting words from a menu of candidates created by filtering the dictionary and predicting from context. Using our approach, users can enter Japanese text more than twice as fast as recognition-based and other existing text input methods. User studies and detailed analysis of the method are also given. %M C.CHI.98.1.336 %T A Comparison of Three Selection Techniques for Touchpads %S In Touch with Interfaces %A I. Scott MacKenzie %A Aleks Oniszczak %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 336-343 %K Touchpads, Pointing devices, Input devices, Tactile feedback, Fitts' law %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p336-mackenzie/p336-mackenzie.pdf %X Three methods of implementing the select operation on touchpads were compared. Two conventional methods -- using a physical button and using "lift-and-tap" -- were compared with a new method using finger pressure with tactile feedback. The latter employs a pressure-sensing touchpad with a built-in relay. The relay is energized by a signal from the device driver when the finger pressure on the pad surface exceeds a programmable threshold, and this creates both aural and tactile feedback. The pressure data are also used to signal the action of a button press to the application. In an empirical test with 12 participants, the tactile condition was 20% faster than lift-and-tap and 46% faster than using a button for selection. The result was similar on the ISO-recommended measure known as throughput. Error rates were higher with the tactile condition, however. These we attribute to limitations in the prototype, such as the use of a capacitive-sensing touchpad and poor mechanical design. In a questionnaire, participants indicated a preference for the tactile condition over the button and lift-and-tap conditions. %M C.CHI.98.1.344 %T A Multiple Device Approach for Supporting Whiteboard-Based Interactions %S In Touch with Interfaces %A Jun Rekimoto %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 344-351 %K Multi-computer user interfaces, Pick-and-Drop, Digital whiteboard, Ubiquitous computing, CSCW %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p344-rekimoto/p344-rekimoto.pdf %X In this paper, we propose a multiple-device approach for supporting informal meetings using a digital whiteboard. Traditional digital whiteboard systems often suffer from a limited capability to enter text and the handling of existing data. The large display surface of the whiteboard also makes traditional GUI design ineffective. Our proposed approach provides a hand-held computer for each participant which serves as a tool palette and data entry palette for the whiteboard. Just as an oil painter effectively uses a palette in his/her hand, this hand-held device offers an easy way to create a new text/stroke object, to select existing data from a network, to select pen attributes, and to control the whiteboard application. This paper also reports our experience with the digital whiteboard systems using a proposed multi-device architecture. %M C.CHI.98.1.352 %T The First Noble Truth of CyberSpace: People are People (Even When They MOO) %S Talking on the Net %A Diane J. Schiano %A Sean White %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 352-359 %K Virtual communities, MUDs, Social computing, Network community, Identity, Shared space, Virtual worlds %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p352-schiano/p352-schiano.pdf %X This paper presents major findings from a large research project designed to carefully characterize what "life in LambdaMOO" (a classic social MUD) is like for many of its members. A "convergent methodologies" approach embracing qualitative and quantitative, subjective and objective procedures was used. A rich, extensive database was produced, from which robust patterns could emerge, be considered in context and assessed with some confidence. Results are discussed in terms of four broad categories of interest: 1) users and use, 2) identity 3) sociality and 4) spatiality. These data should help inform the discourse on and design of, online communities in the future. %M C.CHI.98.1.360 %T Are Newsgroups Virtual Communities? %S Talking on the Net %A Teresa L. Roberts %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 360-367 %K Virtual community, Newsgroups, Internet, Social computing %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p360-roberts/p360-roberts.pdf %X Online groups have been described as "virtual communities," although commentators differ on the amount of group feeling that they observe online. This paper reports on a survey that investigated to what extent people who post to 30 widely-varying online groups experience community online. Results show that two-thirds of respondents did indeed perceive a sense of belonging to their group. Beyond that, dimensions analogous to those of geographic communities were studied, and differences were found among the groups in those dimensions. The best predictors of these dimensions tended to be the time and effort individuals put into the groups. These dimensions added up to a unified statistical "Community" factor. Although the newsgroups did not turn out to vary significantly with this factor, individuals' experiences in their groups did. For women, their experience could be predicted by the thoroughness with which they read the group; for men, their experience could be predicted by the prevalence of women on the group. %M C.CHI.98.1.368 %T Communication and Information: Alternative Uses of the Internet in Households %S Talking on the Net %A Robert Kraut %A Tridas Mukhopadhyay %A Janusz Szczypula %A Sara Kiesler %A William Scherlis %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 368-375 %K Interpersonal communication, Family communication, Social impact, Computer-mediated communication, Internet, World Wide Web, Online services, User studies, Technology adoption, Email %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p368-kraut/p368-kraut.pdf %X The Internet has been characterized as a superhighway to information and as a high-tech extension of the home telephone. How are people really using the Internet? The history of previous technologies that support interpersonal communication suggests that communication may be a more important use and determinant of participants' commitment to the Internet than is information acquisition and entertainment. Operationalizing interpersonal communication as the use of electronic mail and information acquisition and entertainment as the use of the World Wide Web, we analyzed longitudinal data from a field trial of 229 individuals in 110 households during their first year on the Internet. The results show that interpersonal communication is a stronger driver of Internet use than are information and entertainment applications. %M C.CHI.98.1.376 %T The Vista Environment for the Coevolutinary Design of User Interfaces %S Supporting the Design Process %A Judy Brown %A T. C. Nicholas Graham %A Timothy Wright %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 376-383 %K Task-analysis, Task-oriented specification, User-interface, Architecture, Methodology %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p376-brown/p376-brown.pdf %X User centered design requires the creation of numerous design artifacts such as task hierarchy, task-oriented specification, user interface design, architecture design and code. It is increasingly accepted that such artifacts cannot be created in isolation, but instead incrementally coevolve, where information obtained from the development of one artifact contributes to the development of the others. In user interface development, these artifacts are typically developed by different people with different backgrounds, hindering the communication necessary for coevolution. This paper demonstrates how different design artifacts can be linked, exposing their common elements. Such links can be developed despite the differing points of view and differing levels of detail of the design artifacts. This paper describes Vista, a prototype tool for examining the links between design artifacts, and demonstrates how making these links explicit supports coevolutionary design. %M C.CHI.98.1.384 %T Tools for Incremental Development of Educational Software Interfaces %S Supporting the Design Process %A Wolff Daniel Dobson %A Christopher K. Riesbeck %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 384-391 %K Educational software, Interface design, Interface tools, Intelligent systems, INDIE, Goal-based scenario %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p384-dobson/p384-dobson.pdf %X In this paper we describe the evolution of an educational software tool designed to let non-programmers build content-rich learning environments. Version 1 was a wholly model-driven authoring environment, but was unpopular with authors as they were forced them to build up-front domain representations before prototyping their interfaces. Version 2 uses a GUI method of interface development while the model is developed incrementally and as needed. In this version, authors built less of a model overall, but were more satisfied with the results. This paper discusses the natures of the two approaches to model-building and how they are authored. %M C.CHI.98.1.392 %T Visual Task Characterization for Automated Visual Discourse Synthesis %S Supporting the Design Process %A Michelle X. Zhou %A Steven K. Feiner %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 392-399 %K Automated design of graphics, Visual discourse, Visual task characterization %* (c) Copyright 1998 ACM %O color plate on p. 643 %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p392-zhou/p392-zhou.pdf %X To develop a comprehensive and systematic approach to the automated design of visual discourse, we introduce a visual task taxonomy that interfaces high-level presentation intents with low-level visual techniques. In our approach, visual tasks describe presentation intents through their visual accomplishments, and suggest desired visual techniques through their visual implications. Therefore, we can characterize visual tasks by their visual accomplishments and implications. Through this characterization, visual tasks can guide the visual discourse synthesis process by specifying what presentation intents can be achieved and how to achieve them. %M C.CHI.98.1.400 %T Visualizing the Evolution of Web Ecologies %S Visualizing Dynamic Information %A Ed H. Chi %A James Pitkow %A Jock Mackinlay %A Peter Pirolli %A Rich Gossweiler %A Stuart K. Card %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 400-407 %K World Wide Web, Visualization, Log file analysis, Temporal analysis, Information ecologies, Hypertext, Documents %* (c) Copyright 1998 ACM %O color plate on pp. 644-645 %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p400-chi/p400-chi.pdf %X Several visualizations have emerged which attempt to visualize all or part of the World Wide Web. Those visualizations, however, fail to present the dynamically changing ecology of users and documents on the Web. We present new techniques for Web Ecology and Evolution Visualization (WEEV). Disk Trees represent a discrete time slice of the Web ecology. A collection of Disk Trees forms a Time Tube, representing the evolution of the Web over longer periods of time. These visualizations are intended to aid authors and webmasters with the production and organization of content, assist Web surfers making sense of information, and help researchers understand the Web. %M C.CHI.98.1.408 %T Hi-Cites: Dynamically Created Citations with Active Highlighting %S Visualizing Dynamic Information %A Michelle Q. Wang Baldonado %A Terry Winograd %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 408-415 %K Hi-cites, Dynamic citations, Highlighting, Digital libraries, Information visualization, Browsing %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p408-baldonado/p408-baldonado.pdf %X The original SenseMaker interface for information exploration [2] used tables to present heterogeneous document descriptions. In contrast, printed bibliographies and World Wide Web (WWW) search engines use formatted citations to convey this information. In this paper, we discuss hi-cites, a new interface construct developed for SenseMaker that combines the benefits of tables (which encourage the comparison of descriptions) and citations (which facilitate browsing). Hi-cites are dynamically created citations with active highlighting. They are useful in environments where heterogeneous structured descriptions must be browsed and compared with ease. Examples beyond digital libraries include product catalogs, classified advertisements, and WWW search engines. We have performed an evaluation of hi-cites, tables, and citations for tasks involving single attribute comparisons in the digital-library domain. This evaluation supports our claim that hi-cites are valuable for both comparison and skimming tasks in this environment. %M C.CHI.98.1.416 %T DIVA: Exploratory Data Analysis with Multimedia Streams %S Visualizing Dynamic Information %A Wendy E. Mackay %A Michel Beaudouin-Lafon %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 416-423 %K Exploratory data analysis, Hypermedia, Multimedia, Protocol analysis, Streams, Stream algebra, Video %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p416-mackay/p416-mackay.pdf %X DIVA supports exploratory data analysis of multimedia streams, enabling users to visualize, explore and evaluate patterns in data that change over time. The underlying stream algebra provides the mathematical basis for operating on diverse kinds of streams. The streamer visualization technique provides a smooth transition between spatial and temporal views of the data. Mapping source and presentation streams into a two-dimensional space provides users with a direct manipulation, nontemporal interface for viewing and editing streams. DIVA was developed to help us analyze both qualitative and quantitative data collected in our research with French air traffic controllers, including video of controllers at work, audio records of telephone, radio and other conversations, output from tools such as RADAR, and coded logs based on our observations. Although our emphasis is on exploratory data analysis, DIVA's stream architecture should prove useful for a wide variety of multimedia applications. %M C.CHI.98.1.424 %T National Geographic Unplugged: Classroom-Centered Design of Interactive Nature Films %S Young Adult Learners %A Brian K. Smith %A Brian J. Reiser %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 424-431 %K Children, Collaborative learning, Educational applications, Interaction design, Multimedia, Social issues, Video %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p424-smith/p424-smith.pdf %X Designing computer-based learning environments must account for the context in which activity occurs, the tasks that students perform, and the tools that facilitate these tasks. When designing for school use, it is also crucial to consider how the software will be integrated into the organization of the classroom workplace and how teacher practices influence the adoption and success of interactive learning environments. This paper discusses our experiences in designing and deploying an interactive video tool to high school classrooms. We stress a classroom-centered design that tries to integrate usable software with interactions that occur "outside of the box" to alter traditional school learning. %M C.CHI.98.1.432 %T New Media, New Practices: Experiences in Open Learning Course Design %S Young Adult Learners %A Tamara Sumner %A Josie Taylor %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 432-439 %K Design, Distance education, Educational technology, Lifelong learning, Multimedia %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p432-sumner/p432-sumner.pdf %X We explore some of the complex issues surrounding the design and use of multimedia and Internet-based learning resources in distance education courses. We do so by analysing our experiences designing a diverse array of learning media for a large scale, distance learning course in introductory computing. During the project, we had to significantly rethink the design and production of our learning resources as we shifted from a paper-based teaching model to an interactive teaching model. This shift entailed changes to our design products (to promote more effective media use by learners) and changes to our design practices (to foster consistent media use and design across a large and distributed team). Course designers and course students alike needed help in breaking out of paper-based models of learning to obtain maximum benefit from the interactive teaching model. %M C.CHI.98.1.440 %T Investigating the Capture, Integration and Access Problem of Ubiquitous Computing in an Educational Setting %S Young Adult Learners %A Gregory D. Abowd %A Christopher G. Atkeson %A Jason Brotherton %A Tommy Enqvist %A Paul Gulley %A Johan LeMon %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 440-447 %K Ubiquitous computing, Educational application, Capture, integration and access of multimedia %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p440-abowd/p440-abowd.pdf %X In this paper, we describe efforts to develop and evaluate a large-scale experiment in ubiquitous computing applied to education. Specifically, we are concerned with the general problem of capturing a rich, multimedia experience, and providing useful access into the record of the experience by automatically integrating the various streams of captured information. We describe the Classroom 2000 project and two years of experience developing and using automated tools for the capture, integration and access to support university lecture courses. We will report on observed use of the system by both teachers and learners and how those observations have influenced and will influence the development of a capture, integration and access system for everyday use. %M C.CHI.98.1.448 %T Finding and Visualizing Inter-Site Clan Graphs %S CSCW %A Loren Terveen %A Will Hill %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 448-455 %K Social filtering, Collaborative filtering, Information access, Information retrieval, Information visualization, Human-computer interaction, Computer supported cooperative work, Social network analysis, Co-citation analysis %* (c) Copyright 1998 ACM %O color plate on p. 646 %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p448-terveen/p448-terveen.pdf %X For many purposes, the Web page is too small a unit of interaction. Users often want to interact with larger-scale entities, particularly collections of topically related items. We report three innovations that address this user need. * We replaced the web page with the web site as the basic unit of interaction and analysis. * We defined a new information structure, the clan graph, that groups together sets of related sites. * We invented a new graph visualization, the auditorium visualization, that reveals important structural and content properties of sites within a clan graph. We have discovered interesting information that can be extracted from the structure of a clan graph. We can identify structurally important sites with many incoming or outgoing links. Links between sites serve important functions: they often identify "front door" pages of sites, sometimes identify especially significant pages within a site, and occasionally contain informative anchor text. %M C.CHI.98.1.456 %T Effects of Interfaces for Annotation on Communication in a Collaborative Task %S CSCW %A Patricia G. Wojahn %A Christine M. Neuwirth %A Barbara Bullock %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 456-463 %K Annotations, Display format, Interface design, Computer-mediated communication, Computer-supported cooperative work, Collaborative writing %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p456-wojahn/p456-wojahn.pdf %X Various interfaces exist for annotations. Little is known, however, about how such interface variations affect communication. We designed an annotation interface intended to facilitate annotation and undertook a study to compare this interface to two commonly used alternatives. Results support the hypothesis that annotation interfaces aftect the number and types of problems about which collaborators communicate. Results also suggest the need for more research on interface effects within other communicative contexts. %M C.CHI.98.1.464 %T Awareness Driven Video Quality of Service in Collaborative Virtual Environments %S CSCW %A Gail Reynard %A Steve Benford %A Chris Greenhalgh %A Christian Heath %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 464-471 %K Video, CSCW, CVEs, Multimedia, Networks %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p464-reynard/p464-reynard.pdf %X We extend previous work on texture mapping video streams into virtual environments by introducing awareness driven video QoS. This uses movements within a shared virtual world to activate different video services. In turn, these services have different settings for underlying QoS parameters such as frame-rate, resolution and compression. We demonstrate this technique through a combined conferencing/ mediaspace application which uses awareness driven video for facial expressions and for views into remote physical environments. We reflect on the issues of spatial consistency, privacy, seamless shifts in mutual involvement and making underlying QoS mechanisms more visible, malleable and flexible. %M C.CHI.98.1.472 %T Supporting Situated Actions in High Volume Conversational Data Situations %S Monitoring the Complexity of Real Users %A Christopher Lueg %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 472-479 %K Situated cognition, Situated actions, Usenet news, Information filtering %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p472-lueg/p472-lueg.pdf %X The global conferencing system Usenet news offers an amount of articles per day that exceeds human cognitive capabilities by far although the articles are already organized in hierarchically structured discussion groups covering distinct topics. We report here on a situated information filtering system that significantly reduces the burden by supporting the user in acting situated. Interpreting the user's actions as situated actions, the approach complements current filtering and recommender approaches by completely avoiding the modeling of user interests; the user is the only instance for assigning (un-)interestingness to Usenet discussions. %M C.CHI.98.1.480 %T Hear Rate Variability: Indicator of User State as an Aid to Human-Computer Interaction %S Monitoring the Complexity of Real Users %A Dennis W. Rowe %A John Sibert %A Don Irwin %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 480-487 %K Heart rate variability, Mental effort, User state, Air traffic management, Airspace complexity, Free flight %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p480-rowe/p480-rowe.pdf %X This preliminary study explores the use of Heart Rate Variability (HRV) as an indicator of user state. In the study, a visual display is used to vary the levels of a complexity factor to assess the impact on user mental effort in a monitoring task. Mental effort is measured both subjectively and physiologically. Two findings indicate the potential value of HRV. First, user HRV showed significant discriminatory sensitivity to the manipulation of the independent variable on the basis of domain experience. Second, HRV appeared to indicate the point at which user capacity to process targets was exceeded. Results warrant further investigation but suggest the use of HRV as a tool for design and analysis of user interfaces, and as a research basis for use as component of an adaptive interface. %M C.CHI.98.1.488 %T Evolution of the Conversation Machine: A Case Study of Bringing Advanced Technology to the Marketplace %S Monitoring the Complexity of Real Users %A Catherine G. Wolf %A Wlodek Zadrozny %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 488-495 %K Speech recognition, Natural language, Design rationale, Requirements, Business transformation %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p488-wolf/p488-wolf.pdf %X This paper describes the evolution of the Conversation Machine, a conversational speech system which allows users to carry out common banking transactions over the telephone using a conversational-style interface. The discussion is organized according to three phases of the project -- the demonstration, laboratory, and customer phases. The different phases of the project had different goals and brought different design issues to the forefront. In particular, the realities of working with a customer partner have affected the design of the user interface and functionality of the system in ways not anticipated at earlier stages of the project. %M C.CHI.98.1.496 %T Trust Breaks Down in Electronic Contexts but Can be Repaired by Some Initial Face-to-Face Contact %S Usability of Groupware %A Elena Rocco %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 496-502 %K CSCW, Trust, Cooperation and conflict, Teamwork %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p496-rocco/p496-rocco.pdf %X Trust is the prerequisite for success when a collaborative task involves risk of individualistic or deceitful behaviors of others. Can trust emerge in electronic contexts? This issue is explored in an experiment in which trust emergence is measured in both face-to-face (F-t-F) and electronic contexts. In this experiment trust is revealed by the degree of cooperation the group is able to reach in solving a social dilemma, i.e. a situation in which advantages for individualistic behavior make group cooperation highly vulnerable. The experiment consists of two stages. The first stage analyzes the effects of F-t-F and electronic communication on trust. Trust succeeds only with F-t-F communication. The second stage investigates whether a pre-meeting F-t-F can promote trust in electronic contexts. Results are positive. Examination of how people converse in these two contexts sheds some light on the effects of technical characteristics and social circumstances on the emergence of trust. %M C.CHI.98.1.503 %T Expertise, Collaboration and Bandwidth %S Usability of Groupware %A Alonso H. Vera %A Thomas Kvan %A Robert L. West %A Simon Lai %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 503-510 %K Cognitive models, Expertise, Collaboration, CSCW %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p503-vera/p503-vera.pdf %X This paper describes the results of a study evaluating the effects of computer mediation on collaboratively solving architectural design problems. Pairs of graduate design students were asked to work on a landscape architecture design problem via computer terminals. In one condition they were allowed to communicate with an electronic whiteboard and a chat-line while in the other, the chat-line was substituted with video-conferencing (real-time video and audio). The protocols were evaluated according to two models. First, they were coded according to the pattern of collaboration, distinguishing meta-planning, negotiation, evaluation, and individual work. No differences were found between the two groups when coded this way. The protocols were also coded in terms of the problem-solving content, distinguishing task-related exchanges, interface-related exchanges, low-level design exchanges, and high-level design exchanges. The results showed that in the bandwidth-limited chat-line condition, participants cut down task and interface-related as well as low-level design exchanges but attempted to maintain the same amount of high-level design exchanges. When the final designs were evaluated by professional architects, no differences were found between two conditions indicating that chat-line participants implicitly compensate for the narrower bandwidth interface. %M C.CHI.98.1.511 %T Effects of Awareness Support on Groupware Usability %S Usability of Groupware %A Carl Gutwin %A Saul Greenberg %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 511-518 %K Workspace awareness, Groupware, Usability %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p511-gutwin/p511-gutwin.pdf %X Collaboration in current real-time groupware systems is often an awkward and clumsy process. We hypothesize that better support for workspace awareness can improve the usability of these shared computational workspaces. We conducted an experiment that compared people's performance on two versions of a groupware interface. The interfaces used workspace miniatures to provide different levels of support for workspace awareness. The basic miniature showed information only about the local user, and the enhanced miniature showed the location and activity of others in the workspace as well. In two of three task types tested, completion times were lower with increased awareness support, and in one task type, communication was more efficient. Participants also greatly preferred the awareness-enhanced system. The study provides empirical evidence of, and underlying reasons for, the value of supporting workspace awareness in groupware. %M C.CHI.98.1.519 %T Composing Magic Lenses %S Software Behind the Scenes %A David Fox %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 519-525 %K Magic Lens, Pad, Filter, Portal, Lens, Transparent, Work-through interface, Delegation, Inheritance, Object-oriented, CLOS, Scheme %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p519-fox/p519-fox.pdf %X Since the publication of the first paper on Magic Lenses, various methods have been proposed for implementing lenses which filter the objects seen through them. However, all the methods proposed suffer from various flaws. In particular, none of these methods solve the problem of composing lenses in a general way. A method which solves all these problems is described here. By substituting delegation for the more conventional class inheritance, a simple and elegant solution emerges. We have implemented delegation-based Magic Lenses in the Tabula Rasa zooming user interface (ZUI) system, using an object system related to CLOS. %M C.CHI.98.1.526 %T Generalized Pointing: Enabling Multiagent Interaction %S Software Behind the Scenes %A Dan R. Olsen, Jr. %A Daniel Boyarski %A Thom Verratti %A Matthew Phelps %A Jack L. Moffett %A Edson L. Lo %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 526-533 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p526-olsen/p526-olsen.pdf %X We describe an architecture which allows any external agent (human or software) to point into the visual space of an interactive application. We describe the visual design of a scheme for highlighting any information in any application. This architecture requires the application to provide information about its semantic structure as part of its redraw algorithms. Based on this semantic map generalized pointer descriptions are defined and used to reference objects to be highlighted. The architecture is demonstrated using a multibookmark agent framework and several example applications. %M C.CHI.98.1.534 %T Scripting Graphical Applications by Demonstration %S Software Behind the Scenes %A Brad A. Myers %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 534-541 %K Scripting, Macros, Programming by Demonstration (PBD), Command objects, Toolkits, User interface development environments, Amulet %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p534-myers/p534-myers.pdf %X Writing scripts (often called "macros") can be helpful for automating repetitive tasks. Scripting facilities for text editors like Emacs and Microsoft Word have been widely used and available. However, for graphical applications, scripting has been tried many times but has never been successful. This is mainly due to the data description problem of determining how to generalize the particular objects selected at demonstration time. Previous systems have mostly tried to solve this using inferencing, but this has a number of problems, including guessing wrong and providing appropriate feedback and control to users. Therefore, the Topaz framework does not use inferencing and instead allows the user to specify how the appropriate objects should be found. This is achieved by recording changes to which objects are selected and searches for objects, so that scripts can be written with respect to the selected object, in the same way as Emacs keyboard macros. Furthermore, all values can be explicitly generalized in a number of ways, and scripts can be invoked as a result of other commands. By leveraging off of Amulet's command object architecture, programmers get these capabilities for free in their applications. The result is that much more sophisticated scripting capabilities available in applications with no extra work for programmers. %M C.CHI.98.1.542 %T Illuminating Light: An Optical Design Tool with a Luminous-Tangible Interface %S Computer Augmented Environments %A John Underkoffler %A Hiroshi Ishii %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 542-549 %K Engineering simulation, Optics, Holography, Luminous interface, Tangible interface, Augmented reality, Prototyping tool, Interactive projection, Tangible bits %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p542-underkoffler/p542-underkoffler.pdf %X We describe a novel system for rapid prototyping of laser-based optical and holographic layouts. Users of this optical prototyping tool -- called the Illuminating Light system -- move physical representations of various optical elements about a workspace, while the system tracks these components and projects back onto the workspace surface the simulated propagation of laser light through the evolving layout. This application is built atop the Luminous Room infrastructure, an aggregate of interlinked, computer-controlled projector-camera units called I/O Bulbs. Philosophically, the work embodies the emerging ideas of the Luminous Room and builds on the notions of 'graspable media'. We briefly introduce the I/O Bulb and Luminous Room concepts and discuss their current implementations. After an overview of the optical domain that the Illuminating Light system is designed to address, we present the overall system design and implementation, including that of an intermediary toolkit called voodoo which provides a general facility for object identification and tracking. %M C.CHI.98.1.550 %T Insight Lab: An Immersive Team Environment Linking Paper, Displays, and Data %S Computer Augmented Environments %A Beth M. Lange %A Mark A. Jones %A James L. Meyers %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 550-557 %K Interaction design, Collaboration, Analysis methods, Video analysis, Hybrid paper electronic interfaces, Digital documents, Group memory, Barcode technology %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p550-lange/p550-lange.pdf %X The Insight Lab is an immersive environment designed to support teams who create design requirements documents. Requirements emerge from a deep understanding of a problem domain, which is achieved through in-depth analysis of large amounts of qualitative data. The goal of the Lab is to facilitate the data analysis process through the seamless interaction of computer-based technologies with objects in the environment. Team members can use paper and whiteboards to sketch, annotate, and display their analysis work. Barcodes are used to link papers and whiteboard printouts to the multimedia data stored in the computer. %M C.CHI.98.1.558 %T Reinventing the Familiar: Exploring an Augmented Reality Design Space for Air Traffic Control %S Computer Augmented Environments %A Wendy E. Mackay %A Anne-Laure Fayard %A Laurent Frobert %A Lionel Medini %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 558-565 %K Augmented reality, Design space, Interactive paper, Participatory design, Video prototyping %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p558-mackay/p558-mackay.pdf %X This paper describes our exploration of a design space for an augmented reality prototype. We began by observing air traffic controllers and their interactions with paper flight strips. We then worked with a multi-disciplinary team of researchers and controllers over a period of a year to brainstorm and prototype ideas for enhancing paper flight strips. We argue that augmented reality is more promising (and simpler to implement) than the current strategies that seek to replace flight strips with keyboard/monitor interfaces. We also argue that an exploration of the design space, with active participation from the controllers, is essential not only for designing particular artifacts, but also for understanding the strengths and limitations of augmented reality in general. %M C.CHI.98.1.566 %T Designing Audio Aura %S Hear Here! %A Elizabeth D. Mynatt %A Maribeth Back %A Roy Want %A Michael Baer %A Jason B. Ellis %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 566-573 %K Audio, Augmented reality, Auditory icons, Active badge, VRML. Earcons, Awareness, Periphery %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p566-mynatt/p566-mynatt.pdf %X In this paper, we describe the process behind the design of Audio Aura. The goal of Audio Aura is to provide serendipitous information, via background auditory cues, that is tied to people's physical actions in the workplace. We used scenarios to explore issues in serendipitous information such as privacy and work practice. Our sound design was guided by a number of strategies for creating peripheral sounds grouped in cohesive ecologies. Faced with an physical and software infrastructure under development in a laboratory distant from our sound studio, we prototyped different sonic landscapes in VRML worlds. In our infrastructure design, we made a number of trade-offs in our use of legacy systems and our client-server design. %M C.CHI.98.1.574 %T Communicating Graphical Information to Blind Users Using Music: The Role of Context %S Hear Here! %A James L. Alty %A Dimitrios I. Rigas %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 574-581 %K Blind users, Music, Graphics, Interface design, Empirical %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p574-alty/p574-alty.pdf %X We describe the design and use of AUDIOGRAPH -- a tool for investigating the use of music in the communication of graphical information to blind and partially sighted users. This paper examines the use of the system to communicate complex diagrams and gives some examples of user output. Performance is not as good as expected and it is postulated that context will play an important part in the perception of diagrams communicated using music. A set of experiments are reported which indicate that context does indeed seem to play an important role in assisting meaningful understanding of the diagrams communicated. The implications for using music in auditory interface design are discussed. %M C.CHI.98.1.582 %T What can I Say?: Evaluating a Spoken Language Interface to Email %S Hear Here! %A Marilyn A. Walker %A Jeanne Fromer %A Giuseppe Di Fabbrizio %A Craig Mestel %A Don Hindle %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 582-589 %K Spoken language interfaces, Initiative, Email interfaces %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p582-walker/p582-walker.pdf %X This paper presents experimental results comparing two different designs for a spoken language interface to email. We compare a mixed-initiative dialogue style, in which users can flexibly control the dialogue, to a system-initiative dialogue style, in which the system controls the dialogue. Our results show that even though the mixed-initiative system is more efficient, as measured by number of turns, or elapsed time to complete a set of email tasks, users prefer the system-initiative interface. We posit that these preferences arise from the fact that the system initiative interface is easier to learn and more predictable. %M C.CHI.98.1.590 %T Device Design Methodology for Trauma Applications %S Better Health Through... %A Diane S. Brown %A Susan Motte %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 590-594 %K Trauma, Medical domain, Healthcare, Field studies, Design methodology, Human factors %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p590-brown/p590-brown.pdf %X In this paper, we describe the unique characteristics of medical environments, particularly trauma. We describe how those characteristics challenge traditional human factors methods, and the enhanced methods that work well for each development phase of medical product design. %M C.CHI.98.1.595 %T Voice-Enabled Structured Medical Reporting %S Better Health Through... %A Mary-Marshall Teel %A Rachael Sokolowski %A David Rosenthal %A Matt Belge %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 595-602 %K Speech interface design, Voice recognition, Dictation, Clinical reporting, Structured reporting, SGML, EHR %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p595-teel/p595-teel.pdf %X A paradox exists in applications that generate Electronic Health Records (EHRs) -- how can data be captured from health care professionals speaking in a natural manner and in a computer readable form? This paradox is historical. Physicians are accustomed to dictating to a tape recorder and the speech is transcribed to a paper-based report. This format makes electronic access difficult and is of low value to the health care institution's needs for research and analysis. There is considerable interest in applying speech recognition to address this paradox. Users, many of whom are uncomfortable with computers, are attracted to a system that promises to simulate a transcriptionist. Institutional requirements are fulfilled as the data is created in an electronic form. However, conflicting goals arise. Doctors have very little time, want to create reports quickly and wish to use natural narration. Health care institutions, on the other hand, want to capture information in a controlled and predictable structure. This paper describes the design of a system, currently under construction, which we have named OSSIM (Open Systems Structured Information Manager). OSSIM attempts to achieve a balance between difficult ease of use goals and demanding institutional goals for computer readable structured information. %M C.CHI.98.1.603 %T Interactive Storytelling Environments: Coping with Cardiac Illness at Boston's Children's Hospital %S Better Health Through... %A Marina Umaschi Bers %A Edith Ackermann %A Justine Cassell %A Beth Donegan %A Joseph Gonzalez-Heydrich %A David Ray DeMaso %A Carol Strohecker %A Sarah Lualdi %A Dennis Bromley %A Judith Karlin %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 603-610 %K Interactive storytelling, Authoring environments, Cardiology illness, Coping strategies, Computational play kits, Soft interfaces %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p603-bers/p603-bers.pdf %X This paper describes exploration of uses of a computational storytelling environment on the Cardiology Unit of the Children's Hospital in Boston during the summer of 1997. Young cardiac patients ranging from age 7 to 16 used the SAGE environment to tell personal stories and create interactive characters, as a way of coping with cardiac illness, hospitalizations, and invasive medical procedures. This pilot study is part of a larger collaborative effort between Children's Hospital and MERL -- A Mitsubishi Electric Research Laboratory to develop a web-based application, the Experience Journal, to assist patients and their families in dealing with serious medical illness. The focus of the paper is on young patients' uses of SAGE, on SAGE's affordances in the context of the hospital, and on design recommendations for the development of future computational play kits. Preliminary analysis of children's stories indicates that children used different modes of interaction -- direct, mediated, and differed -- depending upon what personae the narrator chooses to take on. These modes seem to vary with the mindset and health condition of the child. %M C.CHI.98.1.611 %T Progressive Design: Staged Evolution of Scenarios in the Design of a Collaborative Science Learning Environment %S It's Elementary %A George Chin, Jr. %A Mary Beth Rosson %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 611-618 %K Scenarios, Task-artifact framework, Claims, Participatory design, Computer-supported collaborative learning %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p611-chin/p611-chin.pdf %X Scenario-based design techniques are increasingly popular in HCI design. Although many techniques exist, we see a growing demand for more structured and systematic methods of scenario generation and development. This paper describes a case study in which a collaborative science learning environment was designed using an evolutionary scenario-based design approach. The case study has attempted to make consistent use of scenarios and claims as design representations, to integrate the design of both the system and the activities that incorporate it, and to evolve design in an organized and principled manner. We have termed this approach progressive design. %M C.CHI.98.1.619 %T Adapting User Interface Design Methods to the Design of Educational Activities %S It's Elementary %A Clayton Lewis %A Cathy Brand %A Gina Cherry %A Cyndi Rader %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 619-626 %K Analysis methods, Children, Design techniques, Educational applications, End user programming, Task analysis %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p619-lewis/p619-lewis.pdf %X We have adapted the programming walkthrough technique to help design computer-supported educational activities in elementary school science. We present examples from a case study which illustrate ways in which design of an educational activity is similar to and different from design of a user interface. We have found that the walkthrough approach is useful in this new setting, and that it sheds new light on the general task-centered orientation to design. %M C.CHI.98.1.627 %T The Progress Portfolio: Designing Reflective Tools for a Classroom Context %S It's Elementary %A Ben Loh %A Josh Radinsky %A Eric Russell %A Louis M. Gomez %A Brian J. Reiser %A Daniel C. Edelson %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems %D 1998 %V 1 %P 627-634 %K Children, Collaborative learning, Education applications, Learner-centered design, Inquiry support tools %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/274644/p627-loh/p627-loh.pdf %X A great deal of effort has gone into developing open-ended inquiry activities for science education as well as complex computer tools for accessing scientific data to help students learn science. To be successful with these tools and activities, students need to learn a set of inquiry skills and to develop a new mode of classroom work: reflective inquiry. In this paper we describe the design of the Progress Portfolio, a software environment to promote reflective inquiry, and we examine the influences of the unique practices and features of classroom contexts on our design process. %M C.CHI.98.2.1 %T An Interpreted Demonstration of Computer Game Design %S Demonstrations: HCI Lessons and Games %A Chuck Clanton %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 1-2 %K CD-ROM games, Entertainment software %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p1-clanton/p1-clanton.pdf %X Perhaps you believe computer games have no relevance to HCI, or perhaps you are just reluctant to let your kid blast you out of warp space in seven seconds flat to find out why they spent $49.95 for a dumb game. This is your chance to find out whether game designers know something you do not, without embarrassing yourself in front of your kid. %M C.CHI.98.2.3 %T Double Agent -- Presentation and Filtering Agents for a Digital Television Recording System %S Demonstrations: Avatars & Characters %A Peter Meuleman %A Anita Heister %A Han Kohar %A Douglas Tedd %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 3-4 %K Content filtering, User profiling, Television user interfaces, Anthropomorphism, Agents %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p3-meuleman/p3-meuleman.pdf %X Double Agent explores scenarios for automated selection of television programs and their presentation via anthropomorphic interfaces. By using two kinds of agent technology in combination with an advanced video recorder we explore solutions for both attractiveness and complexity problems that systems in this entertainment domain will be confronted with. Intelligent agents select television content in the way a user would have done if he had the overview and knowledge of the programs. Real-time controlled virtual actor agents hide the system's complexity and create the attractive and highly responsive user interface needed in this specific entertainment domain. %M C.CHI.98.2.5 %T Microcosm: Support for Virtual Communities via an On-Line Graphical Environment %S Demonstrations: Avatars & Characters %A Ellen A. Isaacs %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 5-6 %K Virtual worlds, Virtual communities, Avatars %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p5-isaacs/p5-isaacs.pdf %X Microcosm is an example of a virtual world, providing long-term, primarily (but not exclusively) synchronous communication among large, distributed communities, whose members are represented by virtual identities known as avatars. It provides support for establishing an identity, social interaction, navigation, interacting with objects, customization and extensibility, and security. %M C.CHI.98.2.7 %T Evolution of the Talking Dinosaur: The (Not So) Natural History of a New Interface for Children %S Demonstrations: Interaction via Play %A Kristin Alexander %A Erik Strommen %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 7-8 %K Children, Usability testing, Interaction design, Learning %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p7-alexander/p7-alexander.pdf %X The purpose of this presentation is to demonstrate key features of the interface and content design of ActiMates Barney. ActiMates Barney operates in three different usage contexts: As a freestanding toy and, by means of a wireless radio link, with PC-based software and linear videotapes. The interface features of each mode (freestanding, with the computer, and with the television) are described, as well as how the interplay between design goals and usability research results shaped the product's final form. %M C.CHI.98.2.9 %T Participatory Simulations: Using Computational Objects to Learn about Dynamic Systems %S Demonstrations: Interaction via Play %A Vanessa Colella %A Richard Borovoy %A Mitchel Resnick %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 9-10 %K Children, Education, CSCL, Augmented reality %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p9-colella/p9-colella.pdf %X New technology developed at the MIT Media Laboratory enables students to become active participants in life-sized, computational simulations of dynamic systems. These Participatory Simulations provide an individual, "first-person" perspective on the system, just as acting in Hamlet provides such a perspective on Shakespeare. Using our Thinking Tags, small, name-tag sized computers that communicate with each other via infrared, we add a thin layer of computation to participant's social interactions, transforming a group of people into participants in a dynamic simulation. Participants in these simulations get highly engaged in the activities and collaboratively study the underlying systemic model. %M C.CHI.98.2.11 %T Grammex: Defining Grammars by Example %S Demonstrations: Language and Object %A Henry Lieberman %A Bonnie A. Nardi %A David Wright %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 11-12 %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p11-lieberman/p11-lieberman.pdf %X Parsers are powerful tools for computer understanding of text, whether the language is a natural language or a formal language. To make the computational power of these tools fully available to an end user, a parser should be user-extensible. Until now, a user who wished to control a parser was forced to write or edit a grammar, a text file containing rules. Editing grammars is often difficult and error-prone for end users since the effect of writing specific rules, and interaction between rules, can often be unclear. Grammex ["Grammars by Example"] is the first direct manipulation interface designed to allow ordinary users to define grammars interactively. Instead of writing a grammar in an abstract rule language, the user presents concrete examples of text that he or she would like the parser to recognize. The user describes the text by selecting substrings, and choosing possible interpretations of the text from popup menus of suggestions heuristically computed by Grammex. Grammex compiles grammar rules that can be used as the input to a traditional parser. %M C.CHI.98.2.13 %T IBM RealThings %S Demonstrations: Language and Object %A John Mullaly %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 13-14 %K User interface design, Interaction design, Design theory, Industrial design, Human-computer interaction, Cognitive models, Metaphor %W %X In this demonstration we present IBM RealThings, experimental user interface objects modeled on familiar real-world objects. Traditional computer-based mechanisms are removed and replaced by controls that are theoretically more natural and intuitive, allowing users to focus more on their tasks and less on computer artifacts.[1] Presented are several objects designed within the theoretical framework of RealThings, demonstrating innovative aspects of design at many levels, such as: the underlying object model, the object-view structure, interaction design, and visualization issues such as stylization and use of metaphor. Also demonstrated is the robust applicability of these designs to various user environments, such as the desktop, web browser, webtop, or 3D environments. %M C.CHI.98.2.15 %T Augment, Bootstrap Communities, the Web: What Next? %S Demonstrations: Honoring our Elders %A Douglas C. Engelbart %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 15-16 %K Collaborative work, Collaborative learning, Hypermedia, Virtual community, Knowledge management %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p15-englebart/p15-englebart.pdf %X NLS/Augment beginning in the middle 1960s introduced many hardware and software firsts echoed in today's windowed computing and hypermedia systems such as the World Wide Web (WWW). We demonstrate key features via historic videos and a currently running implementation, discuss its philosophical underpinnings as a tool for supporting collaborative communities of knowledge workers, and point out essentials that we feel have yet to be sufficiently realized in widely available commercial systems. %M C.CHI.98.2.17 %T Xerox Star Live Demonstration %S Demonstrations: Honoring our Elders %A David Canfield Smith %A Charles H. Irby %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 17 %K User models, Interaction design, Metaphors, Design rationale %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p17-smith/p17-smith.pdf %X Seventeen years ago, in 1981, Xerox introduced the 8010 "Star" Information System [1,2] to the world. This was a personal computer designed for office professionals. While not an economic success, Star had a profound effect on the personal computer industry. Today every personal computer and many workstations incorporate elements of the Star human interface. Its technology is in daily use by over 100 million people worldwide. Indeed, it is not farfetched to state that Star was a motivating factor in the formation of the computer-human interaction discipline and the SigCHI organization. Yet few people have actually seen a Star computer. We will remedy that in this session. Two of the inventors of Star will give a live demonstration of a Star system and use it to illustrate some of the design principles that have become widely accepted. CHI attendees will be offered hands-on time with Star so that they can form their own opinions. The Star designers invented many of the elements of successful graphical user interfaces (GUI's), including icons, direct manipulation, the desktop metaphor, dialog boxes, universal commands, and pointing and clicking. They also popularized other GUI techniques, such as bitmapped displays, overlapping windows, the mouse, noun-verb commands, and object orientation. Star had the first true object-oriented computer interface. In many ways Star has been surpassed by today's graphical user interfaces, as one would hope. But in other ways, Star remains a more usable system than any other personal computer. The three most important are: * Icons * Consistency * Simplicity %M C.CHI.98.2.18 %T The Lisa User Interface %S Demonstrations: Honoring our Elders %A Frank Ludolph %A Roderick Perkins %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 18-19 %K Desktop, Lisa, Graphical user interface, Document model %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p18-ludolph/p18-ludolph.pdf %X Apple's Lisa, introduced in January 1983, was the bridge between the first commercial graphical desktop system, the Xerox Star (April 1982), and the Apple Macintosh (January 1984), which popularized it. Although visually similar to current graphical user interfaces, its user model differs substantially. The live demonstration presents a broad view of the Lisa user interface and relates it to other systems. This extended abstract focuses on elements of Lisa's document-centric user model and context management that made it easier to learn and use than today's systems. %M C.CHI.98.2.20 %T Classroom 2000: A System for Capturing and Accessing Multimedia Classroom Experiences %S Demonstrations: Dynamic Documents %A Gregory D. Abowd %A Jason Brotherton %A Janak Bhalodia %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 20-21 %K Ubiquitous computing, Educational application, Capture, Integration and access of multimedia %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p20-abowd/p20-abowd.pdf %M C.CHI.98.2.22 %T XLibris: The Active Reading Machine %S Demonstrations: Dynamic Documents %A Morgan N. Price %A Bill N. Schilit %A Gene Golovchinsky %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 22-23 %K Paper-like user interface, Reading online, Affordances of paper, Pen computing, Dynamic hypertext, Document metaphor, Information retrieval %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p22-price/p22-price.pdf %X Active reading [1] is the combination of reading with critical thinking and learning, and involves not just reading per se, but also underlining, highlighting and commenting. We have built the XLibris "Active Reading Machine" to explore the premise that computation can enhance the active reading process. XLibris uses a high-resolution pen tablet display along with a paper-like user interface to emulate the physical experience of reading a document on paper: the reader can hold a scanned image of a page in his lap and mark on it with digital ink. XLibris monitors free-form ink annotations made while reading, and uses these to organize and to search for information. Readers can review, sort and filter clippings of their annotated text in a "Reader's Notebook." Finally, XLibris searches for material related to the annotated text, and displays links unobtrusively in the margin. XLibris demonstrates that computers can help active readers organize and find information while retaining many of the advantages of reading on paper. %M C.CHI.98.2.24 %T Pegasus: A Drawing System for Rapid Geometric Design %S Demonstrations: 2D & 3D Graphics %A Takeo Igarashi %A Sachiko Kawachiya %A Hidehiko Tanaka %A Satoshi Matsuoka %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 24-25 %K Geometric design, Pen-based input, Drawing editor, Predictive interface, Beautification %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p24-igarashi/p24-igarashi.pdf %X Pegasus is a prototype drawing system for rapid geometric design. Using Pegasus, a user can construct precise geometric diagrams easily without struggling with complicated editing commands. Two novel interaction techniques are introduced: interactive beautification and predictive drawing. Interactive beautification receives the user's free stroke input and beautifies it by considering possible geometric constraints among segments by generating multiple candidates to prevent recognition errors. Predictive drawing predicts the user's next drawing operation based on the spatial relationship among existing segments on the screen. %M C.CHI.98.2.26 %T Alice: Easy to Learn Interactive 3D Graphics %S Demonstrations: 2D & 3D Graphics %A Jeffrey S. Pierce %A Kevin Christiansen %A Dennis Cosgrove %A Matt Conway %A Dan Moskowitz %A Brian Stearns %A Chris Sturgill %A Randy Pausch %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 26-27 %K Virtual reality, 3D graphics, Rapid prototyping, Usability engineering %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p26-pierce/p26-pierce.pdf %X Alice is a rapid prototyping system used to create three dimensional graphics simulations like those seen in virtual reality applications. Alice uses an interpreted language called Python as its scripting language to implement user actions. This interactive development environment allows users to explore many more design options than is possible in a compiled language environment. The beta version of Alice for Windows 95 and NT 4.0 is available for free over the Internet from http://alice.cs.cmu.edu. %M C.CHI.98.2.28 %T Visualizing Medical Records with LifeLines %S Demonstrations: Interactive Medicine %A Catherine Plaisant %A Daniel Heller %A Jia Li %A Ben Shneiderman %A Rich Mushlin %A John Karat %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 28-29 %K Visualization, Healthcare, Medical record, History, Timeline, Overview %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p28-plaisant/p28-plaisant.pdf %X Computerized medical records pose tremendous problems to system developers, yet all the efforts to solve those problems will succeed only if appropriate attention is also given to user interface and information design [1]. Long lists to scroll, clumsy searches, endless menus and lengthy dialogs lead to user frustration and rejection. We designed a general visualization technique for personal histories called LifeLines and are currently exploring its use for medical patient records. %M C.CHI.98.2.30 %T Incremental Improvements in Physician-Computer Interaction in Response to Clinical Needs and User Feedback %S Demonstrations: Interactive Medicine %A Edward P. Cutolo %A Nicholas A. Coblio %A Paul McCright %A Michael T. McCormick %A Willard S. Harris %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 30-31 %K Clinical computing, Physicians, Web page, Frames, Clinical guidelines, OVID, Bibliographic and full-text databases %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p30-cutolo/p30-cutolo.pdf %X We trace the transformation in the behavior of our resident physicians from frequent hostility toward the computer (when first introduced to clinical computing by physician order entry) to their current facility and eagerness in using it, which were recently heightened even further by 1) Web page techniques for the easy and quick implementation of evidence-based clinical practice guidelines and 2) rapid online access to full-text articles from current key medical journals at the point of patient care. This striking transformation was fostered by our recurrent customization of the computer-human interface in response to clinical needs and to continuous feedback from the physician users. %M C.CHI.98.2.32 %T Impediments to the Integrated Use of Computers in the Classroom %S Development Consortium %A Dean Eichorn %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 32-33 %K Technology, Technology enhanced instruction, Professional development %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p32-eichorn/p32-eichorn.pdf %X Despite the belief that computer technology can enhance teaching and learning in our schools, the adaptation of technology enhanced instruction practices into classroom routines has been slow. This paper explores the reasons for the impeded incorporation of technology and suggests some possible solutions. %M C.CHI.98.2.34 %T On Overcoming the Barriers to Computer Usage in High Schools %S Development Consortium %A Rocky Harris %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 34-35 %K High schools, Technology in the schools, Technology in education, Technology in the curriculum %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p34-harris/p34-harris.pdf %X This paper discusses various ways that I have attempted to bring technology into the classroom. It includes some of the typical obstacles encountered and some specific experiments tried. Frustrated by a slow rate of change, I listed several suggestions that might accelerate the integration of computer technology into the high school classroom. These suggestions include the development of an integrated school information management tool, lessons to help teachers feel more in control of the technology, and specific curriculum plans that integrate the technology into lessons. %M C.CHI.98.2.36 %T Information Technology in the Czech Secondary Schools %S Development Consortium %A Bozena (Boba) Mannova %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 36-37 %K Information technology, Teachers education, Computer use, CHI %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p36-mannova/p36-mannova.pdf %X This paper describes the situation in use of computers in the secondary schools in the Czech Republic. The overview of historical development is given and the current state is discussed. There are formulated some questions, which have to be answered. Strategies for teachers in service education are described. %M C.CHI.98.2.38 %T The Method of Teaching Expert Systems Used in the Manufacturing Process %S Development Consortium %A Cezary Orlowski %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 38-39 %K Teaching expert systems, Computers in education, Knowledge base systems %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p38-orlowski/p38-orlowski.pdf %X The paper presents a new method of building, teaching and exploitation of expert systems on the basis of production processes. %M C.CHI.98.2.40 %T Activation Energy Required with Classroom Computers %S Development Consortium %A Charles Rencsok %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 40-41 %K Instructional tools, Computer support, Initiating change, Risks versus benefits, Technology introduction, Instructional technology, Classroom computers %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p40-rencsok/p40-rencsok.pdf %X Change in applied instructional techniques requires extra initial effort to redirect the inertia of a pre-existent system. This effort must come both from without and within the classroom. Well concerted efforts have higher probability of success than fragmented approaches. %M C.CHI.98.2.42 %T Teaching Computers the Young and the Adults: Observations on Learning Style Differences %S Development Consortium %A Marcin Sikorski %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 42-43 %K Learning styles, Computers in education, Poland %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p42-sikorski/p42-sikorski.pdf %X This paper describes differences in styles how young and adult learners familiarise themselves with computers. Presented observations resulted from the author's teaching experience and from a series of interviews with teachers of computing in public schools in Poland. %M C.CHI.98.2.44 %T What's in It for Kids? %S Development Consortium %A Cynthia Solomon %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 44-45 %K K-12 education, Education applications, Learning environments, Programming, Logo, Children, WWW, Teachers %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p44-solomon/p44-solomon.pdf %X In this paper, I raise some issues teachers are struggling with today about what are good computing activities for children. %M C.CHI.98.2.46 %T What is Wrong with Computer-Mediated Communication (CMC) -- An Educator's Point of View %S Development Consortium %A Peter Soreanu %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 46-47 %K CMC, Icons, Metaphors, User interface, Adaptive systems, Adaptive interface, Virtual reality, CSCL, Course management %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p46-soreanu/p46-soreanu.pdf %X This position paper presents some human-computer interaction (HCI)-related issues in CMC. The expressed views are based on personal experience as an educator of K-12 classes. The following questions are raised: relevance of icons, metaphors as representations of known reality, adaptability of World Wide Web (WWW) user interface to individual needs. I propose the inclusion of inter- and cross-cultural parameters in the interface design. I also suggest that Educational Style Sheets (ESS) be developed, to enhance the efficiency of Computer Supported Collaborative Learning (CSCL) tools. %M C.CHI.98.2.48 %T Graphical Style Sheets: Towards Reusable Representations of Biomedical Graphics %S Doctoral Consortium %A Ramon M. Felciano %A Russ Altman %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 48-49 %K Visualization, Graphic design, Health-care applications, Intelligent interfaces, Constraint-based systems, User interface toolkits, UIMS, World Wide Web, Electronic publishing, Database access %O Student Posters: Entertainment, Health Care and Education %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p48-felciano/p48-felciano.pdf %X We propose that the design characteristics shared by a family of data graphics can be represented as declarative, knowledge-based graphical style sheets that a general-purpose visualization system can use to generate domain-specific data graphics automatically. Graphical style sheets (GSS) define the layout and drawing conventions shared by members of a particular family of data graphics. A GSS is a declarative mapping between Postscript-like graphical objects and data stored in object-oriented data structures. We describe the conceptual framework underlying our approach, and a prototype constraint-based visualization system (PALLADIO) and design representation language (P-SPEAK) we are building to evaluate this framework. %M C.CHI.98.2.50 %T Intelligent Tutoring Systems have Forgotten the Tutor: Adding a Cognitive Model of Human Tutors %S Doctoral Consortium %A Neil T. Heffernan %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 50-51 %K Intelligent tutoring systems, ACT-R, User model, Algebra, Tutoring, Learning, Education, Socratic dialogue %O Student Posters: Entertainment, Health Care and Education %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p50-heffernan/p50-heffernan.pdf %X I propose that a more effective intelligent tutoring system (ITS) for the domain of algebra symbolization can be made by building a cognitive model of human tutors and incorporating that model into an ITS. Specifically, I will collect protocols of humans engaged in tutoring and use these to build a model of Socratic dialogue for this domain. I will then test whether the ITS is more effective with such dialogue capabilities. %M C.CHI.98.2.52 %T The Low-Level Cognitive Processes Involved in the Visual Search of Pull-Down Menus and Computer Screens, as Revealed by Cognitive Modeling %S Doctoral Consortium %A Anthony J. Hornof %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 52-53 %K Cognitive models, Menu selection, Visual search %O Student Posters: Cognition and Perception %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p52-hornof/p52-hornof.pdf %X The field of human-computer interaction does not have an empirically validated model of the low-level perception, decision, and motor processes that people use when they look for an item on a computer screen. The goal of this dissertation is to provide such a model. The approach will be to (1) build computational cognitive models that simulate people accomplishing various specific visual search tasks, such as menu selection tasks, (2) validate the proposed visual search models by using the models to accurately predict how much time people require to accomplish the same visual search tasks, and (3) provide the field of human-computer interaction with some specific practical benefit from these models, such as explanations of how screen layout design guidelines affect the cognitive processes involved in visual search. %M C.CHI.98.2.54 %T Toward Effective Algorithm Visualization Artifacts: Designing for Participation and Negotiation in an Undergraduate Algorithms Course %S Doctoral Consortium %A Christopher D. Hundhausen %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 54-55 %K Algorithm visualization, Situated action theory, Situated learning theory %O Student Posters: Entertainment, Health Care and Education %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p54-hundhausen/p54-hundhausen.pdf %X Despite their intuitive appeal, computer-based algorithm visualization (AV) artifacts have failed to enter mainstream computer science education. I argue that past research into the design, evaluation, and pedagogical use of AV artifacts has been guided by an underlying theory of effectiveness that is fundamentally deficient. Inspired by an alternative pedagogy in which students construct their own AVs, and by recent research into the situated nature of communication and learning, my dissertation develops an alternative theory that stresses the value of AV artifacts both in facilitating students' participation in the Community of Algorithmaticians, and in providing students and instructors with resources for negotiating a shared understanding of algorithms. %M C.CHI.98.2.56 %T Computational Implications of Human Navigation in Multiscale Electronic Worlds %S Doctoral Consortium %A Susanne Jul %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 56-57 %K Navigation, Frame of reference, Multiscale, Spatial cognition, Pad++ %O Student Posters: World Wide Web %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p56-jul/p56-jul.pdf %X In this work I seek to formulate a theory of the computational implications of certain factors that affect human navigation in multiscale electronic worlds. Specifically, I seek to describe the properties a multiscale world must satisfy to furnish useful frames of reference. I draw factors from three areas. First, understanding of spatial cognition in general and frames of reference in spatial cognition in particular. Second, theoretical characteristics of multiscale information spaces. Third, general attributes of users' task contexts. The ultimate goal of the work is to provide a basis for a theory of design of navigational aids. This project also seeks to provide a case study of integrating existing psychological theories with emerging theories of computational environments. %M C.CHI.98.2.58 %T Improving Gestures and Interaction Techniques for Pen-Based User Interfaces %S Doctoral Consortium %A Allan Christian Long, Jr. %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 58-59 %K Pen-based user interface, Gestures, Interface design tools %O Student Posters: Interaction Techniques %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p58-long/p58-long.pdf %X The goal of this research is the improvement of pen-based user interfaces (PUIs) in two areas: ease of operation for end users, and ease of creation for designers and programmers. A promising feature of PUIs that has not yet been fully exploited is gestures: marks that activate commands rather than enter data. Users of existing PUIs are burdened with unreliable gesture recognition and have difficulty learning and remembering gestures. These problems are compounded by the inappropriate application of graphical user interface interaction techniques to PUIs. We are developing a tool to aid PUI designers in creating and evaluating gesture sets that are easier for computers to recognize and easier for humans to learn and remember. This work will also develop and evaluate new interaction techniques that take advantage of the unique characteristics of PUIs. %M C.CHI.98.2.60 %T Robust, End-User Programmable, Multiple-Window Coordination %S Doctoral Consortium %A Chris North %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 60-61 %K User interface, Coordination, Multiple window strategies, Information visualization, Window management %O Student Posters: Interaction Techniques %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p60-north/p60-north.pdf %X In current windowing environments, individual windows are treated independently, making it difficult for users to coordinate information across multiple windows. While coordinated multi-window strategies are increasingly used in visualization and web user interfaces, designs are inflexible and haphazard. I propose a generalized, end-user programmable, robust, multiple-window coordination capability. This research involves generation of guidelines for robust coordination design, development of specification languages for end-user coordination, resolution of data structures, algorithms, and software architecture issues, and empirical evaluation. %M C.CHI.98.2.62 %T Designing a Programming System for Children with a Focus on Usability %S Doctoral Consortium %A John F. Pane %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 62-63 %K Children, End-user programming, Programming environments, Psychology of programming %O Student Posters: Entertainment, Health Care and Education %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p62-pane/p62-pane.pdf %X This research proposes the design of a new programming language and environment for children. Emphasis throughout the design will be on usability. I will apply prior results from empirical studies of programmers and the psychology of programming, as well as new empirical studies that investigate areas that have not yet been studied completely. My thesis is that this focus on usability will produce a system that is easier for children to learn and use than existing systems. I will evaluate this thesis through user studies comparing the new system to other programming systems for beginners. %M C.CHI.98.2.64 %T About 23 Million Documents Match your query... %S Doctoral Consortium %A Kerry Rodden %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 64-65 %K Information access, Searching, Relevance feedback %O Student Posters: World Wide Web %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p64-rodden/p64-rodden.pdf %X A simple search of a large information space, such as the World Wide Web, often leaves the user to scan millions of hits. Relevance feedback is an information retrieval technique that can be used to make a search query more specific, so that its results are more manageable and useful. However, users tend not to take advantage of relevance feedback when systems provide it. I believe that this is because the process is badly represented at the search interface, and my thesis work to date has been aimed at facilitating relevance feedback by providing a visual representation of the user's search context. An initial Java interface has been implemented, which will evolve in future to become a user-centred information workspace, supporting the search of a multimedia document collection. %M C.CHI.98.2.66 %T Interpreting Eye Movements with Process Models %S Doctoral Consortium %A Dario D. Salvucci %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 66-67 %K Eye movements, Process models, Trace-based analysis, Hidden Markov models, ACT-R %O Student Posters: Cognition and Perception %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p66-salvucci/p66-salvucci.pdf %X Though eye movements provide a wealth of information about how humans interact with computers, the analysis of eye movement data can be extremely tedious and time-consuming. This paper outlines an automated approach to tracing eye movements, that is, interpreting eye movement protocols based on an underlying process model. The proposed tracing methods utilize techniques such as hidden Markov models to relate observed eye movement protocols to the predictions of the process model. These methods have been applied successfully in the domain of equation solving and will be extended to several other task domains. %M C.CHI.98.2.68 %T Putting Power in the Hands of End Users: A Study of Programming by Demonstration, with an Application to Geographical Information Systems %S Doctoral Consortium %A Carol Traynor %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 68-69 %K End-user programming, Programming by demonstration, Comic-strip metaphor, Visual language, Geographical information systems %O Student Posters: Design: Applications and Approaches %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p68-traynor/p68-traynor.pdf %X Many software applications, especially ones that arise out of technical domains, are difficult for non-technical end users to comprehend and use. Such users are often dependent on experts who serve as intermediaries between them and the software. Geographical information systems (GIS), for example, frequently require such intermediaries. This project involves the design and evaluation of a new end-user programming environment, with an application to GISs. The project adopts a programming-by-demonstration (PBD) approach, in which the software builds a program representation based on the user's interaction with an application's user interface. The research plan includes evaluation of a prototype of the PBD environment, implementation of the environment, and evaluation of the PBD approach via empirical studies. %M C.CHI.98.2.70 %T The Effect of Accompanying Media on Spatial Models Derived from Text %S Doctoral Consortium %A David VanEsselstyn %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 70-71 %K Virtual reality, Knowledge representation, Hypermedia, Education %O Student Posters: Multimedia %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p70-vanesselstyn/p70-vanesselstyn.pdf %X In a computer based experiment, groups were exposed to either a textual walking tour of the Saint John the Divine Cathedral, the same walking tour accompanied by black and white photos of the cathedral that coincided with the text, or a virtual reality experience accompanied by the same text. Participants were then tested on the factual, imagistic, and mental model knowledge they were able to obtain from the experience. In the test, participants in the text and photo groups were outperformed by the virtual group on the factual questions and the imagistic questions. The virtual group also took significantly more time inside the program than the other two groups. The text group outperformed the other groups on the mental model task. Issues around memory encoding and retrieval are discussed in relationship to the findings. %M C.CHI.98.2.72 %T Schooling in the Digital Domain: Gendered Play and Work in the Classroom Context %S Doctoral Consortium %A Karen Orr Vered %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 72-73 %K Classroom ethnography, Computer games, Children, Girls, Gender, Play, Equity, Education %O Student Posters: Entertainment, Health Care and Education %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p72-vered/p72-vered.pdf %X This presentation demonstrates how the social setting of a co-educational elementary classroom elicits gender-specific performances with respect to free-time computer use, including game play and web-surfing. In light of recent industrial recognition of a "girls" market for electronic games, and the growing body of research about girls' preferences and habits about computing, this work presents participant observation and qualitative student interviews (ethnography) to inform these directions of game development and research. %M C.CHI.98.2.74 %T Cultural Effects in Usability Assessment %S Doctoral Consortium %A Alvin Yeo %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 74-75 %K Usability testing, Think aloud, Cultural issues, Malaysia %O Student Posters: Design: Applications and Approaches %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p74-yeo/p74-yeo.pdf %X A study is being conducted to identify factors that may affect results of usability evaluation techniques. Preliminary results based on eight subjects are described and then implications of the findings are discussed. %M C.CHI.98.2.76 %T Automated Visual Discourse Synthesis: Coherence, Versatility, and Interactivity %S Doctoral Consortium %A Michelle X. Zhou %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 76-77 %K Automated visual presentation design, Knowledge engineering, Planning, Interaction handling %O Student Posters: Design: Applications and Approaches %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p76-zhou/p76-zhou.pdf %X We summarize the motivation, the approach, and the significance of a thesis that is concerned with automating the design of visual discourse. To synthesize effective visual discourse, three design criteria are used: coherence, versatility, and interactivity. The thesis focuses on finding comprehensive and systematic methodologies that meet these criteria, and on developing practical ways to implement visual discourse synthesis systems. %M C.CHI.98.2.78 %T Public Information: Documents, Spectacles and the Politics of Public Participation %S Panels %A Scott Minneman %A S. Joy Mountford %A Natalie Jeremijenko %A Krzysztof Wodiczko %A Anthony Turner %A Mike Davis %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 78-79 %K Shared viewing, Public art, Public documents, Public participation, Group work %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p78-minneman/p78-minneman.pdf %X This proposed panel addresses the representation of the public in the information age. For the most part, new technologies delivered by corporate interests envision the 'public' as markets, separated into demographic age groups, income brackets and individual consumption behaviors. In the information age, public representation is synonymous with the market, voting and buying are conflated, and politics is a subbranch of marketing. This panel focuses on recent works that transcends categories of consumption and represents the public to itself outside of this arena. What are the possibilities for shared public experience rendered by new technologies? What interventions have been made in the political work of constructing public identity? %M C.CHI.98.2.80 %T Human-Computer Interaction in Health Care: What Works? What Doesn't? %S Panels %A John Karat %A Janette Coble %A Pamela Jamar %A John Mattison %A Matthew J. Orland %A Jo Carol Gordon Hiatt %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 80-81 %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p80-jamar/p80-jamar.pdf %X This panel will identify various ways Human-Computer Interaction (HCI) methods have been applied to health care. It will discuss successful and unsuccessful applications of HCI Techniques and discuss how HCI methods were modified to address the health care domain. %M C.CHI.98.2.82 %T Intelligent Interfaces in the Real World: Progress and Success Stories %S Panels %A Kelly Braun %A Tony Lovell %A Jim Miller %A Brad Weed %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 82-83 %K Agents, Intelligent interfaces, Design, Technology transfer %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p82-braun/p82-braun.pdf %X It's time to hold work on intelligent interfaces to the same criterion as that used for other interface styles. That is, rather than judging them against their success at implementing the end-goal of a long-term research vector, we should judge them by their ability to meet the needs of real users in everyday, meaningful tasks. This panel will present four such systems, all of which are commercially-available products that, in their own ways, exploit the intelligent interface paradigm. Comparisons of the systems will bring out the technological progress that has been made, the interface design decisions that embody the current systems, and how these systems serve as starting points for further advances of the basic research vector. %M C.CHI.98.2.84 %T Constructing Community in Cyberspace %S Panels %A Mary B. Williamson %A Andrew Glassner %A Margaret McLaughlin %A Cheryl Chase %A Marc Smith %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 84-85 %K Virtual community, Social issues, World Wide Web (WWW), Telecommunications %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p84-williamson/p84-williamson.pdf %X In this panel, a group of theorists and practitioners, each of whom has constructed tools for communicating and community building in cyberspace, present their own work and critically evaluate each others work. Our perspective explores the relationships between public events in real communities, public events involving art and politics, and the counterparts of these events in virtual communities. Each panelist presents a current project in a visual way, as a series of narrated images or as a demonstration of the project on a web site. The panelists comment on the ways in which the project might have been embedded in traditional community and on the ways in which the project might be embedded in a cyberspace community. %M C.CHI.98.2.86 %T Distance Learning: Is It the End of Education as Most of Us Know It? %S Panels %A Diana Laurillard %A Jenny Preece %A Ben Shneiderman %A Lisa Neal %A Yvonne Waern %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 86-87 %K Distance learning, Education, Internet, Web %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p86-laurillard/p86-laurillard.pdf %X The purpose of this panel is to present and discuss the key issues in distance learning from different perspectives and to envision future directions. The different views of the panelists include: professionals vs. students; large classes vs. small; distance learning university vs. introduced within regular university or as pan of a class; and different cultural perspectives. %M C.CHI.98.2.88 %T Interactive Narrative: Stepping into Our Own Stories %S Panels %A Mary Flanagan %A Francine Arble %A Chuck Clanton %A Harry Marks %A Janet Murray %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 88-89 %K Entertainment, Edutainment, Interactive narrative, Digital storytelling, Story %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p88-clanton/p88-clanton.pdf %X In this panel, ideas about interactive narrative will be explored from four unique perspectives: interactive fiction from an academic research unit, story as seen in the gaming industry, story as created and recreated in the development of a girl's web adventure, and narrative as seen in an entertainment "role playing" game which appropriates mainstream media to create a new form of story. %M C.CHI.98.2.90 %T Good Web Design: Essential Ingredient! %S Panels %A Nahum Gershon %A Mary Czerwinski %A Wayne Neale %A Jakob Nielsen %A Nick Ragouzis %A David Siegel %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 90-91 %K WWW, World Wide Web, Design, HCI, User interface, Visual media, Visualization %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p90-gershon/p90-gershon.pdf %X Currently, many Web pages & applications are poorly designed even though they might visually appealing. Many people do not have a good knowledge or awareness of effective visual, textual, & information design. The panel & the audience will discuss & debate why a good design is essential to the success of the Web, and how to achieve it. %M C.CHI.98.2.92 %T Is the Web Really Different from Everything Else? %S Panels %A Ben Shneiderman %A Jakob Nielsen %A Scott Butler %A Michael Levi %A Frederick Conrad %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 92-93 %K World Wide Web, User experience, Design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p92-shneiderman/p92-shneiderman.pdf %X What is so unique about using the World Wide Web? Or, is there anything unique about web use? This panel is designed to explore -- though not necessarily answer -- the question "is the web really different from everything else?" %M C.CHI.98.2.94 %T Famous CHI Educators Tell All %S Panels %A Marian G. Williams %A Andrew Sears %A Alan Dix %A Tom Hewett %A Marilyn Mantei %A Jenny Preece %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 94-95 %K HCI education, HCI professional education, Industry, Academia %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p94-williams/p94-williams.pdf %X CHI educators (in academia and industry) find some CHI concepts hard to teach. This panel provides an opportunity for them to learn from the experiences of experts. We will collect questions to find out what CHI educators think it is hard to teach and what CHI students have found it hard to learn from their instructors' presentations. Then we will ask our panel of experts to talk about why the concepts are hard to teach and to describe the successful strategies and techniques they have found for teaching them. %M C.CHI.98.2.96 %T Baby Faces: User-Interface Design for Small Displays %S Panels %A Aaron Marcus %A Joseph V. Ferrante %A Timo Kinnunen %A Kari Kuutti %A Erik Sparre %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 96-97 %K Information appliances, Mobile phones, Personal digital assistants %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p96-marcus/p96-marcus.pdf %X User interface conferences and literature usually dwell upon projects in which large color palettes, high spatial resolution, and large-size displays are presumed to be available. Many consumer information appliances and hand-held devices are often more limited in their characteristics, yet are increasingly important to bring the power of the Web, productivity tools, databases, transactions, and entertainment to more and more people on the go, or at least not in front of higher-performance PCs, NCs, or workstations. Professionals with insight into the challenges and achievements of designing graphical user interfaces for small displays will debate the best way to design for products in which many characteristics are significantly limited, e.g., fonts, color resolution, spatial resolution, and graphics. These user interfaces, which might be called "baby faces" seem simpler in some ways, but also are actually quite complex as a design challenge when one designs to account for their limited characteristics. %M C.CHI.98.2.98 %T Codex, Memex, Genex: The Pursuit of Transformational Technologies %S Plenary Session: Opening %A Ben Shneiderman %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 98-99 %K Genex, Memex, World-Wide Web, Advanced graphical user interfaces, Computer supported cooperative work, Information visualization %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p98-shneiderman/p98-shneiderman.pdf %X Handwritten codexes or printed books transformed society by allowing users to preserve and transmit information. Today, leather-bound volumes and illuminated manuscripts are giving way to animated image maps and hot links. Vannevar Bush's memex has inspired the World Wide Web, which provides users with vast information resources and convenient communications. In looking to the future, we might again transform society by building genexes -- generators of excellence -- to support creative exploration of ideas. Thesauri are to words, as genexes are to ideas. Such inspirational environments would empower personal and collaborative creativity by enabling users to: * collect information from an existing domain of knowledge, * create innovations using advanced tools, * consult with peers or mentors in the field, and then * disseminate the results widely. This paper describes how a framework for an integrated set of software tools might support this four-phase model of creativity in science, medicine, the arts, and beyond. Current initiatives are positive and encouraging, but they do not work in an integrated fashion, often miss vital components, and are frequently poorly designed. A well-conceived and clearly-stated framework could guide design efforts, coordinate planning, and speed development. %M C.CHI.98.2.100 %T Keep No Secrets and Tell No Lies: Computer Interfaces in Clinical Care %S Plenary Session: Health Case Application Domain %A Michael G. Kahn %A Janette Coble %A Matthew Orland %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 100-101 %K Visual accountability, Clinical workstation, Health care user interfaces, Data integrity %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p100-kahn/p100-kahn.pdf %X Physicians are accountable for the decisions they make on behalf of their patients. Likewise, computer interface designers must assume accountability for assumptions, limitations, and other unseen deficiencies that impact on the quantity, validity, integrity, and timeliness of data made accessible through their interfaces. During the development of a Web-based clinical workstation, extensive usability testing showed physicians exhibiting bewildering and conflicting simultaneous demands for both more and less information on their patients. A closer examination of these results highlighted the need for visual "accountability cues" -- visual indicators which allow physicians to assess the quantity and quality of data made available through the user interface. Interface designers must develop new methods for showing only needed information and must highlight where data integrity compromises have been made -- where there are secrets and maybe even lies. %M C.CHI.98.2.102 %T Digital Production: Using Alien Technology %S Plenary Session: Entertainment Application Domain %A Mark Swain %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 102-103 %K Motion pictures, Digital production, Special effects, Computer animation, Graphical user interface (GUI), Repetitive stress injuries, Ergonomics, Alternative input devices %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p102-swain/p102-swain.pdf %X The love and hatred of computers has been raised to new levels in the motion picture industry. Producers and Directors now demand the impossible. Film makers are addicted to the reality that computer animation and digital effects bring to their summer block busters, thus a relatively new industry -- Digital Production/Effects -- is flourishing. Box office revenues are on the increase as more movie patrons flock to the theaters than in years past. So, what's wrong? Movie budgets are sky rocketing with digital artists working around the clock to bring the directors vision to the big screen. The number of effects shots in feature films are increasing by the hundreds. The steady advancements in both computer hardware and software packages have allowed for some of this industry growth. The rest of the growth has come from artists shackled to their workstations for 10-18 hours a day, sometimes 6 to 7 days a week. This results in a burn out cycle that leaves artists tired, frustrated, and sometimes injured with repetitive stress injuries (RSI). The solution to the growing number of effects and massive budgets of feature films may not be heaping hundreds of artists on each film project, but in how the artist interacts with the computer. %M C.CHI.98.2.104 %T Technological Humanism and Values-Driven Design %S Plenary Session: Closing %A Brenda Laurel %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 104 %K Humanism, Ethics, Values, Methodology, Research, Design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p104-laurel/p104-laurel.pdf %X While believing in the primacy of sensation and observation as how we know the world, humanists employ a methodology that submits these observations to reason, and, sometimes not so obviously, to ethical consideration. Humanistic work is values-driven work. It is work that one does because one thinks it is a good thing to do. It is also work that relies on empirical methods and clear-eyed observation. In this talk I will explore the application of humanistic values and methods to the design and development of interactive media, discussing specific examples from the application domain of play-oriented computer software for little girls. I will advocate an approach that is intended reconcile the seeming contradictions between empirical methods and values-driven work. %M C.CHI.98.2.105 %T Human-Computer Interaction: Introduction and Overview %S Tutorials %A Keith A. Butler %A Robert J. K. Jacob %A Bonnie E. John %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 105-106 %K Human-computer interaction, Usability engineering, Human performance engineering, Cognitive modeling, Theory, Analysis methods, Interaction styles, Interaction hardware, User interface software, User interface management systems %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p105-butler/p105-butler.pdf %X The objective of this special introductory seminar is to provide newcomers to Human-Computer Interaction (HCI) with an introduction and overview of the field. The material will begin with a brief history of the field, followed by presentation and discussion of how good application development methods pull on the interdisciplinary technologies of HCI. The topics will include the psychology of human-computer interaction, psychologically-based design methods and tools, user interface media and tools, and introduction to user interface architecture. %M C.CHI.98.2.107 %T Introduction to Web Design %S Tutorials %A Jakob Nielsen %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 107-108 %K WWW, World Wide Web, Design, Hypertext, Usability %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p107-nielsen/p107-nielsen.pdf %X You are up against four million other websites: how do you get users to stay at your site? Only by providing valuable content and a highly usable interface. Cool is getting cold. %M C.CHI.98.2.109 %T Information Visualization Tutorial %S Tutorials %A Nahum Gershon %A Stuart Card %A Stephen G. Eick %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 109-110 %K Information visualization, Visualization, World Wide Web, WWW, Usability %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p109-gershon/p109-gershon.pdf %X Visual representation of information requires merging of data visualization methods, computer graphics, design, and imagination. This course describes the emerging field of information visualization including visualizing retrieved information from large document collections (e.g., digital libraries), the World Wide Web, and databases. The course highlights the process of producing effective visualizations, making sense of information, taking users' needs into account, and illustrating good practical visualization procedures in specific case studies. %M C.CHI.98.2.111 %T Planning and Implementing User-Centred Design %S Tutorials %A Nigel Bevan %A Ian Curson %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 111-112 %K User-centred design, Usability evaluation, Usability engineering, Standards %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p111-bevan/p111-bevan.pdf %X The tutorial presents a structured approach to user centred design, based on the principles of the forthcoming International Standard "Human centred design processes for interactive systems" (ISO DIS 13407) and other associated standards. A core set of practical methods which support the approach are described. These have been selected by the European Usability Support Centres on the basis of their applicability, maturity, availability, and cost-effectiveness. The tutorial gives an overview of each method, and describes criteria which can be used for selecting appropriate methods. The benefits of demonstrating conformance to ISO 13407 are explained. %M C.CHI.98.2.113 %T Product Usability: Survival Techniques %S Tutorials %A Jared M. Spool %A Tara Scanlon %A Carolyn Snyder %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 113-114 %K Design principles, Usability testing, Usability evaluation, Prototyping, Low-fidelity prototyping, Paper prototypes, Mockup, Process management, Product development, Practical techniques %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p113-spool/p113-spool.pdf %X Product developers are typically faced with small budgets, tight schedules, and over-committed resources. To deliver high-quality products under these constraints, developers need an understanding of basic design principles, techniques that allow them to work effectively with materials on hand, and a development process that is built around the use of such techniques. This workshop explains how low-fidelity prototyping and usability testing can be used in a process of iterative refinement in order to develop more usable products. %M C.CHI.98.2.115 %T Java Based User Interface Design and Development %S Tutorials %A Manfred Tscheligi %A Verena Giller %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 115-116 %K Java, User interface tools, Class libraries, User interface guidelines, World Wide Web, Corporate guidelines, Metaphors %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p115-tscheligi/p115-tscheligi.pdf %X The objective of this tutorial is to introduce Java from the user interface design viewpoint rather than from the programmers perspective. It provides an exploration of key issues of Java technology necessary to create novel web technology based application environments. Based on the experience of several Java based user interface projects the specific needs of usability engineers will be addressed. User interface potentials embedded in the Java platform will be uncovered. %M C.CHI.98.2.117 %T Cognitive Factors in Design: Basic Phenomena in Human Memory and Problem Solving %S Tutorials %A Thomas T. Hewett %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 117-118 %K Memory, Problem solving, Design, Models of the user %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p117-hewett/p117-hewett.pdf %X This tutorial provides a "hands-on" (actually, "minds-on") exploration of several basic processes and phenomena of human memory, and problem solving. The emphasis is on developing both intuitive and formal knowledge which can serve as background knowledge which will be useful in interpreting design guidelines and in making educated design judgments when design guidelines fail, conflict, or are nonexistent. The demonstrations used emphasize basic general phenomena with which any theory of memory or problem solving must deal. In addition, the tutorial suggests some of the implications of these phenomena for designing interactive computing systems. %M C.CHI.98.2.119 %T CSCW, Groupware and Workflow: Experiences, State of Art, and Future Trends %S Tutorials %A Steven Poltrock %A Jonathan Grudin %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 119-120 %K Groupware, Workflow, Computer-supported cooperative work, Coordination theory, Organizational design, Computer-mediated communication %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p119-poltrock/p119-poltrock.pdf %X Technology to support groups is rapidly coming into use and is starting to have an impact on us, our organizations, and society. This course addresses recent experiences, current possibilities, and future trends and shocks. Lecture and video illustrations are accompanied by discussions in which participants organize and present their collective experiences with and interests in groupware and workflow technologies, and CSCW issues and methods. The instructors summarize the current composition of the CSCW community and the state of the art in technology, and organize discussion of fundamental challenges that face us as users (and developers) of these technologies. %M C.CHI.98.2.121 %T Network Communities, Community Networks %S Tutorials %A John M. Carroll %A Mary Beth Rosson %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 121-122 %K Network communities, Community networks %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p121-carroll/p121-carroll.pdf %X A network community is a group of people whose communication and collaboration over networks strengthens and facilitates their shared identity and goals. A community network is a special case of a network community in which a physical community coextends with the network community. This tutorial will survey and analyze network communities and community networks focusing on how they may impact human activities and institutions. %M C.CHI.98.2.123 %T Structured Observation: Practical Methods for Understanding Users and their Work Context %S Tutorials %A Susan M. Dray %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 123-124 %K User-centered design, Observation, Ethnography, Contextual inquiry, Qualitative data, User profiles, User data collection, Usability, Tools and techniques %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p123-dray/p123-dray.pdf %X This tutorial will focus on why and how to do observations of users in their own worksite. It will introduce practitioners how to use ethnographic tools, and how to apply what they find to design. %M C.CHI.98.2.125 %T Practical GUI Screen Design: Making It Usable %S Tutorials %A Cliff Wilding %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 125-126 %K User interface design, Screen design, Graphic design, Visual design, Interaction design, User-centred design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p125-wilding/p125-wilding.pdf %X There is much more to designing usable GUI screens than making them look good. The way a screen looks should tell the user how to interact with it, and what behavior to expect. Screen design is about visual communication, the bridge between the look and the feel of the user interface. In this full day tutorial you will examine the principles of good screen design, including a detailed examination of screen layout, templates and metaphors. The tutorial provides a clear understanding of how to take advantage of user knowledge when creating screen designs that work. Examine layout techniques, including colour, fonts and symbols, and learn the principles of creating easy-to-use software and interactive new media productions. The tutorial is very much hands-on with exercises -- you will put the skills you learn into practice. Learn valuable tips and techniques for the best ways to use icons, controls, text and graphics in user interfaces. %M C.CHI.98.2.127 %T The Usability Engineering Lifecycle %S Tutorials %A Deborah J. Mayhew %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 127-128 %K User interface design, User profile, Task analysis, Usability goals, Style guide, Conceptual model, Usability testing, Usability evaluation, Usability organization, Cost-benefit analysis %O formerly Managing the Design of the User Interface %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p127-mayhew/p127-mayhew.pdf %X The purpose of this tutorial is to provide a lifecycle of practical usability techniques for structuring the process of designing good user interfaces to either traditional software applications or Web pages and applets. The tutorial presents techniques which can be applied at different points in a typical product development lifecycle. Techniques presented include not only requirements analysis, design and testing techniques, but also organizational and managerial strategies. %M C.CHI.98.2.129 %T Metaphor Design for User Interfaces %S Tutorials %A Aaron Marcus %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 129-130 %K Consumers, Culture, Diversity, Graphic design, Icons, Information design, Metaphors, Multi-media, Productivity tools, Rhetoric, Semantics, Semiotics, Symbols, User interfaces, Visible language, Web %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p129-marcus/p129-marcus.pdf %X User interface design requires designing metaphors, the essential terms, concepts, and images representing data, functions, tasks, roles, organizations, and people. Advanced user interfaces require consideration of new metaphors and repurposing of older ones. Awareness of semiotics principles, in particular the use of metaphors, can assist researchers and developers in achieving more efficient, effective ways to communicate to more diverse user communities. %M C.CHI.98.2.131 %T Designing Speech User Interfaces %S Tutorials %A Nicole Yankelovich %A Jennifer Lai %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 131-132 %K Speech user interface design, Speech recognition, Speech synthesis %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p131-yankelovich/p131-yankelovich.pdf %X This tutorial focuses on techniques for designing speech interfaces. Topics covered include an introduction to speech input and output, a discussion of speech user interface design issues, and an exploration of ways to involve users in the design process. %M C.CHI.98.2.133 %T Website Design from the Trenches %S Tutorials %A Tom Brinck %A Darren Gergle %A Scott Wood %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 133-134 %K World-Wide Web, WWW, Design process, User-interface guidelines, User testing, Rapid prototyping, Project management %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p133-brinck/p133-brinck.pdf %X Most website design projects involve small to medium-sized sites consisting of between ten and fifty pages. Such projects require designers to operate on a tight schedule and a very limited budget. With tightly constrained resources, how can we maintain a high standard of design and create usable and useful products? This tutorial presents a practical approach to applying usability techniques in website design. Our design process includes techniques for project management, dealing with clients, sketching and comping techniques for quickly producing high-quality alternatives, and a set of website design guidelines. %M C.CHI.98.2.135 %T What Children Can Tell Us about Technology: The CHIkids Model of Technology Immersion %S Tutorials %A Angela Boltman %A Allison Druin %A Adrian Miura %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 135-136 %K Education application, Children, Cooperative design, Participatory design, Ethnography, Usability testing, User models, Multimedia, Telecommunication, Social issues %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p135-boltman/p135-boltman.pdf %X This tutorial will introduce the CHIkids model of technology integration, research, and learning. This model illustrates an educational technology immersion experience for kids, a problem-centered approach to teaching for educators, and examples of contextual inquiry and participatory design methodologies for HCI professionals. This introductory-level tutorial will provide an opportunity for tutorial participants to gain hands-on experience with kids and technology as well as to understand the underlying principles behind the CHIkids model of technology immersion. %M C.CHI.98.2.137 %T Getting Started on a Contextual Project %S Tutorials %A Karen Holtzblatt %A Hugh Beyer %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 137-138 %K Analysis methods, Design techniques, Customer-centered design, Ethnography, Usability engineering, Methodology, Team design, Domain analysis, Work modeling, Software engineering, Task analysis, User models, User studies work analysis %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p137-holtzblatt/p137-holtzblatt.pdf %X Field data gathering techniques such as Contextual Inquiry enable a design team to collect the detailed customer data they need for their projects. But when a team wants to apply contextual techniques to their own situation, they are faced with a host of problems. What project should they start with? Is it better to introduce them early or late in the process? Given all the different possible techniques, which will work best for the specific project chosen? How should the customers be chosen and how should visits to them be set up? Who should be on the project? It's no wonder people find it hard to get started with these new techniques in their own organizations. This tutorial gets participants over the roadblocks in the way of using contextual techniques in their projects. We walk through the different aspects of a contextual project, describing the issues that need to be resolved, the different approaches that can work, and the principles which guide making a choice. We use exercises to give participants the chance to plan aspects of their own projects, so they can do the thinking process themselves and raise any questions raised by their own situations. This tutorial is appropriate to anyone wishing to use field methods to gather customer data for their projects. Some familiarity with these methods is assumed. %M C.CHI.98.2.139 %T Drawing on the Right Side of the Brain %S Tutorials %A Betty Edwards %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 139-140 %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p139-edwards/p139-edwards.pdf %X Drawing on the Right Side of the Brain is one of the most effective teaching methods for drawing ever developed. In this tutorial, the participant will be introduced to the underlying theory behind the method. The bulk of the session will involve practical hands-on exercises, which demonstrate the participants' ability to learn to draw, and to learn to "see things more clearly." In this tutorial you will learn basic strategies for accessing the visual, perceptual mode of thinking. This type of thinking is learned through the acquisition of very basic drawing skills and the acquisition of an understanding of the nature of drawing. %M C.CHI.98.2.141 %T Developing Collaborative Applications On the World Wide Web %S Tutorials %A Andreas Girgensohn %A Alison Lee %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 141-142 %K Collaborative applications, Interactive applications, Forms, HTML, MIME, CGI, HTTP, URL, Java, JavaScript, Web server, Web browsers, Cookies, Proxy servers, Software development, Chat, Desktop video conference, Voting application, Group calendar, Multi-user games %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p141-girgensohn/p141-girgensohn.pdf %X The World Wide Web is often viewed as the latest and most user friendly way of providing information over the Internet (i.e., server of documents). It is not customarily viewed as a platform for developing and deploying applications. In this tutorial, we introduce, demonstrate, and discuss how Web technologies like CGI scripts, Javascript, and Java can be used in combination with Web browsers to design, create, distribute and execute collaborative applications. We discuss constraints with the Web approach as well as recent extensions that support application development. %M C.CHI.98.2.143 %T The Psychology of Multimedia: Principles of Perception and Cognition %S Tutorials %A Douglas J. Gillan %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 143-144 %K Multimedia, Perception, Cognition %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p143-gillan/p143-gillan.pdf %X This tutorial is designed to provide HCI professionals with (1) knowledge about the principles of perception and cognition underlying computer-based multimedia systems and (2) skill at applying those principles. The tutorial covers basic and applied visual perception and cognition, including reading (for text displays); color perception, object perception and recognition, depth perception in two-dimensional displays (for graphics), and the perception of motion (for animation and video). High level auditory perception is also covered, focusing on music and speech perception. The tutorial also addresses issues in the application of the perceptual and cognitive principles for the design of multimedia systems. The final part of the tutorial provides practice in applying the perceptual and cognitive principles to multimedia design. %M C.CHI.98.2.145 %T Information Visualization Advanced Interface and Web Design %S Tutorials %A Ben Shneiderman %A Catherine Plaisant %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 145-146 %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p145-shneiderman/p145-shneiderman.pdf %X The future of user interfaces is in the direction of larger, higher resolution screens, that present perceptually-rich and information-abundant displays. With such designs, the worrisome flood of information can be turned into a productive river of knowledge. Our experience during the past five years has been that visual query formulation and visual display of results can be combined with the successful strategies of direct manipulation. Human perceptual skills are quite remarkable and largely underutilized in current information and computing systems. Based on this insight, we developed dynamic queries, starfield displays, treemaps, treebrowsers, and a variety of widgets to present, search, browse, filter, and compare rich information spaces. %M C.CHI.98.2.147 %T Web Sites that Work: Designing with Your Eyes Open %S Tutorials %A Jared M. Spool %A Will Schroeder %A Tara Scanlon %A Carolyn Snyder %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 147-148 %K Design principles, Usability testing, Usability evaluation, Graphic design, Internet, Task analysis, User studies, Product development, Practical techniques, World Wide Web, Web site design, Web site usability %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p147-spool/p147-spool.pdf %X Many web sites fail to fulfill their promise because designers are unaware of some of the most important factors that affect a site's success. This tutorial is based on our observations of users struggling with web sites and our consulting work with clients who face the many challenges of web site development. It includes as-yet-unpublished results from our ongoing research. We will show numerous examples of web sites to illustrate real-world successes and failures. Hands-on exercises with live web sites help participants understand and apply the course material. Instead of blindly repeating the mistakes made by others, participants will learn to approach web site design from a fresh perspective that leads to more usable designs. %M C.CHI.98.2.149 %T Contextual Design: Using Customer Work Models to Drive Systems Design %S Tutorials %A Karen Holtzblatt %A Hugh Beyer %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 149-150 %K Analysis methods, Design techniques, Customer-centered design, Ethnography, Usability engineering, Methodology, Team design, Domain analysis, Work modeling, Software engineering, Task analysis, User models, User studies work analysis %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p149-holtzblatt/p149-holtzblatt.pdf %X Field data gathering techniques such as Contextual Inquiry enable a design team to gather the detailed data they need. These techniques produce enormous amounts of information on how the customers of a system work. This creates a new problem -- how to represent all this detail in a coherent, comprehensible form, which can be a suitable basis for design. An affinity diagram effectively shows the scope of the customer problem, but is less effective at capturing and coherently representing the details of how people work. Design teams need a way to organize this detail so they can use it in their own development process. In this tutorial we present our latest methods for representing detailed information about work practice and using these representations to drive system design. These methods have been adopted over the last few years by major product development and information systems organizations. We show how to represent the work of individual users in models, how to generalize these to describe a whole market or department, and how to use these to drive innovative design. We present the process by which we build and use the models and practice key steps. We show how these methods fit into the overall design process, and summarize Contextual Design, which gathers field data and uses it to drive design through a well-defined series of steps. The tutorial is appropriate for those who have used field techniques, especially Contextual Inquiry, and would like to put more structure on the process of using field data. We use shopping as our example of work practice throughout this tutorial, since shopping is simple and understood by everyone. We encourage participants to go grocery shopping shortly before the tutorial, and bring any shopping list they may have used, their store receipt, and a drawing of the store layout and their movement through it. %M C.CHI.98.2.151 %T The Art of the Interface: Visual Ideas, Principles and Inspiration for Interface Designers %S Tutorials %A Suzanne Watzman %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 151-152 %K Visual communication, Visual literacy, Graphic design, Information design, Visual interaction design, Visual hierarchy, Visual interface, Design process, Consistent visual language, Visual diagramming, Visual cues, Design guidelines, Readability, Legibility, Typography, Icons, Graphics, Illustration, Metaphor, Color %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p151-watzman/p151-watzman.pdf %X Though the context is different, George Moore could have been describing our current "information environment". It is a world of non-stop messages and images. Countless decisions are made daily based on what we see and our perception and interpretation of these things. In addition, constant introduction of technology and tools are overwhelming, with seemingly unlimited choices of ways and media to present information, anywhere, anytime, anyhow. The problem is that no one has given us a greater ability to use and understand all this new information. The idea that more, better tools are the solution could not be further from the truth. In our rush to go faster, further, louder we have forgotten our goal. In our rush to use these enticing tools, we have forgotten that this is all about communication. We need to step back and evaluate this visual chaos. We must understand and re-learn what the basic principles are that create quality communications as well as understand the implications of our visual design choices. Our education has made us verbally literate; now we must educate ourselves to become visually literate. %M C.CHI.98.2.153 %T Selling Usability to Organisations: Strategies for Convincing People of the Value of Usability %S Tutorials %A Sarah Bloomer %A Rachel Croft %A Susan Wolfe %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 153-154 %K Strategic usability, Usability strategies, Cost-justification, Communicating usability data %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p153-bloomer/p153-bloomer.pdf %X Usability may now be practised by a large number of software developers, but has yet to gain wide acceptance. The value of usability must be communicated across multiple levels of an organisation, which requires speaking several "languages". This practical, hands-on tutorial will cover techniques for convincing management or potential clients of the value of usability and usability testing, in terms each group understands. It will address issues from how to develop a usability strategy for a whole organisation to how to find data to convince stakeholders of a single usability activity. %M C.CHI.98.2.155 %T Avoiding Damned Lies: Understanding Statistical Ideas %S Tutorials %A Alan Dix %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 155-156 %K Randomness, Statistics, Experiments, Significance test %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p155-dix/p155-dix.pdf %X Many researchers and practitioners in HCI will at some time or another need to use or interpret experimental statistics. However, the correct use of statistics involves a combination of mathematics and practical know-how. Often those who have studied an introductory statistics course have learnt how to perform the requisite mathematical manipulation, but not the meaning of the resulting numbers. This tutorial aims to fill in the understanding gap experienced by many who are using statistics, but do not feel 'on top' of it. It will focus on the meaning of a few key concepts and some of the common mistakes and fallacies prevalent in the HCI literature. %M C.CHI.98.2.157 %T Designing Shared Virtual Environments %S Tutorials %A Andrew McGrath %A Amanda Oldroyd %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 157-158 %K Interaction design, Visual design, Virtual environments, Shared spaces, VRML, Inhabited TV %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p157-mcgrath/p157-mcgrath.pdf %X The purpose of this course is to inform the audience how to design and scope successful shared virtual environments. The emphasis will be on employing good visual design, strong realistic conceptual ideas and proven interaction styles. New application concepts have been emerging within the field of virtual environments that offer exciting application possibilities but suffer from a number of problems which, once known and understood, can be avoided. The course also includes a short workshop where the audience will participate in creating a storyboard for a virtual environment. %M C.CHI.98.2.159 %T Distance Learning %S Tutorials %A Lisa Neal %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 159-160 %K Education, Training, Collaborative technologies, CSCW %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p159-neal/p159-neal.pdf %X This tutorial covers how to design and deliver a distance learning class. The motivation for distance learning programs is presented, along with the selection, deployment, and use of distance learning technologies. We examine how teaching a distance learning class is different from a face-to-face class and how to evaluate the effectiveness of a distance learning class. Case studies will be used to illustrate the use of distance learning technologies and the broad range of situations and institutions in which distance learning is employed. %M C.CHI.98.2.161 %T Applying CHI in Health Care: Domain Issues, Resources, and Requirements %S Tutorials %A John W. Gosbee %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 161-162 %K Health care, HCI, Medical software, New opportunities %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p161-gosbee/p161-gosbee.pdf %X More and more organizations are interested in applying human factors (human-computer interaction -- HCI) to the development of health care information systems. This tutorial is designed to accelerate this movement towards usable and useful health care information systems, which will, in turn, benefit end-users in hospitals, clinics, and other medical settings. Tutorial participants will learn about: 1) macro and micro issues in health care that are important to proper HCI design; 2) disciplines similar to HCI in the health care field and associated interdisciplinary resources; 3) training needed to become a specialist in HCI and health care; and 4) barriers to accomplishing HCI activities in health care, and how to deal with these barriers. This tutorial will be useful to any student, practitioner, or academic who would like to find and cultivate opportunities in the area of health care information systems. The tutorial may also entice HCI professionals who do not yet realize how much fun you can have applying your knowledge and skills to the medical domain. %M C.CHI.98.2.163 %T Conceptual Design: From User Requirements to User Interface %S Tutorials %A Kathy Potosnak %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 163-164 %K Conceptual design, Cognitive models, Design methods, Design process, Design techniques, Measurable objectives, Product design, Software design, Task analysis, Task model, User requirements, Usability, User interface design, User-centered design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p163-potosnak/p163-potosnak.pdf %X This half-day tutorial introduces a semi-structured conceptual design framework that helps product teams bridge the gulf between user requirements and detailed user interface design. It covers the background, benefits, process, and hands-on application of the framework to a simple example project. %M C.CHI.98.2.165 %T Designing User Interfaces for Television %S Tutorials %A Dale Herigstad %A Anna Wichansky %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 165-166 %K Television, World Wide Web, Internet appliance, Kiosk, Remote control, UI design, Usability evaluation %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p165-herigstad/p165-herigstad.pdf %X In this paper, we describe a tutorial to enable CHI participants to design more effective user interfaces (UIs) for interactive television (ITV) and World Wide Web (WWW) applications used on televisions (TVs). %M C.CHI.98.2.167 %T User Interface Specifications: Techniques for Conveying Design Information %S Tutorials %A Paul McInerney %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 167-168 %K User interface design, Specification, Documentation, Software engineering %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p167-mcinerney/p167-mcinerney.pdf %X After UI designers conceive of a UI design, they need to clearly communicate it to others who will evaluate or build the user interface. This tutorial presents techniques for better describing a UI design. The tutorial consists of the following segments: 1) Setting the Stage, 2) UI Design Diagramming Techniques, 3) Organizing UI Description Information, and 4) Succeeding with UI Description. %M C.CHI.98.2.169 %T Managing Color in Interactive Systems %S Tutorials %A Mary A. Mooney %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 169-170 %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p169-mooney/p169-mooney.pdf %X Color in the HCI community is often undervalued as to its relationship to the user and product. Aesthetics and cultural preferences are rarely considered adequately when product and interface colors are chosen. Since ninety percent of our knowledge of the world comes to us through sight, how we respond to light is intrinsic to the nature of human interaction. In this tutorial, I will explain the perceptual, physiological, and color management principles that underlie effective visual design with color. You will learn how to apply these principles to the design of graphical user interfaces, information displays, products and virtual environments. This tutorial is directed towards interface designers, human factors engineers, usability specialists, and developers of on-line information. This course is also valuable to virtual environment designers and product designers. You should have experience in developing user interfaces, in creating and manipulating digital imagery, or in designing products and virtual environments. %M C.CHI.98.2.171 %T Current Issues in Web Design %S Tutorials %A Jakob Nielsen %A Bruce "Tog" Tognazzini %A Erika Kindlund %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 171-172 %K WWW, World Wide Web, Usability, Web-Based Applications, Java, Applets %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p171-nielsen/p171-nielsen.pdf %X The Web keeps changing on "Internet time." We discuss new issues in Web design that go beyond the standard page design and navigation support which we (at least in theory) know how to do. %M C.CHI.98.2.173 %T ambientROOM: Integrating Ambient Media with Architectural Space %S Videos %A Hiroshi Ishii %A Craig Wisneski %A Scott Brave %A Andrew Dahley %A Matt Gorbet %A Brygg Ullmer %A Paul Yarin %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 173-174 %K Awareness, Attention, Periphery, Ambient media, Graspable media, Physical interface, Tangible interface, Tangible Bits %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p173-ishii/p173-ishii.pdf %X We envision that the physical architectural space we inhabit will be a new form of interface between humans and digital information [2]. This paper and video present the design of the ambientROOM, an interface to information for processing in the background of awareness. This information is displayed through various subtle displays of light, sound, and movement. Physical objects are also employed as controls for these "ambient media." %M C.CHI.98.2.175 %T Digital Ink: A Familiar Idea with Technological Might! %S Videos %A Chris Kasabach %A Chris Pacione %A John Stivoric %A Francine Gemperle %A Dan Siewiorek %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 175-176 %K Design research, Digital, Pen, Information, Interaction, Hand-drawn interface, Mobile, Future, Concept, Technology %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p175-kasabach/p175-kasabach.pdf %X Digital Ink is a design research concept. Part design, part critique, it is the integration of current and future technologies into a mobile and socially familiar object. Digital ink is a sophisticated pen that allows people to take notes, sketch, and save the "physical" data they generate, digitally and automatically. It strives to turn mobile computing and interaction on it's head by turning the monitor into a piece of paper and the keyboard and mouse into the pen itself. It's designed so people can do things they normally do with any pen, but also fax, print, plan and correspond with others. %M C.CHI.98.2.177 %T BUILD-IT: A Planning Tool for Construction and Design %S Videos %A Matthias Rauterberg %A Morten Fjeld %A Helmut Krueger %A Martin Bichsel %A Uwe Leonhardt %A Markus Meier %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 177-178 %K Augmented reality, Digital desk, Natural user interface, Computer vision-based interaction %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p177-rauterberg/p177-rauterberg.pdf %X It is time to go beyond the established approaches in human-computer interaction. With the Augmented Reality (AR) design strategy humans are able to behave as much as possible in a natural way: behavior of humans in the real world with other humans and/or real world objects. Following the fundamental constraints of natural way of interacting we derive a set of recommendations for the next generation of user interfaces: the Natural User Interface (NUI). The concept of NUI is presented in form of a runnable demonstrator: a computer vision-based interaction technique for a planning tool for construction and design tasks. %M C.CHI.98.2.179 %T The Information Periscope "I-steer" %S Videos %A Junko Misawa %A Junichi Osada %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 179-180 %K Dynamic interaction, Spatial navigational system, Public space, Mechanical design, Interface design, Product design, Motion %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p179-misawa/p179-misawa.pdf %X This video demonstrates a prototype of the information periscope "I-steer", which is designed for browsing video information in public spaces. I-steer has an LCD panel which can be moved cylindrically around the user and displays information according to the position of the LCD panel. This system incorporates dynamic interaction technique which encourages users to move themselves according to physically corresponded information space. The cylindrical information space consists of segments of static frames with video clips instead of virtual 3-D space. Therefore, the preparation of content information and the operation by walk-up users are relatively easy. %M C.CHI.98.2.181 %T Digital Fukuwarai: New Game Concept Using Live Video %S Videos %A Hiroshi Matoba %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 181-182 %K Video processing, Game, User interface %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p181-matoba/p181-matoba.pdf %X We have developed a new game system called "Digital Fukuwarai" by using high performance video processing technology. It provides a very impressive experience and novel interactivity which has never been achieved by any existing games. %M C.CHI.98.2.183 %T OLGA -- A Multimodal Interactive Information Assistant %S Videos %A Olle Sundblad %A Yngve Sundblad %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 183-184 %K Multimodal interaction, Discourse modeling, Speech/voice, Animation, Information assistant, Software architecture %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p183-sundblad/p183-sundblad.pdf %X This video is a description and use scenario of a functional prototype of an interactive information assistant with both speech and visual direct manipulation interface. The 3D-animated assistant, nicknamed OLGA, is intended to help in situations where people seek information. It is demonstrated with consumer advice about microwave ovens. The demonstrator is modular and distributed, with separate modules from different partners and computers communicating via a server. The OLGA project is highly interdisciplinary, involving researchers from linguistics, speech technology, graphic illustration and computing science. Possible extensions and other uses of the assistant are demonstrated. %M C.CHI.98.2.185 %T WebTOC: A Tool to Visualize and Quantify Web Sites using a Hierarchical Table of Contents Browser %S Videos %A David A. Nation %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 185-186 %K Information visualization, Exploratory data analysis, Graphical representations, Hierarchical table of contents, Java applet, World Wide Web, Browsing %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p185-nation/p185-nation.pdf %X WebTOC is a method for visualizing the contents of a website with a hierarchical table of contents using a java program and applet. WebTOC automatically generates an expand/contract table of contents that provides graphical information indicating the number of elements on branches of the hierarchy as well as elements' individual and cumulative sizes. Colors can be used to represent other attributes such as file type and provide a rich overview of the site for users and managers of the site. Early results from user studies suggest that WebTOC is easily learned and can assist users in navigating websites. %M C.CHI.98.2.187 %T Bringing Treasures to the Surface: Previews and Overviews in a Prototype for the Library of Congress National Digital Library %S Videos %A Catherine Plaisant %A Gary Marchionini %A Anita Komlodi %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 187-188 %K Digital libraries, World Wide Web, Browsing, Overviews, Multimedia, Metadata, Previews %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p187-plaisant/p187-plaisant.pdf %X We worked with a team from the Library of Congress (LC) to develop interface design components for LC's American Memory collections of historical multimedia materials. Our prototype illustrates the benefits of previews (such as samples, collections of thumbnails, and video previews) and overviews (such as timelines and automatically generated tables of contents) to facilitate the browsing of search results, or of entire unprocessed collections. %M C.CHI.98.2.189 %T Using Elastic Windows for World-Wide Web Browsing %S Videos %A Eser Kandogan %A Ben Shneiderman %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 189-190 %K World-Wide Web, Window management, User interfaces, Elastic Windows %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p189-kandogan/p189-kandogan.pdf %X Current World-Wide Web browsers can be enhanced to support the navigation needs of users. In this video, a new browsing interface is demonstrated with hierarchical page organization and efficient multiple page operations. Users can quickly organize, filter and restructure pages as they reformulate their goals. Overviews can give the user a sense of location as well as provide fast access to a hierarchy of pages. %M C.CHI.98.2.191 %T Semantic Highlighting %S Videos %A Ali Hussam %A Brian Ford %A Jack Hyde %A Ali Merayyan %A Bill Plummer %A Terry Anderson %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 191-192 %K Semantic, Highlighting, Information retrieval, Visualize %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p191-hussam/p191-hussam.pdf %X One method for locating information on the World Wide Web is to use a search engine (SE). Given a set of terms, a SE will return a list of documents containing those terms. Often though, this list of documents is extremely large. Unfortunately, there are currently no tools to assist the information seeker in determining whether these documents contain desired information, or just submitted terms. Two types of SE errors are possible: false positive errors result from the many connotations which words may convey, and false negative errors result from different wordings that express similar meanings. To solve these difficulties, we focus on meaning rather than terms developing a technique called Semantic Highlighting. %M C.CHI.98.2.193 %T Developing a Community Intranet: Social Practices and Technology Interventions %S Videos %A Rachel Bellamy %A Eileen Genevro %A Stephanie Houde %A Lori Leahy %A Gary Young %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 193-194 %K Intranet, Learning community, Communication %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p193-bellamy/p193-bellamy.pdf %X How can learning and communication within communities be improved through the use of new technologies and practices? To answer this question, we investigated how members of small communities learn from each other during the course of their normal activities. We discovered that we needed to facilitate casual communication of current information and events without causing a lot of work for community members. To this end, we developed and deployed a working prototype of a community intranet, and evolved associated social practices. %M C.CHI.98.2.195 %T CHI 98 Basic Research Symposium %S Workshops %A Joseph A. Konstan %A Jane Siegel %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 195 %K Basic research, New developments and insights, Interdisciplinary interaction %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p195-konstan/p195-konstan.pdf %X The CHI Basic Research Symposium is a long-running special event that presents an opportunity for researchers from different disciplines to exchange new developments and insights from their own fields and thereby expand their vision of human-computer interaction. This two-day event is a cross between a mini-conference and a workshop. Participants are selected by a program committee that reviews submitted position papers to bring together a diverse group of researchers with innovative research underway. The symposium itself includes interactive research presentations, group discussions around common themes, and small-group break-out activities. %M C.CHI.98.2.196 %T Innovation and Evaluation in Information Exploration Interfaces %S Workshops %A Gene Golovchinsky %A Nicholas J. Belkin %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 196-197 %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p196-golovchinsky/p196-golovchinsky.pdf %X Information retrieval research traditionally has concerned itself with improving the effectiveness of indexing and retrieval mechanisms. Over the last twenty years, the field has seen data-handling capacity increase by orders of magnitude, and today search engines are close to becoming a commodity. Although much research has been conducted surrounding the use of information retrieval systems, our understanding how people interact with such technology has lagged behind. This workshop addresses user interface aspects of information exploration, the interactive use of information retrieval tools. We take a three-pronged approach by examining innovative interfaces, methods of empirical evaluation, and theoretical accounts. %M C.CHI.98.2.198 %T Incorporating Work, Process and Task Analysis into Commercial and Industrial Object-Oriented Systems Development %S Workshops %A John Artim %A Mark van Harmelen %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 198 %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p198-artim/p198-artim.pdf %X Discussion at last year's workshop, "Object-Oriented Model in User Interface Design," examined the role of object modeling in user interface design. The workshop's majority view concluded that (1) The extraction of a domain model provides us with a description of the users' world that positively facilitates subsequent user interface design activities, (2) System capabilities and many aspects of interaction with a system can be successfully modeled using objects, and (3) Process and task analysis are natural partners and mutual informants for object modeling. The workshop participants, during the workshop and while remotely collaborating on a summary paper, created a framework describing user interface design in the software development lifecycle. This framework can be used to represent the various documents and models used throughout the development lifecycle with particular emphasis placed on those descriptions employed in user interface design. The framework also expresses the relationships among these descriptions and between these descriptions and the referents in the user's world. This framework is described in the workshop summary paper published in the October 1997 issue of SIGCHI Bulletin. %M C.CHI.98.2.199 %T Innovative Interface Metaphors for Visual Media %S Workshops %A Arnd Steinmetz %A Frank Nack %A Nahum Gershon %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 199 %K CHI-98 Workshop, Visual media, Video, User interface %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p199-steinmetz/p199-steinmetz.pdf %X The purpose of the workshop is to explore new ideas for representations of visual media and to clarify the nature, scope, limits, and dangers of new interface metaphors for visual media. %M C.CHI.98.2.200 %T Designing User Interfaces for Safety Critical Systems %S Workshops %A Philippe Palanque %A Fabio Paterno %A Peter Wright %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 200 %K Safety critical systems, User interface design, Usability formal methods, Human-centered design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p200-palanque/p200-palanque.pdf %X In the workshop we aim to review the state of art in the field, to give a framework to evaluate current approaches, and to identify promising research lines and the possible results which can be foreseen in the next years. We will focus on some specific issues which we feel relevant in this application area: * what is usability in a safety critical context and how to evaluate it, * how to analyse and prevent human error through system specification and implementation; possible classifications of human errors improving their understanding; * how to guarantee the safety of the possible interactions; * how to design for robust co-operation among the users in technologically mediated work. %M C.CHI.98.2.201 %T From Task to Dialogue: Task-Based User Interface Design %S Workshops %A Birgit Bomsdorf %A Gerd Szwillus %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 201 %K Task model, Object model, Dialogue model, User interface design, Model integration %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p201-bomsdorf/p201-bomsdorf.pdf %X Developing user interfaces is no more a mere technical software development task; successful user interface design has to be interdisciplinary, taking into account other aspects, such as psychological, social, organisational, and cognitive aspects. It is generally accepted that the tasks, the user has to fulfill with a system to be developed should play an important role in its design. Knowing the user's tasks enables the designer to construct user interfaces reflecting the tasks' properties, including efficient usage patterns, easy-to-use interaction sequences, and powerful assistance features. As a consequence, task modelling becomes a central part of the user interface design process. To accomplish this a systematic transition has to exist from task identification to user interface construction. Hence, a task model of how the user performs his or her tasks with the future system has to be defined. This model contains the task structure, the division of labour between user and system, as well as information about the objects used within tasks, otherwise referred to as object model. From this a dialogue model is constructed, a constructive abstraction of the finally implemented user interface. The dialogue model contains such information as to which objects exist in the user interface, what are their different possible states, which events are triggering state changes, and information about object visibility and activation. %M C.CHI.98.2.202 %T Hyped-Media to Hyper-Media: Toward Theoretical Foundations of Design, Use and Evaluation %S Workshops %A N. Hari Narayanan %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 202-203 %K Hypermedia, Multimedia, Visualizations, Design, Navigation, Evaluation, Theory, Models %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p202-narayanan/p202-narayanan.pdf %X The theme of the workshop is emerging theoretical foundations of design, use and evaluation of interactive hypermedia systems. The term hypermedia is used to encompass visualization, multimedia and hypermedia systems. %M C.CHI.98.2.204 %T The Toughest Web User Interface Challenges %S Workshops %A Richard Miller %A Keith Rettig %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 204 %K Web design, Interface design, Usability, HTML, JavaScript, Java, User-centered design, Team design, GUI objects %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p204-miller/p204-miller.pdf %X The mission of the workshop is to provide a forum for experienced designers to solve problems in a collaborative environment, while learning about new methods for understanding the problems (user-centered design methodologies) and for solving the problems (web tools and technologies). The goals are focused on the individual user getting the most out of the workshop. Participants will spend some time reviewing methods for extracting requirements and solving design issues with paper prototyping. Emphasis will also be placed on exploring the bounds of design using various web technologies like JavaScript, Java, HTML, frames, and layers. %M C.CHI.98.2.205 %T Unpacking Strategic Usability: Corporate Strategy and Usability Research %S Workshops %A Stephanie Rosenbaum %A Judee Humburg %A Janice Rohn %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 205-206 %K Best practices, Business direction, Corporate planning, Corporate strategy, Customer data collection, Customer needs, Market positioning, Strategic planning, Strategic usability, Usability, Usability research, User-centered design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p205-rosenbaum/p205-rosenbaum.pdf %X Some of the issues we'll explore include: * Impact of organizational profiles (including characteristics such as size, culture, organizational structure, products and services, product life cycles) on strategic usability * Human factors as a bridge between marketing and development; ties between market research and usability research * Use of consultants as missionaries for usability research, as well as usability planners and implementers * What customer research activities are central to corporate planning * Organizational and educational barriers to implementing strategic usability * Management commitments or positioning needed to support strategic usability %M C.CHI.98.2.207 %T Too Much of a Good Thing? Identifying and Resolving Bloat in the User Interface %S Workshops %A Leah Kaufman %A Brad Weed %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 207-208 %K Bloat, Features, Interface design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p207-kaufman/p207-kaufman.pdf %X Software magazines continually point out how interface bloat -- too many features, menus, toolbars, icons, and buttons -- plagues today's software. Yet even in the face of such strong criticism there are still people who prefer big software packages and love to discover an application's many features and tools. Is it time for software to trim down or can we design interfaces that comfortably accommodate a large number of features? Which is better for computer users, a small set of commonly used features or access to hundreds? Through examples, discussions, debate, and our shared experience with interface design and use, we will try to reach a clear understanding of bloat and finally, a set of recommendations for addressing it. %M C.CHI.98.2.209 %T Web Navigation: Resolving Conflicts Between the Desktop and the Web %S Workshops %A Hal Shubin %A Ron Perkins %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 209 %K World Wide Web, Navigation, User model, Conceptual model %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p209-shubin/p209-shubin.pdf %X Navigation on the Web is different from navigation on "traditional" platforms like Macintosh and Windows. Users of the new platform find a model of navigation that conflicts with the conceptual model they developed on the older platforms. Rather than finding ways for users to cope on this new platform, how can we design Web applications so people can work more easily, with fewer transfer-learning problems? Workshop members will discuss their experiences and ways to overcome the problems. They will walk away with a concrete understanding of the special requirements of navigation on the Web. %M C.CHI.98.2.210 %T Beyond Internet Business-as-Usual %S Workshops %A Markus Stolze %A Patrick Steiger %A Michael Good %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 210 %K Internet commerce, Electronic shopping, World Wide Web %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p210-stolze/p210-stolze.pdf %X During the workshop, participants discuss their research and experience to: * Identify today's central practical problems, * Evaluate prototypes, technologies, and frameworks that show ways to transcend the current state of the art in Internet commerce and to accommodate growing user needs, and * Understand the ways in which electronic commerce can co-evolve with new shopper needs and new types of products and services. %M C.CHI.98.2.211 %T Learner-Centered Design: Addressing, Finally, the Unique Needs of Learners %S Workshops %A Sherry Hsi %A Eiliot Soloway %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 211-212 %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p211-hsi/p211-hsi.pdf %X In transitioning from UCD to LCD -- Learner-Centered Design -- we need to deeply appreciate the fact that learners have unique needs that go beyond those of professional users: * Growth: Learners change, however, not our current crop of software: the interface to our spreadsheet, say, is by and large the same on day 100 as it was on day 1. To support growth, then, interfaces must adapt and be adaptable. * Diversity: By definition, individuals in a profession share a significant degree of homogeneity. Software for a professional leverages quite directly off this homogeneity. In contrast, heterogeneity is the hallmark of learners. For example, in a representative public school classroom there will invariably be enormous differences in cognitive and social development, cultural background, and learning style. * Engagement: By definition, professionals can be counted on to attend and persevere; from batch processing to clunky teletypes, from screens upon screens of forms to arcane and arbitrary command sequences, professionals have repeatedly demonstrated that they will adjust to whatever it takes to get the job done. Children, on the other hand, are not so accommodating; while we are not advocating gratuitously sweet interfaces, designers must realize that helping to focus and engage learners is part of their responsibility. %M C.CHI.98.2.213 %T Trust and Accountability: Preserving Human Values in Interactional Experience %S Workshops %A Batya Friedman %A Jonathan Grudin %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 213 %K Accountability, Computer system design, Design methods, Ethics, Information systems, Social computing, Social impact, Trust, Value-sensitive design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p213-friedman/p213-friedman.pdf %X Workshop Goals: * To explore with colleagues the societal value of trust and accountability, and the particular nature of trust and accountability in interactional experience. * To provide a forum (opportunity) for colleagues to discuss issues of trust and accountability in computer systems that have arisen from their own design experiences. * To work with colleagues to identify (1) positive designs and abuses of trust and accountability in computer systems, and (2) the elements of interface and system design that affect users' perceptions of trust and accountability. * To work with colleagues to generate design principles for preserving the values of trust and accountability in the design of future systems. %M C.CHI.98.2.214 %T User Interfaces for Computer-Based Patient Records %S Workshops %A Tom Brinck %A Gary York %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 214 %K Computer-based patient record, Medical record, Healthcare information systems, User interface design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p214-brinck/p214-brinck.pdf %X This one-day workshop is meant to bring together designers, developers, users, and researchers developing or evaluating computer-based patient record (CPR) systems. The participants will discuss a variety of approaches including user interface guidelines, metaphors for design, evaluation of paper-based and CPR systems, design reviews, case studies, and workflow analysis. %M C.CHI.98.2.215 %T Humor in Task-Oriented Computer-Mediated Communication and Human-Computer Interaction %S Late Breaking Results: Support for Design: Experiments and Cybertools %A John Morkes %A Hadyn K. Kernal %A Clifford Nass %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 215-216 %K HCI, CMC, Human-computer interaction, Computer-mediated communication, Humor, Interaction design, Social responses to communication technologies %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p215-morkes/p215-morkes.pdf %X Two experiments examined the effects of humor in task-oriented computer-mediated communication (CMC) and human-computer interaction (HCI). Compared to control-group participants, participants who had received jokes: rated the "person" or computer they worked with as more likable and competent; reported greater cooperation; joked back more often; responded in a more sociable (i.e., polite and friendly) manner; and smiled and laughed more. Compared to CMC participants, however, HCI participants were less sociable and smiled and laughed less. Theoretical and design implications are discussed. %M C.CHI.98.2.217 %T Evaluating the Use of Pictographical Representations for TV Menus %S Late Breaking Results: Support for Design: Experiments and Cybertools %A J. H. D. M. Westerink %A M. van der Korst %A G. Roberts %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 217-218 %K Entertainment, Graphics, User interface, Pictures, Visual indices, User evaluations %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p217-westerink/p217-westerink.pdf %X We address the use of pictographic representations in an entertainment-type, domestic situation of use. In a small-scale experiment 20 subjects worked with two versions of a TV-guide simulation: one mainly pictographically-based, one mainly text-based. They were asked for their impressions as well as requested to fulfil a series of tasks covering the entire functionality of the TV-guide. Conclusions underline the necessity of some form of personalization in the user interface, and the importance of efficiency and effectiveness despite the enhanced attractiveness through enhanced graphics. %M C.CHI.98.2.219 %T To Click or Not To Click: A Comparison of Two Target-Selection Methods for HCI %S Late Breaking Results: Support for Design: Experiments and Cybertools %A Michael Bohan %A Alex Chaparro %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 219-220 %K Computer mouse, Target selection, Mouse-over %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p219-bohan/p219-bohan.pdf %X This paper reports a preliminary investigation of different methods for target selection on a computer screen using a mouse. Specifically, an experiment compared the standard point-and-click method to a mouse-over method, whereby the target was automatically selected after the cursor and target were superpositioned for 200 ms. Results indicated that the mouse-over method resulted in a significant reduction in target-acquisition time across a range of target widths. The implication of these findings to task optimization are then considered. %M C.CHI.98.2.221 %T PatchWork: A Software Tool for Early Design %S Late Breaking Results: Support for Design: Experiments and Cybertools %A Maarten van de Kant %A Stephanie Wilson %A Mathilde Bekker %A Hilary Johnson %A Peter Johnson %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 221-222 %K Prototyping, Design representations, Interface construction tools, User involvement, Early design exploration %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p221-van_de_kant/p221-van_de_kant.pdf %X In this paper we describe the design and motivation for a novel prototyping tool to support the exploration of early design ideas. This software tool, PatchWork, allows the designer to rapidly create rough looking, runnable prototypes using simple building blocks which we call patches. Patches are arbitrary-shaped digital images, typically of low-tech design materials or domain objects. Prototypes are constructed through the specification of storyboards. %M C.CHI.98.2.223 %T Linking Between Multiple Points in Design Documents %S Late Breaking Results: Support for Design: Experiments and Cybertools %A Steven Clarke %A Gilbert Cockton %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 223-224 %K Context, Hypertext, Case tools %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p223-clarke/p223-clarke.pdf %X Several software engineering (SE) tools provide hypertext style navigation and cross referencing between design and implementation descriptions. Such tools may increase developers' understanding of a design by making explicit the dependencies between its components. Currently however, no such tool support exists which covers contextual information. In this paper we report on an investigation into the benefits that explicit relationships between descriptions of context and descriptions of designs may bring. We built a prototype development system and used it to uncover some of the issues involved in creating and maintaining a set of explicit relationships. One of the issues to emerge concerned the ability to link between several aspects of context and/or design in a single link. Our experiences with multi-point links in our LD tool are briefly summarised. %M C.CHI.98.2.225 %T A Study of Commenting Agents as Design Support %S Late Breaking Results: Support for Design: Experiments and Cybertools %A Mikael Ericsson %A Magnus Bauren %A Jonas Lowgren %A Yvonne Waern %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 225-226 %K Design support, Commenting system, Wizard-of-Oz %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p225-ericsson/p225-ericsson.pdf %X Sixteen subjects were observed using a simulated (Wizard-of-Oz) commenting agent in a design support system. Different commenting behavior was tested, and the overall usefulness evaluated. The interaction was logged and recorded on video, and the subjects rated the agent with respect to usefulness, understandability, system competence, disturbance and perceived stress. Perceived mental workload was measured using RTLX. The results show that a commenting tool is seen as disturbing but useful, that the comments from an active tool risk being overlooked, and that comments pointing out ways of overcoming identified design problems are the easiest to understand. %M C.CHI.98.2.227 %T Frustrating the User On Purpose: Using Biosignals in a Pilot Study to Detect the User's Emotional State %S Late Breaking Results: See How You Feel: New Input Techniques and Modalities %A Jocelyn Riseberg %A Jonathan Klein %A Raul Fernandez %A Rosalind W. Picard %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 227-228 %K Affect, Affective computing, User interface, Human-computer interaction, Biosensing, Emotion physiology %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p227-riseberg/p227-riseberg.pdf %X Our goal was to develop a computer system trained to sense a user's emotional state via the recognition of physiological signals. In the course of developing an exploratory pilot study toward this end, we encountered and addressed unique and context-dependent interface design and synchronization challenges. We used social science methods to induce a state of frustration in users, collected the physiological data, and developed an effective strategy for coupling these data with real-world events. %M C.CHI.98.2.229 %T Touchpad-Based Remote Control Devices %S Late Breaking Results: See How You Feel: New Input Techniques and Modalities %A Neil R. N. Enns %A I. Scott MacKenzie %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 229-230 %K Remote control devices, Touchpads, Television, Unistroke recognition, Input devices, Convergent technologies %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p229-enns/p229-enns.pdf %X A new style of remote control device (RCD) that incorporates a touchpad for input is described. Unistrokes created through touch are used to issue commands and select menu items presented on a television screen. The design addresses the drawbacks of traditional RCDs, such as an over-abundance of buttons and the lack of alphanumeric input. We have assembled a prototype using a Windows95-based computer, an infrared card, and a touchpad. Future developments and research plans for the touchpad-based RCD are also discussed. %M C.CHI.98.2.231 %T Tracking Hands Above Large Interactive Surfaces with a Low-Cost Scanning Laser Rangefinder %S Late Breaking Results: See How You Feel: New Input Techniques and Modalities %A Joshua Strickon %A Joseph Paradiso %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 231-232 %K Laser rangefinder, Hand tracker, Touchscreen, Music interface %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p231-strickon/p231-strickon.pdf %X We have developed an inexpensive scanning laser rangefinder to measure the real-time position of bare hands in a 2-D plane up to distances of several meters. We have used this device to build a precise, multipoint "touchscreen" interface for large video projection systems. In this paper, we describe the concepts and hardware, plus outline an application for an interactive multimedia environment. %M C.CHI.98.2.233 %T Comparing Single- and Two-Handed 3D Input for a 3D Object Assembly Task %S Late Breaking Results: See How You Feel: New Input Techniques and Modalities %A Maarten W. Gribnau %A James M. Hennessey %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 233-234 %K 3-D interfaces, Input devices, Two-handed input %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p233-gribnau/p233-gribnau.pdf %X In this paper, we describe the design and evaluation of an interface for 3D object assembly that can be operated with either one or two hands. The justification for applying two-handed input is evaluated by studying the results of an experiment in which the performance of single- and two-handed operation are compared. Performance is established using the time needed to complete a 3D object assembly task. Experimental data show that the two-handed interface takes more time to learn but eventually leads to faster completion times within a one hour period. It is therefore concluded that the choice for two-handed input is appropriate. %M C.CHI.98.2.235 %T Real Handles, Virtual Images %S Late Breaking Results: See How You Feel: New Input Techniques and Modalities %A Colin Ware %A Jeff Rose %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 235-236 %K Input devices, Virtual reality, Two handed input %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p235-ware/p235-ware.pdf %X There is a large difference between the times reported for rotating virtual objects and the time it takes to rotate real objects. This is a preliminary report of three experiments designed to establish the reasons for this different and to help design interfaces for object positioning. %M C.CHI.98.2.237 %T A Kinetic and 3D Image Input Device %S Late Breaking Results: See How You Feel: New Input Techniques and Modalities %A Shunichi Numazaki %A Akira Morishita %A Naoko Umeki %A Minoru Ishikawa %A Miwako Doi %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 237-238 %K Input device, Gesture, Motion, 3D-shape, Image input device %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p237-numazaki/p237-numazaki.pdf %X Gesture recognition in real time can bridge a gap between humans and computers. Object segmentation from the background is a critical problem in the conventional gesture recognition technology. We have developed a new input device which can detect a kinetic and 3D image of a hand in real time. We call it "Motion Processor". The Motion Processor with infrared light sources and an area sensor can detect the refleeted light image of a hand at 30 frames per second. The image resolution is 64 pixels by 64 pixels. It is easy to recognize gestures and motions in real time based on the detected hand images. This gesture recognition bridges a gap between humans and computers. %M C.CHI.98.2.239 %T The Sound of Your Stuff: Designing a Complex Auditory Display for an Interactive Museum Exhibit %S Late Breaking Results: The Raw and the Cooked: Experiments and Applications of Speech Interaction %A Maribeth Back %A Jonathan Cohen %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 239-240 %K Audio, Auditory icons, Auditory display, Audible interface, Sound design, Exhibit, Museum, Interactive audio, Interactive exhibit, Exploratorium %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p239-back/p239-back.pdf %W %X We describe the design and implementation of a complex sonic environment for Portable Effects, a museum exhibit consisting of several interactive stations. The installation employs different types of auditory display in combination, as navigational aids or as auditory representations of actions and processes. Three aspects of the work are discussed: determining appropriate types of sounds and their mappings to particular actions and processes; adjusting sonic content, placement, and balance for maximum effect; and most importantly, integrating the individual stations into a cohesive aural experience. %M C.CHI.98.2.241 %T Synchronization of Speech and Hand Gestures during Multimodal Human-Computer Interaction %S Late Breaking Results: The Raw and the Cooked: Experiments and Applications of Speech Interaction %A Marie-Luce Bourguet %A Akio Ando %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 241-242 %K Multimodal interaction, Speech recognition, Hand gestures, Synchrony, Predictive model %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p241-bourguet/p241-bourguet.pdf %X In this paper, we describe an experiment that studies temporal synchronization between speech (Japanese) and hand pointing gestures. Gesture (G) is shown to be synchronized with either the nominal or deictic ("this", "that", "here", etc.) expression of a phrase. It is also shown that G is predictable in the [-200 ms, 400 ms] interval around the beginning of its related expression. The use of such a quantitative model of natural speech and gesture integration (in the multimodal interface and the speech recognition system), is also discussed. %M C.CHI.98.2.243 %T "Just Speak Naturally": Designing for Naturalness in Automated Spoken Dialogues %S Late Breaking Results: The Raw and the Cooked: Experiments and Applications of Speech Interaction %A David Williams %A Christine Cheepen %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 243-244 %K Spoken dialogues, Naturalness, Usability %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p243-williams/p243-williams.pdf %X This paper describes an experiment carried out in the domain of telephone banking, and investigates the notion of naturalness in human-machine spoken dialogues. The experiment showed that 'denatured' prompts which were stripped of human-like constructs were preferable to callers, and achieved transaction times similar to those resulting from a typical telebanking dialogue. %M C.CHI.98.2.245 %T Speech Recognition, Children, and Reading %S Late Breaking Results: The Raw and the Cooked: Experiments and Applications of Speech Interaction %A Don Nix %A Peter Fairweather %A Bill Adams %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 245-246 %K Speech recognition, Reading instruction, Children, Education %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p245-nix/p245-nix.pdf %X In this paper we describe a speech recognition system for teaching reading skills to young children, and various research issues and activities necessary to make the system work. A full-scale application is described, which embodies the research. The application interacts with a child to help him or her read, and provides opportunities for the child to show off what he or she has read, and to annotate the reading with audio and video comments. Special focus is given to creating an acoustic model specifically for children, and to designing an interface to deal with complexities of a speech recognition application. %M C.CHI.98.2.247 %T Play It Again: A Study of the Factors Underlying Speech Browsing Behavior %S Late Breaking Results: The Raw and the Cooked: Experiments and Applications of Speech Interaction %A Steve Whittaker %A Julia Hirschberg %A Christine H. Nakatani %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 247-248 %K Speech archives, Browsing, Search, Retrieval %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p247-whittaker/p247-whittaker.pdf %X Several recent UIs support access to recorded speech archives, but these have not yet been systematically evaluated. We describe a laboratory study of speech archive browsing using a GUI. We evaluate the effects of four factors: task type, familiarity, structure, and play operation duration. We found that while users learnt the overall layout of topics in the archive, they experienced major problems in learning the internal structure of archival topics. Contrary to our expectations, we also discovered that structural information and fixed duration play operations were less useful for browsing than anticipated. We discuss the impact of our results for speech archive UI design, and describe a new UI which supports navigation within topic. %M C.CHI.98.2.249 %T All Talk and All Action: Strategies for Managing Voicemail Messages %S Late Breaking Results: The Raw and the Cooked: Experiments and Applications of Speech Interaction %A Steve Whittaker %A Julia Hirschberg %A Christine H. Nakatani %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 249-250 %K Voicemail, Speech archives, Workplace communication %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p249-whittaker/p249-whittaker.pdf %X Voicemail is a pervasive technology, but we know little about how users manage voice messages in executing everyday work. We analyze server logs, user surveys and interviews to identify three problems users experience in managing their voicemail: scanning, information extraction and search. We also isolate three distinct voicemail processing strategies, and discuss the relative merits of each strategy. We make recommendations about how voicemail might be redesigned to better address these problems and support these strategies. %M C.CHI.98.2.251 %T Focus Troupe: Using Drama to Create Common Context for New Product Concept End-User Evaluations %S Late Breaking Results: Ubiquitous Usability Engineering %A Tony Salvador %A Karen Howells %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 251-252 %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p251-salvador/p251-salvador.pdf %X We offer a new technique for eliciting contextually relevant, personally experiential user feedback for products that do not yet exist. Too often customers and users are required to provide input on radically new product concepts with which, by definition, they have no direct experience. While traditional marketing techniques, e.g., focus groups and surveys, appear adequate for evaluating existing products with which customers have direct experience, these existing techniques offer only limited satisfaction for evaluating new product concepts where there is no customer experience. Based on our experiences, we note that one primary reason for this limited utility is the variable use-contexts prevalent among the individual customers due to a product presentation format that cannot offer a common context, e.g., a foil set. Focus Troupe is a technique whereby dramatic vignettes are presented to an audience of potential customers in which the new product concept is featured merely as a prop or even as a dramatic element, but not as an existing piece of technology. The vignette casts familiar or common situations where the particulars differ based on the new invention, thereby contextually highlighting the new concept against a familiar and common background. In our experience, the actual production of a Focus Troupe event is efficient and speedier than that of a more traditional focus group. The engaging presentation, the common background and no need for actual product concepts offers a unique methodology for eliciting relevant comments from otherwise naive customers about products that do not exist. %M C.CHI.98.2.253 %T Remote Usability Evaluation: Can Users Report Their Own Critical Incidents? %S Late Breaking Results: Ubiquitous Usability Engineering %A Jose C. Castillo %A H. Rex Hartson %A Deborah Hix %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 253-254 %K Remote usability evaluation, Remote evaluation, Usability evaluation, Critical incidents, User-initiated, Usability data %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p253-castillo/p253-castillo.pdf %X In this paper, we briefly introduce the user-reported critical incident method (originally called semi-instrumented critical incident gathering [3]) for remote usability evaluation, and describe results and lessons learned in its development and use. Our findings indicate that users can, in fact, identify and report their own critical incidents. %M C.CHI.98.2.255 %T The Evaluator Effect in Usability Tests %S Late Breaking Results: Ubiquitous Usability Engineering %A Niels Ebbe Jacobsen %A Morten Hertzum %A Bonnie E. John %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 255-256 %K Usability, User testing, Usability test, Evaluator effect %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p255-jacobsen/p255-jacobsen.pdf %X Usability tests are applied in industry to evaluate systems and in research as a yardstick for other usability evaluation methods. However, one potential threat to the reliability of usability tests has been left unaddressed: the evaluator effect. In this study, four evaluators analyzed four videotaped usability test sessions. Only 20% of the 93 unique problems were detected by all four evaluators and 46% were detected by only a single evaluator. Severe problems were detected more often by all four evaluators (41%) and less often by only one evaluator (22%) but a substantial evaluator effect remained. %M C.CHI.98.2.257 %T Analytical versus Empirical Evaluation of Spatial Displays %S Late Breaking Results: Ubiquitous Usability Engineering %A Mountaz Hascoet %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 257-258 %K Spatial layout algorithms, Analytic versus empirical evaluation, Visualization, Browsing %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p257-hascoet/p257-hascoet.pdf %X In this paper, we propose a methodology for evaluating spatial display techniques. Our approach is based on two different types of evaluation: analytical experiments and user studies. This approach is important because it uncovers aspects not detected when either technique is used alone. We apply this approach to the comparison of two different layout techniques. %M C.CHI.98.2.259 %T The Effect of Task Description Detail on Evaluator Performance with Cognitive Walkthroughs %S Late Breaking Results: Ubiquitous Usability Engineering %A Andrew Sears %A David J. Hess %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 259-260 %K Cognitive walkthrough, User interface evaluation %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p259-sears/p259-sears.pdf %X Inspection-based evaluation techniques are popular because they can be fast, require limited formal training, and can find numerous usability problems. To speed the evaluation process and reduce the need for formal training in cognitive psychology, the cognitive walkthrough process was revised to incorporate detailed step-by-step task descriptions. This paper reports on a study that investigated the influence of this change. The results indicate that providing detailed step-by-step task descriptions significantly changes the types of problems found. These results should influence both future research and how practitioners apply this technique. %M C.CHI.98.2.261 %T Comparison of GOMS Analysis Methods %S Late Breaking Results: Ubiquitous Usability Engineering %A Joel D. Baskin %A Bonnie E. John %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 261-262 %K GOMS, Cognitive models, User models %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p261-baskin/p261-baskin.pdf %X Although members of the same family of techniques, the Keystroke Level Model and CPM-GOMS often predict different execution times for the same task [4]. Our data suggest that KLM describes error-free performance of a skilled user with little practice on a particular task whereas CPM-GOMS describes error-free performance after extensive practice. A participant completed a task 500 times using two different methods. Observed times for the first error-free trial were close to the times predicted by KLM and quickly decreased with practice to more closely match those predicted by CPM-GOMS. The biggest contributor to the change were mental operators, which decreased markedly in both duration and frequency, although the duration of pointing also decreased. %M C.CHI.98.2.263 %T Integrated Design of Real Architectural Spaces and Virtual Information Spaces %S Late Breaking Results: Suite: The Real and the Virtual: Integrating Architectural and Information Spaces %A Norbert A. Streitz %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 263-264 %K Augmented reality, Physical space, Architecture, Virtual space, Ambient information, Workspace design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p263-streitz/p263-streitz.pdf %X This paper presents an introduction to the Suite "Integrated design of real architectural spaces and virtual information spaces". It discusses the affordances of architectural spaces serving as information spaces and vice versa. As a consequence, it argues for a two-way augmentation of these two worlds were are living in. It concludes with an overview of the papers of this Suite. %M C.CHI.98.2.265 %T Shuffle, Throw or Take It! Working Efficiently with an Interactive Wall %S Late Breaking Results: Suite: The Real and the Virtual: Integrating Architectural and Information Spaces %A Jorg Geissler %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 265-266 %K Computer-augmented reality, Roomware, Gestures, Pen-based computing, Group interfaces, Interaction techniques %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p265-geiszler/p265-geiszler.pdf %X In this paper, we report on interaction techniques for very large displays such as interactive walls. Since display space is a crucial aspect for most visually-oriented tasks, we developed an interactive wall with an active area of 4.5 meters width, 1.1 meters height, and with 3072x768 pixels. At this wall, three users are able to work simultaneously on separate areas using pen, finger, and hand gestures. They can shuffle display objects around, throw them to other users standing at the opposite side of the wall, they can take objects from the wall and put them back at another location without explicit mode changes. %M C.CHI.98.2.267 %T Communication Chairs Examples of Mobile Roomware %S Late Breaking Results: Suite: The Real and the Virtual: Integrating Architectural and Information Spaces %A Christian Muller-Tomfelde %A Wolfgang Reischl %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 267-268 %K Computer-augmented reality, Roomware, Pen-based computing, Wireless networking, Mobile computing, Position detection, Computer-supported cooperative work %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p267-muller-tomfelde/p267-muller-tomfelde.pdf %X This paper describes the current state of our work on computer-augmented chairs, designed to be part of team work spaces. These chairs have either a pen-based computer display or a laptop docking facility integrated into their armrest. Equipped with accumulators and an antenna device, the chairs are entirely wireless and easy to move and to rearrange for the needs of different work situations. %M C.CHI.98.2.269 %T Water Lamp and Pinwheels: Ambient Projection of Digital Information into Architectural Space %S Late Breaking Results: Suite: The Real and the Virtual: Integrating Architectural and Information Spaces %A Andrew Dahley %A Craig Wisneski %A Hiroshi Ishii %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 269-270 %K Ambient media, Tangible bits, Tangible user interface, ambientROOM, Ambient fixtures, Architectural space, Lights %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p269-dahley/p269-dahley.pdf %X We envision that the architectural spaces we inhabit will be an interface between humans and online digital information. This paper introduces ambient fixtures called Water Lamp and Pinwheels: a new approach to interfacing people with online digital information. The Water Lamp projects water ripple shadow created by a "rain of bits." The Pinwheels spin in a "bit wind." These ambient fixtures present information within an architectural space through subtle changes in light, sound, and movement, which can be processed in the background of awareness. We describe the design and implementation of the Water Lamp and the Pinwheels, and discuss their potential applications as well as design issues. %M C.CHI.98.2.271 %T Adding Another Communication Channel to Reality: An Experience with a Chat-Augmented Conference %S Late Breaking Results: Suite: The Real and the Virtual: Integrating Architectural and Information Spaces %A Jun Rekimoto %A Yuji Ayatsuka %A Hirotaka Uoi %A Toshifumi Arai %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 271-272 %K Chat, Computer-supported conferences %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p271-rekimoto/p271-rekimoto.pdf %X This paper reports our recent experience with a 3-day technical conference, which was fully augmented by a chat system and a telepresence camera. In this trial, the chat acted as a sub-channel to reality; participants both in local and remote conference rooms can freely interchange their thoughts or opinions inspired by presentations through the chat. We observed several interactions between virtual (chat) and real discussions during the conference -- namely, (1) Chat discussions often activated discussions in the real world, while treating tiny questions, (2) Co-authors could provide supplemental information through the chat while the first author was presenting, and (3) Participants who were not familiar with the research topic could get more understanding from the chat. We also observed the effect of anthropomorphic representation by switching the chat system between text- and comic-based. %M C.CHI.98.2.273 %T Basics of Integrated Information and Physical Spaces: The State of the Art %S Late Breaking Results: Suite: The Real and the Virtual: Integrating Architectural and Information Spaces %A Norbert A. Streitz %A Daniel M. Russell %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 273-274 %K Augmented reality, Ubiquitous computing, Tangible bits, Ambient media, Collaborative work spaces, Roomware %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p273-streitz/p273-streitz.pdf %X This paper presents an overview of selected work relevant to the problem domain of the suite "Integrated design of real architectural spaces and virtual information spaces". %M C.CHI.98.2.275 %T The Future of Integrated Design of Ubiquitous Computing in Combined Real & Virtual Worlds %S Late Breaking Results: Suite: The Real and the Virtual: Integrating Architectural and Information Spaces %A Daniel M. Russell %A Mark Weiser %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 275-276 %K Ubiquitous computing, Real worlds, Virtual worlds %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p275-russell/p275-russell.pdf %X Building real/virtual information environments relies on a kind of ubiquity. And ubiquitous computing means placing computers everywhere in the user environment, providing ways for them to interconnect, talk and work together. In designing integrated real & virtual worlds, building ubiquity into information services and devices will be a prerequisite goal. Much work has gone into the particulars of display devices and input-output devices, while relatively little has focused on the invisible problem of actually getting all these devices and resources to work together. Three important directions for future work in real & virtual ubiquitous computing seem clear: (1) devices work will continue (creating novel kinds of output and input devices in places where people can use them), (2) transparent communication (between devices, information and people must become more functional and standard), and (3) the user experience design (so people can use the constellation of devices and information resources available to them). %M C.CHI.98.2.277 %T Computer Support for Distance Art Therapy %S Late Breaking Results: So Far Yet So Close: Intimacy and Awareness in CSCW %A Davor Cubranic %A Kellog S. Booth %A Kate Collie %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 277-278 %K Health care applications, Shared workspaces, Art, Therapy %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p277-cubranic/p277-cubranic.pdf %X We present the results of user testing of a system we developed to support distance art therapy and discuss problems that were identified with refinements to the system to prevent or ameliorate them. %M C.CHI.98.2.279 %T A Room of Your Own: What Would it Take to Help Remote Groups Work as Well as Collocated Groups? %S Late Breaking Results: So Far Yet So Close: Intimacy and Awareness in CSCW %A Judith S. Olson %A Lisa Covi %A Elena Rocco %A William J. Miller %A Paul Allie %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 279-280 %K Computer supported cooperative work, Groupware, Teamwork, Space %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p279-olson/p279-olson.pdf %X Remotely located teams have difficulty and today's groupware is not totally successful in helping them. To inform our design of future groupware, we investigated the work habits of teams that have nearly the ideal: they work in dedicated project rooms. We conducted field work that included interviews and observations of teams in 9 U.S. companies who had dedicated project rooms and a 6 week study of one site. We found that the team members reported clear advantages of being collocated: increased learning, motivation, and coordination. Future groupware for remote groups must at least support large, persistent, shared visual displays, awareness of team members' activities, and various signals to others about the importance of the work. %M C.CHI.98.2.281 %T Tickertape: Awareness in a Single Line %S Late Breaking Results: So Far Yet So Close: Intimacy and Awareness in CSCW %A Geraldine Fitzpatrick %A Sara Parsowith %A Bill Segall %A Simon Kaplan %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 281-282 %K Awareness, CSCW, Groupware, Event notification %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p281-fitzpatrick/p281-fitzpatrick.pdf %X This paper describes an awareness tool called Tickertape. Tickertape is a lightweight, highly tailorable tool that provides an interface to a world of transient information via a single-line scrolling message window. We overview Tickertape, describing both its unidirectional and bidirectional message groups and its time-out feature. We then illustrate how it is being used within one organisation. %M C.CHI.98.2.283 %T People Presence or Room Activity: Supporting Peripheral Awareness over Distance %S Late Breaking Results: So Far Yet So Close: Intimacy and Awareness in CSCW %A Elin Ronby Pedersen %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 283-284 %K Awareness, Activity, Presence, Symbolic representation %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p283-pedersen/p283-pedersen.pdf %X Peripheral awareness is a powerful human resource that has only recently been addressed in media space design. The challenge is to figure out what would be important to convey remotely and to strike a balance between too much and too little. Symbolic representation of remote activity is a powerful way to go, but as it turns out also easy to do wrong. This paper presents some early findings on problems and promises of using symbolic representation: it reports from informal studies of people using the AROMA prototype in regular office and home settings, and it conveys some lessons on designing appropriate and effective symbolic representations. %M C.CHI.98.2.285 %T Peripheral Participants in Mediated Communication %S Late Breaking Results: So Far Yet So Close: Intimacy and Awareness in CSCW %A Andrew F. Monk %A Leon A. Watts %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 285-286 %K Video-mediated communication, Overhearing, Participation, Awareness, Presence %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p285-monk/p285-monk.pdf %X When more than two people take part in a conversation or work task their involvement may be either as 'primary' or 'peripheral' participants depending on whether or not they are actively involved in the current shared task. This distinction was operationalised in an experiment. An interested peripheral participant listened in to the conversation of two others, one of whom was in the same room and one of whom was remote. Whether one was a primary or peripheral participant had a large effect on ratings of social presence, larger than the effect of whether one was remote or copresent. %M C.CHI.98.2.287 %T When Two Hands Are Better Than One: Enhancing Collaboration Using Single Display Groupware %S Late Breaking Results: So Far Yet So Close: Intimacy and Awareness in CSCW %A Jason Stewart %A Elaine M. Raybourn %A Ben Bederson %A Allison Druin %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 287-288 %K CSCW, Children, Single display groupware, Educational application, Input devices, Pad++, KidPad %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p287-stewart/p287-stewart.pdf %X In this paper, we describe Single Display Groupware, a software model that enables multiple users to work simultaneously at a single computer display. We discuss the collaborative benefits observed during a pilot study of the SDG application, KidPad. %M C.CHI.98.2.289 %T Experiments in Inhabited TV %S Late Breaking Results: Great E-Scapes: Electronic Landscapes and Soundscapes %A Steve Benford %A Chris Greenhalgh %A Chris Brown %A Graham Walker %A Tim Regan %A Paul Rea %A Jason Morphett %A John Wyver %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 289-290 %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p289-benford/p289-benford.pdf %X Inhabited TV involves the public deployment of collaborative virtual environments (CVEs) so that on-line audiences can participate in TV shows within shared virtual worlds. This extends traditional broadcast TV and more recent interactive TV by enabling social interaction among participants and by offering them new forms of control over narrative structure (e.g., navigation within a virtual world) and greater interaction with content (e.g., direct manipulation of props and sets). Inhabited TV also builds on recent research into CVEs as social environments, including experiments with Internet-based virtual worlds [2] and the development of more scaleable research platforms. This involves more explicitly focusing on issues of production, management, format and participation arising from the staging of events within virtual worlds. The potential size of Inhabited TV audiences also challenges the scaleability of CVEs. %M C.CHI.98.2.291 %T The Lightwork Performance: Algorithmically Mediated Interaction for Virtual Environments %S Late Breaking Results: Great E-Scapes: Electronic Landscapes and Soundscapes %A John Bowers %A Sten-Olof Hellstrom %A Kai-Mikael Jaa-Aro %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 291-292 %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p291-bowers/p291-bowers.pdf %X In this paper, we describe the human-computer interaction concepts we have built into an improvisatory performance art work called Lightwork. This -- a 15 minute long piece combining electroacoustic music with the real-time construction and navigation of back-projected virtual environments (VEs) -- has combined artistic, social and computer science skills, building on our experience and studies of [1,2]. Multi-disciplinary design of this sort is typical of work at the Centre for User-Oriented IT-Design (CID) at the Royal Institute of Technology. %M C.CHI.98.2.293 %T Look Who's Talking: The GAZE Groupware System %S Late Breaking Results: Great E-Scapes: Electronic Landscapes and Soundscapes %A Roel Vertegaal %A Harro Vons %A Robert Slagter %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 293-294 %K CSCW, Awareness, Eyetracking, VRML2 %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p293-vertegaal/p293-vertegaal.pdf %X The GAZE Groupware System is a multiparty mediated system which provides support for gaze awareness in communication and collaboration. The system uses an advanced, desk-mounted eyetracker to metaphorically convey gaze awareness in a 3D virtual meeting room and within shared documents. %M C.CHI.98.2.295 %T Looking for Sound? Selling Perceptual Space in Hierarchically Nested Boxes %S Late Breaking Results: Great E-Scapes: Electronic Landscapes and Soundscapes %A Roel Vertegaal %A Barry Eaglestone %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 295-296 %K Multimedia, Database, Musical sound, 3D, Dataglove %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p295-vertegaal/p295-vertegaal.pdf %X ISEE3D is a 3D musical sound browser which uses nested boxes to allow browsing through a hierarchy of perceptually organized sound spaces. %M C.CHI.98.2.297 %T Using Earcons to Improve the Usability of Tool Palettes %S Late Breaking Results: Great E-Scapes: Electronic Landscapes and Soundscapes %A Stephen A. Brewster %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 297-298 %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p297-brewster/p297-brewster.pdf %X This paper describes an experiment to investigate the effectiveness of adding sound to tool palettes. Palettes have usability problems because users need to see the information they present but they are often outside the area of visual focus. Non-speech sounds called earcons were used to indicate the current tool and tool changes so that users could tell what tool was in use, wherever they were looking. Experimental results showed a significant reduction in the number of tasks performed with the wrong tool. Users knew what the current tool was and did not try to perform tasks with the wrong one. %M C.CHI.98.2.299 %T Multi-Parameter Controllers for Audio Mixing %S Late Breaking Results: Great E-Scapes: Electronic Landscapes and Soundscapes %A Craig Wisneski %A Ed Hammond %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 299-300 %K Multi-parameter control, Sound mixing, Sound spatialization, Recording consoles, Tangible user interface %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p299-wisneski/p299-wisneski.pdf %X This paper describes the design of multi-parameter controllers for sound engineering applications. These devices accept multi-dimensional input to allow simultaneous control of many parameters. We describe two gestural input devices and their application to sound spatialization tasks. %M C.CHI.98.2.301 %T The Usability of Transparent Overview Layers %S Late Breaking Results: Look and Learn: Visualization and Education Too %A Donald A. Cox %A Jasdeep S. Chugh %A Carl Gutwin %A Saul Greenberg %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 301-302 %K Transparent interfaces, Overviews, Groupware %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p301-cox/p301-cox.pdf %X Viewports into large visual workspaces are sometimes supplemented by a separate window that displays a miniaturized overview of the entire workspace. Instead of this separate window, we have layered a transparent version of the overview atop the viewport. Because the overview fills the display, it becomes the largest size possible. An exploratory study indicates that people can use this unusual system, where they switch between layers when performing a construction task. %M C.CHI.98.2.303 %T MetricViews: Design of Multiple Spreadsheets into a Single Dynamic View %S Late Breaking Results: Look and Learn: Visualization and Education Too %A David Small %A Yin Yin Wong %A Sergio Canetti %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 303-304 %K Spreadsheet, Visualization, Interactive graphics, Information design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p303-small/p303-small.pdf %X In this paper, we describe MetricViews, a Java applet in which multiple spreadsheet views are presented in a singular dynamic context. Instead of publishing a large number of discrete spreadsheets and graphs, each of which would show a particular subset of information, we designed an interactive display with which users can construct a wide variety of views into the information space. A structured information tool enables users to construct meaningful views and shift between them without losing context. Our approach is to constrain the choices to a set of interrelated views derived from careful analysis of the information. By carefully designing a hierarchy of information and by displaying continuous transitions between views we intend to provide users with a simple yet very effective way of finding and understanding complex data. %M C.CHI.98.2.305 %T Goal-Directed Zoom %S Late Breaking Results: Look and Learn: Visualization and Education Too %A Allison Woodruff %A James Landay %A Michael Stonebraker %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 305-306 %K Clutter, Information density, Semantic zoom, Visualization %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p305-woodruff/p305-woodruff.pdf %X We introduce a novel zoom method, goal-directed zoom. In a goal-directed zoom system, users specify which representation of an object they wish to see. The system automatically zooms to the elevation at which that representation appears at appropriate detail. We have extended a database visualization environment to support end-user construction of visualizations that have goal-directed zoom. We present a sample visualization we have constructed using this environment. %M C.CHI.98.2.307 %T Integrated Multi Scale Text Retrieval Visualization %S Late Breaking Results: Look and Learn: Visualization and Education Too %A Karlis Kaugars %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 307-308 %K Text display, Information presentation, Detail + Context technique %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p307-kaugars/p307-kaugars.pdf %X We present a viewer for text retrieval presentation which implements a novel approach to detail + context views of information. The viewer presents multiple documents at any of four different levels of detail without distortion and allows the user to easily compare retrieved documents. %M C.CHI.98.2.309 %T Designing Visualization Tools for Learning %S Late Breaking Results: Look and Learn: Visualization and Education Too %A Brian J. Foley %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 309-310 %K Visualization, Education, Science, Representation %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p309-foley/p309-foley.pdf %X Computer visualizations can be a powerful tool for teaching students about science. But educational visualizations need to be designed with students in mind so that the interface is not only easy to use, but also helps students understand the science that is being visualized. This study looks at the design of visualization tools for middle school students learning thermodynamics. Educational research suggested that a dot-density representation of temperature would help students understanding. Assessments of the visualizations show a significant effect on students' understanding. %M C.CHI.98.2.311 %T Symphony: Exploring User Interface Representations for Learner-Centered Process Scaffolding %S Late Breaking Results: Look and Learn: Visualization and Education Too %A Chris Quintana %A Elliot Soloway %A Joseph Krajcik %A Andrew Carra %A Matt Houser %A Mike McDonald %A Mike Mouradian %A Aaron Saarela %A Naresh Vyas %A Michele Wisnudel %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 311-312 %K Learner-centered tools, Process scaffolding, Supportive integrated environments, Process visualization %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p311-quintana/p311-quintana.pdf %X We introduce Symphony, a supportive integrated environment for high-school science students. The process of science inquiry is a complex one that is difficult for novice learners to perform. With Symphony, we are exploring how to provide effective process support for the learner by conceptualizing complex processes in the user interface. We have begun by using flow diagrams and timelines in the interface. As we continue, we will evaluate and characterize these and other representations to see how to best support novice learners in the "doing" of a complex process. %M C.CHI.98.2.313 %T The Rise of Personal Web Pages at Work %S Late Breaking Results: Humble and Terrific -- CHI-Lot's Web %A Sara Bly %A Linda Cook %A Tim Bickmore %A Elizabeth Churchill %A Joseph W. Sullivan %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 313-314 %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p313-bly/p313-bly.pdf %X A series of 20 interviews in four organizations explores the ways in which employees take advantage of personal web pages to support their work and to reflect who they are. Both interviewee comments and web page examples suggest the importance of individual personalization of information management and dissemination, presentation and perception of personality, and usage from the reader's perspective. These results can inform the development of future web technologies for use in organizations. Furthermore, this self representation on web pages is a way of making individual knowledge more available in the workplace. %M C.CHI.98.2.315 %T Does Every Link Have the Same Usability? An Exploratory Study of the Link Structure of Cyber Malls %S Late Breaking Results: Humble and Terrific -- CHI-Lot's Web %A Jinwoo Kim %A Byunggon Yoo %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 315-316 %K Link structure, Add-on links, Cyber shopping mall %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p315-kim/p315-kim.pdf %X Designing an effective link structure is critical for effective navigation in cyber shopping malls. In this study, the usability of three types of add-on links are evaluated through measures of frequency of use, rate of recall, and perceived convenience of navigation. The results indicate that the usage rate is interrelated with both the recall rate and the convenience of navigation, and that not all add-on links increase the convenience of navigation. %M C.CHI.98.2.317 %T Polynesian Navigation: Locomotion and Previewing Aspects %S Late Breaking Results: Humble and Terrific -- CHI-Lot's Web %A Kent Wittenburg %A Wissam Ali-Ahmad %A Daniel LaLiberte %A Tom Lanning %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 317-318 %K Navigation, Information spaces, Web %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p317-wittenburg/p317-wittenburg.pdf %X In investigations of navigation for information spaces we have been inspired by the navigational methods of seagoing peoples of Polynesia and Micronesia (Hutchins 1983). From them we borrow a notion of locomotion in which the traveller remains stationary and the terrain moves relative to the traveller. We discuss two prototypes for navigation tools in Web information spaces in which images are used the primary means for presenting Meta-information about locale (web pages), movement is modelled as a flowstream of information coming to the user, and orientation is visualised through positions in ordered sequences. The goal is to increase navigability by allowing the user to quickly preview many possible moves before the next step is taken. %M C.CHI.98.2.319 %T A Java-Based Approach to Active Collaborative Filtering %S Late Breaking Results: Humble and Terrific -- CHI-Lot's Web %A Christopher Lueg %A Christoph Landolt %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 319-320 %K Situatedness, Collaborative filtering, WWW, Java %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p319-lueg/p319-lueg.pdf %X In this paper, we present a collaborative filtering approach to webpage filtering. The system supports users in exchanging recommendations and exploits the social relation between recommenders and recipients of recommendations instead of computing a degree of interest. In order to help users estimate the potential interestingness of a recommended webpage, the system augments the recommendation object with additional data indicating how previous recipients of the recommendation have dealt with the corresponding webpage. The system has been implemented as a collection of personal user agents exchanging recommendations with a central recommendation server. The user agents are implemented as Java applets and the recommendation server is a Java remote object realized as object factory. %M C.CHI.98.2.321 %T Applying Writing Guidelines to Web Pages %S Late Breaking Results: Humble and Terrific -- CHI-Lot's Web %A John Morkes %A Jakob Nielsen %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 321-322 %K WWW, World Wide Web, Writing, Reading, Page design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p321-morkes/p321-morkes.pdf %X Web users generally prefer writing that is concise, easy to scan, and objective (rather than promotional) in style, research has shown. We incorporated these and other attributes into a redesign of Web content. Doing so required trade-offs and some hard decisions, but the results were positive. The rewritten website scored 159% higher than the original in measured usability. Compared with original-site users, users of the rewritten site reported higher subjective satisfaction and performed better in terms of task time, task errors, and memory. Implications for website writing and design are discussed. %M C.CHI.98.2.323 %T A Method for Evaluating Web Page Design Concepts %S Late Breaking Results: Humble and Terrific -- CHI-Lot's Web %A Thomas S. Tullis %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 323-324 %K Web design, Intranet, User feedback, Evaluation %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p323-tullis/p323-tullis.pdf %X In redesigning the Intranet at Fidelity Investments, we used a paper-based technique for getting user feedback on initial design concepts for the web pages. The technique involved color printouts of "Greeked" versions of five different candidate web page designs. Users had to try to identify nine standard elements that appeared on each page (e.g., owner, last updated). They also rated each on three subjective rating scales (format, attractiveness, color). The technique was successful in helping us to derive a new design. %M C.CHI.98.2.325 %T The Baby Sense Environment: Enriching and Monitoring Infants' Experiences and Communication %S Late Breaking Results: 20 Ames Street, Cambridge, MA 02139 %A Gili Weinberg %A Rich Fletcher %A Seum-Lim Gan %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 325-326 %K Infants, Sensory-motor, Background monitoring, Foreground monitoring, Interaction, Communication %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p325-weinberg/p325-weinberg.pdf %X The BabySense Environment is an integrated system designed to enhance an infant's sensory-motor experience, to allow parents and relatives to remotely monitor infant's development, and to enable new types of interactions with other infants. The system also demonstrates alternate peripheral means of displaying information such as lights, sound and a kinetic sculpture. %M C.CHI.98.2.327 %T PingPongPlus: Augmentation and Transformation of Athletic Interpersonal Interaction %S Late Breaking Results: 20 Ames Street, Cambridge, MA 02139 %A Craig Wisneski %A Julian Orbanes %A Hiroshi Ishii %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 327-328 %K Augmented reality, Reactive surface, Athletic / kinesthetic interaction, Computer-supported collaborative play, Interactive media art %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p327-wisneski/p327-wisneski.pdf %X PingPongPlus (PP+) is a digitally enhanced version of the classic ping-pong game. We have designed a digital layer of audio/visual augmentation on top of a conventional ping-pong table using a newly developed ball tracking system and video projection. The "reactive table" displays patterns of light and shadow as a game is played, and the rhythm and style of play drives accompanying sound. In the process, this project explores new ways to couple athletic recreation and social interaction with engaging digital enhancements. This paper describes the basic idea, research agenda, several applications, technical implementation, and initial experiences. %M C.CHI.98.2.329 %T GroupWear: Nametags that Tell about Relationships %S Late Breaking Results: 20 Ames Street, Cambridge, MA 02139 %A Richard Borovoy %A Fred Martin %A Mitchel Resnick %A Brian Silverman %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 329-330 %K Wearable computing, Augmented reality, Groupware, Computer supported cooperative work (CSCW) %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p329-borovoy/p329-borovoy.pdf %X We have built a set of computationally-augmented nametags capable of providing information about the relationship between two people engaged in a face-to-face conversation. This paper puts forward criteria useful for the design of such interpersonal augmentation, experiences that inform the principles, and initial evidence of their success. %M C.CHI.98.2.331 %T Fabric Computing Interfaces %S Late Breaking Results: 20 Ames Street, Cambridge, MA 02139 %A Maggie Orth %A Rehmi Post %A Emily Cooper %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 331-332 %K Physical interface, Smart materials, Wearable computing, Industrial design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p331-orth/p331-orth.pdf %X This paper presents a series of physical computer interfaces and computational devices that are constructed from electronic fabrics and conducting threads. We introduce two types of textile keyboards, a piecework switch matrix and a capacitive embroidered keypad. We discuss these fabric sensors in a variety of applications. We give examples of computational clothing using this technology. This clothing shows how digital technology can be imbedded into the world around us. We argue that creating computational devices with new and unexpected materials gives designers the creative freedom to radically change the appearance and "feeling" of such devices. %M C.CHI.98.2.333 %T It/I: An Experiment Towards Interactive Theatrical Performances %S Late Breaking Results: 20 Ames Street, Cambridge, MA 02139 %A Claudio S. Pinhanez %A Aaron F. Bobick %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 333-334 %K Interactive entertainment, Story-based interaction, Immersive environments %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p333-pinhanez/p333-pinhanez.pdf %X "It/I" is a theater play produced at the MIT Media Laboratory where one of the characters is performed autonomously by a computer system. Computerized actors and stages enable performances to be repeated with members of the audience re-enacting the leading roles, having their own, personal view of the universe of the play. In this paper we report the experience, and discuss some of its possible developments. %M C.CHI.98.2.335 %T An Interactive Poetic Garden %S Late Breaking Results: 20 Ames Street, Cambridge, MA 02139 %A Tom White %A David Small %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 335-336 %K Garden, Water, Interaction design, Interactive installation, Industrial design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p335-white/p335-white.pdf %X The garden is the symbol of man's control over nature. This project attempts to bring the computer into the garden in harmony with stone, water, and plant materials. The computer is used to drive a video projector, creating the illusion of text floating on the surface of the water as it flows through the garden. This relaxing computational environment lends itself well to several open ended active and passive modes of interaction. %M C.CHI.98.2.337 %T Visual Video Browsing Interfaces Using Key Frames %S Student Posters: Cognition and Perception %A Anita Komlodi %A Laura Slaughter %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 337-338 %K Video browsing, Multimedia, Interface design, Key frames %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p337-komlodi/p337-komlodi.pdf %X The development of automatic key frame extraction techniques makes it possible to efficiently create compressed visual representations of digital motion picture documents. In order to support browsing motion picture document surrogates in retrieved sets or collections two studies have been conducted to explore static and animated slide show key frame presentation techniques. The two studies presented here explore: 1) number of multiple animated slide show displays; and 2) a comparison of animated slide show and static displays of key frames. %M C.CHI.98.2.339 %T A Desktop Virtual Environment Trainer Provides Superior Retention of a Spatial Assembly Skill %S Student Posters: Virtual Reality %A David Waller %A Jon Miller %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 339-340 %K Virtual environments, Virtual reality, Training, Spatial skills %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p339-waller/p339-waller.pdf %X We compared the efficacy of a simple virtual environment (VE) training system with two media more commonly used to train people: paper and video tutorials. Participants learned how to solve a spatial puzzle in one of the three training media. People who trained with the VE spent more time training, however they performed significantly better than people in the other groups a week later. %M C.CHI.98.2.341 %T Bamse-Land: A Virtual Theatre with Entertaining Agents Based on Well-Known Characters %S Student Posters: Virtual Reality %A Peter Bohlin %A Victoria Nilsson %A Magdalena Siverbo %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 341-342 %K Believable agents, Entertainment %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p341-bohlin/p341-bohlin.pdf %X The virtual theatre Bamse-land is an entertaining virtual world, where characters taken from the Swedish comic book Bamse are implemented as autonomous agents. The agents interact with each other according to their different personalities, which were derived from the comic. Our main concern has been to make an entertaining and believable application, and by keeping the algorithms non-complicated show that there can be easy solutions to the problem of designing believable agent applications. Experiences with users show that entertaining agents based on well-known characters bring many advantages, including a simplified design process and higher user involvement. %M C.CHI.98.2.343 %T Interface Design for Inducing and Assessing Immersion in Virtual Reality %S Student Posters: Virtual Reality %A Michael S. Miller %A Deborah M. Clawson %A Marc M. Sebrechts %A Benjamin A. Knott %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 343-344 %K Virtual reality, Navigation, Immersion, Kinesthetic cues, Direction estimation %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p343-miller/p343-miller.pdf %X The prospect of individual virtual reality workstations pose new challenges for design of an interface that can provide an immersive experience in a relatively confined space. CyberSeat II is one strategy that provides a compelling virtual environment (VE) under these circumstances. This approach, as well as the tools for assessing spatial location in and out of a VE, are described. %M C.CHI.98.2.345 %T The Effects of Gaze Awareness on Dialogue in a Video-Based Collaborative Manipulative Task %S Student Posters: CSCW %A Caroline Gale %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 345-346 %K Computer-mediated communication, Video, Gaze awareness, Conversational games analysis %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p345-gale/p345-gale.pdf %X An experiment was constructed to compare a video configuration that made it possible for an "expert" to judge a "repairer's" focus of visual attention (full gaze awareness condition) and two control conditions. Conversational Games Analysis was then used to examine the effects of gaze awareness on the efficiency with which the conversations were conducted. %M C.CHI.98.2.347 %T Personal Space in a Virtual Community %S Student Posters: CSCW %A Phillip Jeffrey %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 347-348 %K Virtual community, Avatars, Personal space %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p347-jeffrey/p347-jeffrey.pdf %X This paper explores whether the societal norm of personal space influences behaviour during interaction and communication in a virtual environment. An online virtual world was explored using an ethnomethodological approach over a period of 3 months. The results parallel personal space and physical distance literature: personal space exists; influences behaviour; produces discomfort and possible flight when violated. Future research should explore whether these results indicate identification with one's avatar or if another interpretation is possible. %M C.CHI.98.2.349 %T An Empirical Study of Speech and Gesture Interaction: Toward the Definition of Ergonomic Design Guidelines %S Student Posters: Interaction Techniques %A Sandrine Robbe %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 349-350 %K Multimodal user interface, Usability evaluation, User acceptance %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p349-robbe/p349-robbe.pdf %X We present two related empirical studies of the use of speech and gestures in simulated HCI environments. This research aims at providing designers of future multimodal interfaces for the general public with useful information on users' expectations and requirements. Results demonstrate the usability of tractable artificial command languages composed of utterances from a restricted subset of natural language, a few pointing gestures, and multimodal combinations of both types of units. %M C.CHI.98.2.351 %T Wind and Wave Auditory Icons for Monitoring Continuous Processes %S Student Posters: Interaction Techniques %A Stephane Conversy %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 351-352 %K Non-speech audio, Auditory icons, Background activities, Continuous monitoring %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p351-conversy/p351-conversy.pdf %X This article presents the design and the use of two new auditory icons: the sounds of waves and wind. A synthesis algorithm is described to compute and control these sounds with high-level parameters in real-time. These auditory icons can be used effectively to monitor background activities, in particular when there is a need for continuous monitoring or when there is a need to prevent problems rather than to address them. They are a first step in the realization of controllable cohesive sound ecologies. %M C.CHI.98.2.353 %T Interactive Error Repair for an Online Handwriting Interface %S Student Posters: Interaction Techniques %A Wolfgang Huerst %A Jie Yang %A Alex Waibel %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 353-354 %K Online handwriting recognition, Error repair in human handwriting, Error recovery, Interactive user interface %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p353-huerst/p353-huerst.pdf %X Current online handwriting recognition systems have very limited error recovery mechanisms. In this paper, we discuss the problem of error repair in an online handwriting interface. Based on user study of common repair patterns found in human handwriting, we propose an approach that allows users to recover from recognition errors. The basic idea is to handle the error repair at the interface level by interacting with users. The method requires few modifications on original recognition engine and imposes few restrictions on users. We have developed a prototype system to demonstrate the proposed concept and perform user study when the system provides error recovery mechanisms. %M C.CHI.98.2.355 %T Electronic Engineering Notebooks: A Study in Structuring Design Meeting Notes %S Student Posters: Design: Applications and Approaches %A Jacek Gwizdka %A Mark Fox %A Mark Chignell %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 355-356 %K Personal electronic notebook, Note-taking, Structuring notes, Semantic indexing, Design meeting %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p355-gwizdka/p355-gwizdka.pdf %X The electronic engineering notebook (EEN) is a pen-based computer tool designed to capture engineering notes and to assist in structuring them. Structuring of design meeting notes was studied using three different notebook interfaces. The system is described briefly, along with the initial results obtained. The discussion focuses on issues in structuring design information and on user strategies in information retrieval. %M C.CHI.98.2.357 %T A Specification Paradigm for Design and Implementation of Non-WIMP User Interfaces %S Student Posters: Design: Applications and Approaches %A Stephen A. Morrison %A Robert J. K. Jacob %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 357-358 %K Constraint programming, Interface specification, Non-WIMP, SHADOW, Software engineering, State transition diagram, User interface description language (UIDL), User interface management system (UIMS), Virtual reality (VR), Visual programming %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p357-morrison/p357-morrison.pdf %X The SHADOW System is a user interface management system designed to address the specific needs of non-WIMP interfaces such as virtual environments, gesture recognizers and other interactions that involve highly parallel, continuous interaction. The proposed UIMS consists of a graphical specification language based on augmented transition networks and data flow graphs, a code translation system which supports dynamic constraint binding, modular design and code reuse, and a run time engine designed to optimize the use of processing resources within a time sensitive environment while preserving a layer of platform independence for the application. %M C.CHI.98.2.359 %T History-Rich Tools for Social Navigation %S Student Posters: Design: Applications and Approaches %A Alan Wexelblat %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 359-360 %K Navigation, Interaction history, Paths, World Wide Web %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p359-wexelblat/p359-wexelblat.pdf %X I describe an ongoing research effort in capturing, analyzing, and redisplaying interaction history information. The goal of the research program is to understand how to translate real-world ease and fluidity of use to digital information, with a specific focus on the use of interaction history for social navigation. We begin by characterizing the important dimensions of interaction history, then describe the current prototype. %M C.CHI.98.2.361 %T Diaries as Family Communication Tools %S Student Posters: Design: Applications and Approaches %A Constance Fleuriot %A John F.Meech %A Peter Thomas %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 361-362 %K Personal information management, Work/home schedules, Product design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p361-fleuriot/p361-fleuriot.pdf %X The modern lifestyle is characterised by its complexity and speed. There is an extra layer of complexity for families where both parents are trying to balance conflicting demands of work and family. This paper describes one approach to address this problem -- a Personal Equilibrium Tool or PET, a tool to help coordinate activity and balance work and family schedules, that would be especially useful for dual-career families. %M C.CHI.98.2.363 %T Hit Squads & Bug Meisters: Discovering New Artifacts for the Design of Software Supporting Collaborative Work %S Student Posters: Design: Applications and Approaches %A Shilpa V. Shukla %A Bonnie A. Nardi %A David F. Redmiles %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 363-364 %K Artifacts, Workflow processes, Infrastructure, Activity theory, Bug tracking, Ethnography %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p363-shukla/p363-shukla.pdf %X We argue that it is critical to re-evaluate the way we think about artifacts while designing software systems. The notion of artifacts should include aspects of social practice and personal reflection. This new approach to design is especially needed in the design of collaborative systems such as workflow process systems, such as a software bug management system. %M C.CHI.98.2.365 %T Integrating Culture into Interface Design %S Student Posters: Design: Applications and Approaches %A Julie Khaslavsky %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 365-366 %K International interfaces, Localization, Mental models, User models, Conceptual design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p365-khaslavsky/p365-khaslavsky.pdf %X In this paper, I describe how culture impacts usability and design, present a package of variables for identifying cultural differences, and give localization suggestions. I also present ideas for research leading to specific guidelines for integrating culture into design. %M C.CHI.98.2.367 %T Tigrito: A High-Affect Virtual Toy %S Student Posters: Entertainment, Health Care and Education %A Heidy Maldonado %A Antoine Picard %A Barbara Hayes-Roth %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 367-368 %K Interactive, Avatar, Believability, Autonomous, Agent %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p367-maldonado/p367-maldonado.pdf %X This paper presents a short overview of Tigrito, a high-affect virtual toy where children observe and interact with emotive improvisational characters, which we built to study the sense of engagement and suspension of disbelief across different modes of interaction, and the affective relationship between children and a virtual toy. %M C.CHI.98.2.369 %T PACCESS: Enabling Easy Access to Radiology Images at a Hospital %S Student Posters: Entertainment, Health Care and Education %A Henrik Gater %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 369-370 %K Medical informatics, Radiology images, Web-technology %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p369-gater/p369-gater.pdf %X This paper deals with the problem of making radiology images and expert opinions, so called imaging studies, easily available to health care professionals. We report briefly from a research project and describe PACCESS, a web based system to access imaging studies available on networked PCs. PACCESS is currently in use, connected to a radiology image database at Sahlgenska University Hospital in Sweden. %M C.CHI.98.2.371 %T Competitive Testing: Issues and Methodology %S Special Interest Groups (SIGs) %A Kristyn Greenwood %A Kelly Braun %A Suzy Czarkowski %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 371 %K Competitive tests, Usability testing, Methodology %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p371-greenwood/p371-greenwood.pdf %X The purpose of this Special Interest Group is to provide a forum for Usability professionals with an interest in performing Competitive Tests to discuss issues and exchange advice. There is very little information regarding appropriate methodology or guidelines for performing Competitive Tests published on this topic. This Special Interest Group will provide an opportunity for individuals whose work involves the performance or review of competitive tests to share tips and techniques and will serve as an avenue for those interested in competitive testing to gain insight on the differences between competitive and diagnostic usability tests. In addition, it will allow the members of CHI to discuss the option of adopting standardized methodologies and metrics for performing competitive usability tests. %M C.CHI.98.2.372 %T HCI Solutions for Managing the Information Technology Infrastructure %S Special Interest Groups (SIGs) %A Thomas M. Graefe %A Dennis Wixon %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 372 %K HCI design, Network management, Agents, Expert systems, Visualization, Knowledge capture %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p372-graefe/p372-graefe.pdf %X All too often the people responsible for the care and feeding of the information technology infrastructure are poorly supported by the very technology they must manage, even as the popularity and use of networks (such as for the World Wide Web) grows. Corporate MIS staffs spend billions of dollars just on managing their computing infrastructures, and still they must continually cope with ineffectual products that do not support them in their work. Partly as a result, a single user may cost a corporation as much as 5 or 10 thousand dollars a year to support. Outages in America OnLine service are another example of how failures in network management can affect thousands of end users. This Special Interest Group (SIG) is a follow up to one run at CHI '97. It will provide an opportunity for HCI practitioners and researchers in the domain of network and system management to discuss new techniques in user interface design that help solve some of the problems described in the prior SIG. %M C.CHI.98.2.373 %T Making Technology Accessible for Older Users %S Special Interest Groups (SIGs) %A Beth Meyer %A Sherry E. Mead %A Wendy A. Rogers %A Matthias Schneider-Hufschmidt %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 373 %K Usability, Aging, Training, Consumer products, Health care products, Older users %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p373-meyer/p373-meyer.pdf %X The major questions to be discussed at this SIG are: Challenges: What challenges have participants faced in designing for older users? What product features have proven particularly difficult for older users? How do these experiences relate to problems reported in previous research on aging and performance? What are some usability issues that, in our experience, have caused significant problems in the daily lives of older adults? Solutions: What are some ways to address the needs of older users? Are there reasonable solutions to the challenges reported by participants? What design interventions have been successful for participants? Methods: How does one go about ensuring that a product will be usable across the life-span? What are the unique challenges of usability testing with older users? How does one justify considering older users in the design process? %M C.CHI.98.2.374 %T The SIGCHI International Issues Committee: Taking Action %S Special Interest Groups (SIGs) %A David G. Novick %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 374 %K SIGCHI, International issues, Community %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p374-novick/p374-novick.pdf %X The SIG will address the issues raised in the recommendations that serve as the IIC's principal charge: * To establish and maintain a constructive relationship with IFIP TC 13, * To develop means of encouraging respect for and understanding of differences of language and culture, * To develop a program for SIGCHI-sponsored international scientific projects, * To develop a program that fosters international relationships in HCI education, * To develop a program to support HCI in developing countries that accounts for economic disparities, * To develop network mechanisms that foster cooperation and mobility of researchers and practitioners, and * To participate in the construction of the new CHI society by providing international requirements. %M C.CHI.98.2.375 %T Virtual Reality Applications in Health Care %S Special Interest Groups (SIGs) %A Suzanne Weghorst %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 375 %K Medical interfaces, Simulation, Virtual reality, Augmented reality, Immersive environments, Telemedicine %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p375-weghorst/p375-weghorst.pdf %X Health Care is emerging as one of the more promising application areas for the immersive interface technologies of virtual environments and augmented reality. Among the factors contributing to this promise are: * the development of the "electronic patient record"; * the ubiquitous nature of many clinical information needs; * a general atmosphere of acceptance of technological advances; * considerable "seed" funding by Federal agencies, in particular the Department of Defense, NASA and the National Library of Medicine; and * a match between VR/AR affordances and certain key health care tasks. Despite widespread interest within the health care industry, the clinical acceptability of these applications is by no means a given. As with other health care technologies, acceptance of VR/AR applications will be subject to stringent measures of utility, usability and performance. Issues of interest to this SIG include, but are not limited to, the following general topic areas: * design and evaluation of medical simulation training systems; * telemedicine interface requirements; * diagnostic uses of VR/AR technologies; * clinical data presentation and representation methods; * direct therapeutic applications of VR/AR technology; * real-time AR performance enhancement; * clinical usability of VR/AR technologies; and * medical dangers of immersive technologies. Additional related topics will be solicited from the SIG participants and will evolve from SIG discussions. %M C.CHI.98.2.376 %T The CHI Conference Review Process: Writing and Interpreting Paper Reviews %S Special Interest Groups (SIGs) %A Wendy E. Mackay %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 376 %K Review process, CHI technical program %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p376-mackay/p376-mackay.pdf %X The CHI technical program has a very thorough and somewhat complex review process. Every year, a pool of over 1000 reviewers provide an average of eight reviews for 350 or more technical papers. A group of 30-40 associate chairs read and interpret these reviews and write a metareview for each paper. The associate chairs then discuss each paper at the technical program committee meeting, weighing the quantitative and qualitative evaluations of the reviewers, and make the final selection for the conference. The purpose of this special interest group is to explain the details of this process to both reviewers and potential authors. Reviewers can learn how to write reviews that have an impact and authors can learn how to interpret their reviews and, we hope, improve their chances of being accepted. %M C.CHI.98.2.377 %T 10 Ways to Destroy a Perfectly Good Game Idea %S Special Interest Groups (SIGs) %A Paul Mithra %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 377 %K Game design, Game production, Interactive entertainment %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p377-mithra/p377-mithra.pdf %X Good game design involves a variety of interactive, game play, theory, and interface design components. Game designers must always face the challenge of getting a good idea developed into a useable game. Great game concepts can have difficulty coming to fruition when the production demands of a business environment intervene. The solution for game designers is to recognize the pitfalls and be able to handle them of come up with alternatives that don't jeopardize the outcome of the game-design. This SIG will discuss 10 fundamental pitfalls all game designers face. %M C.CHI.98.2.378 %T HCI / SIGCHI Issues for Policy '98 %S Special Interest Groups (SIGs) %A Austin Henderson %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 378 %K Public policy issues, Policy'98 %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p378-henderson/p378-henderson.pdf %X Policy'98 will discuss a broad range of policy issues. These will include: Universal Service: What can be done to promote widespread access to the benefits of the Internet? What is the role of government and the role of the private sector in wiring schools, libraries, and medical facilities? Electronic Commerce: How much public policy does EComm need? What problems would inadequate, excessive, or misguided policies cause? Can compromises in areas like fair trade practices, fraud prevention, security, privacy, and taxation advance the interests of all stakeholders? Intellectual Property in Cyberspace: What will be the impact of the WIPO agreements on copyright in cyberspace? How should intellectual property be protected and what safeguards are necessary to protect libraries and academic institutions? Education Online: The Internet offers unparalleled opportunities for learning and teaching. What public policy and technical challenges must be met to realize these prospects? %M C.CHI.98.2.379 %T SIG on Contextual Techniques: Real Life Experience with Contextual Techniques %S Special Interest Groups (SIGs) %A Karen Holtzblatt %A Hugh R. Beyer %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 379 %K Analysis methods, Design techniques, Customer-centered design, Ethnography, Usability engineering, Team design, Domain analysis, Work modeling, Software engineering, Task analysis, User models, User studies, Work analysis %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p379-holtzblatt/p379-holtzblatt.pdf %X Contextual techniques are used to collect in-depth information on how people work. Through these techniques engineering teams collect the knowledge they need to design products that fit their users well. But the pioneers introducing the new approaches have to figure out how to apply them to the problem and organization to make sure that their teams can do the work successfully. This SIG presents the experience of practitioners who have been introducing contextual techniques into their organizations on their own. They describe the projects they have worked on and the ways they have adjusted contextual approaches meet their needs and fit the constraints of their organizations. Participants will have the opportunity to ask questions about how the presenters made trade-offs and overcame hurdles, and to discuss problems they have faced from their own experience. The session gives participants the opportunity to learn from those who have tried introducing contextual techniques into their organizations. It will be of interest to those who wish to introduce such techniques themselves and to those who have had difficulty doing so in the past. Participants should expect a lot of discussion about how to make contextual field research work in the real world, and how to handle teammates and organizations to make it acceptable. %M C.CHI.98.2.380 %T Bootstrap Alliance SIG: Toward Open Hyperdocument Systems %S Special Interest Groups (SIGs) %A Douglas C. Engelbart %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 380 %K Collaborative work, Collaborative learning, Hypermedia, Virtual community, Knowledge management, Bootstrap Alliance %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p380-engelbart/p380-engelbart.pdf %X We will hold a Special Interest Group (SIG) meeting concerning the Bootstrap Alliance, a group working toward the implementation and evolution of Open Hyperdocument Systems based on lessons learned and design principles developed in products beginning with our NLS/Augment system and continuing through environments like the World Wide Web. We hope to involve participation in this Alliance by members of the greater CHI community. %M C.CHI.98.2.381 %T Special Interest Group on Social Navigation %S Special Interest Groups (SIGs) %A Alan Wexelblat %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 381 %K Navigation, Information filtering, Recommendation %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p381-wexelblat/p381-wexelblat.pdf %X Social navigation is the process of using information from other people to find things. These things may be locations, recommendations, or contacts with people. Several research projects in this area have been undertaken in recent years, but these efforts have been dispersed and uncoordinated. The goal of this SIG is to open a dialog among researchers in this area and begin a process of research sharing which has so far been absent. %M C.CHI.98.2.382 %T SIG on Unpacking Strategic Usability: Corporate Strategy and Usability Research %S Special Interest Groups (SIGs) %A Stephanie Rosenbaum %A Judee Humburg %A Janice Rohn %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 382 %K Best practices, Business direction, Corporate planning, Corporate strategy, Customer data collection, Customer needs, Market positioning, Strategic planning, Strategic usability, Usability, Usability research, User-centered design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p382-rosenbaum/p382-rosenbaum.pdf %X Some of the issues the workshop explored are: * Impact of organizational profiles (including characteristics such as size, culture, organizational structure, products and services, product life cycles) on strategic usability * Human factors as a bridge between marketing and development; ties between market research and usability research * Use of consultants as missionaries for usability research, as well as usability planners and implementers * What customer research activities are central to corporate planning * Organizational and educational barriers to implementing strategic usability * Management commitments or positioning needed to support strategic usability %M C.CHI.98.2.383 %T Students at CHI 98 %S Special Interest Groups (SIGs) %A Brian D. Ehret %A Marilyn C. Salzman %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 383 %K Students, Graduate programs in HCI, Thesis issues %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p383-ehret/p383-ehret.pdf %X CHI conferences provide a unique opportunity for HCI students to interact: trading war stories, sharing lessons learned, and describing attributes of their particular schools or academic programs. This peer interaction not only fosters the development of a broadened view of HCI but also may serve more pragmatic ends such as assisting in the selection of a graduate program or the development of a thesis topic. Much of this interaction takes place informally as a part of the student volunteer program, the doctoral consortium, or in the hallways between sessions. The purpose of the Students at CHI 98 SIG, like the SIGs of previous years [1, 2], is to bolster this interaction by providing it a dedicated, semi-structured forum in which to take place. %M C.CHI.98.2.384 %T HCI in South America: Current Status and Future Directions %S Special Interest Groups (SIGs) %A Felipe Afonso de Almeida %A Andre Gradvohl %A Luciano Meneghetti %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 384 %K HCI, South America, Current status, Future directions %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p384-almeida/p384-almeida.pdf %X HCI research in South America is still in its infancy. Most of professionals and researchers in the region do not have a good understanding of what are theirs peers research agenda and how to cooperate in projects. Considering this very loose cooperation and awareness, this SIG will bring HCI people together (from the region or not) to develop a better understanding of the current status, problems and experiences and to discuss future directions of HCI in South America. The aim is to obtain an overview of HCI presence in the region. Of special interest will be the characterization of weak and strong points of this presence. This overview will act as the start point towards an identification of the reasons underlying the current status in each country. For this, it will be discussed problems, successful experiences involving funding, administrative issues, software development, awareness of HCI for software developers and courses. %M C.CHI.98.2.385 %T Captology: The Study of Computers as Persuasive Technologies %S Special Interest Groups (SIGs) %A BJ Fogg %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 385 %K Captology, Psychology of HCI, Persuasion, Influence, Agents, Interaction design %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p385-fogg/p385-fogg.pdf %X As computers become increasingly ubiquitous, distributed, and specialized, the CHI community has a greater need to understand the effects of -- and the potentials for -- interactive technologies that change attitudes, beliefs, and behaviors. An understanding of captology not only enriches HCI theory about how humans interact with computers, but it can also lead to better design of interactive technologies, especially those that have the difficult task of persuading users to change attitudes and behaviors in beneficial ways. %M C.CHI.98.2.386 %T SIG: Children and the Internet %S Special Interest Groups (SIGs) %A Debra A. Lieberman %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 386 %K Children, Adolescents, Internet, Web, Education, Learning, Instructional design, School, Family, Entertainment %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p386-lieberman/p386-lieberman.pdf %X This special interest group meeting will focus on children's special needs and interests as Internet users. All CHI98 attendees interested in the topic are welcome to attend. In addition to discussing pertinent issues, SIG participants will be invited to introduce themselves to the group so that people who share common interests will have an opportunity to meet. %M C.CHI.98.2.387 %T Culture and International Software Design %S Special Interest Groups (SIGs) %A Julie Khaslavsky %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 387 %K International interfaces, Localization, Internationalisation, Translation, Usability, Design approaches, Design strategies %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p387-khaslavsky/p387-khaslavsky.pdf %X Many issues emerge when we discuss culture and design. These include: * What exactly is culture? What do you look for when learning about another culture? * How do you obtain relevant cultural information about a specific country? How do you determine the relevant cultural variables for each country? * How do you interpret cultural data? How do you generate concrete design ideas for your product based on cultural information? * What are good examples of culturally related issues that have come up in past design projects? * What are the most important problem spots to pay attention to in international design? * How important is culture amongst all of the other design considerations that go into a project? * Are cultural considerations relevant for all countries or just those that are vastly different from the home base? How significant are cultural differences between western nations as opposed to the obvious differences between western and eastern cultures? * Are the financial benefits of improving localization enough to outweigh the potential increased costs of entry into foreign markets? How do you cut corners and still succeed? %M C.CHI.98.2.388 %T So You Want to be a User Interface Consultant %S Special Interest Groups (SIGs) %A Austin Henderson %A Jeff Johnson %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 388 %K User interface consultancy, Design consultancy %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p388-henderson/p388-henderson.pdf %X The proposed SIG will provide CHI professionals with insight into the challenges and rewards of being a CHI consultant. The expected audience would be CHI professionals who are interested in the tradeoffs between doing research and/or development as an employee and working as a consultant. This would include those who are considering leaving jobs in product companies, government agencies, or academia to become consultants. It would also include those who want to better understand the range of skills that CHI consultants have. %M C.CHI.98.2.389 %T Current Issues in Assessing and Improving Documentation Usability %S Special Interest Groups (SIGs) %A Laurie Kantner %A Stephanie Rosenbaum %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 389 %K Documentation, Documentation usability, Information design, Information development, Documentation standards, Usability testing, Product development %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p389-kantner/p389-kantner.pdf %X User documentation is vital to successful computer products. Managers and developers recognize the role of documentation in overall product usability, but they often miss opportunities to improve documentation usability as part of the product-development effort. The challenges of documentation usability have grown with the proliferation of available media: * Traditional print-based documentation * Online tutorials and documentation delivered with the product * Online help systems * Documentation delivered over the WWW * Interactive performance support elements of the user interface: wizards, error messages, screen dialogue Therefore, this SIG -- now in its ninth annual session -- is a forum on human factors in computer documentation. This meeting provides CHI 98 attendees a specific opportunity to discuss recent developments in documentation usability. Topics include: * Integrating documentation and rest-of-product usability testing * Pitfalls in documentation usability testing * Usability issues with single-source documentation * Usability testing of electronic performance support systems * Documentation on the Web (quality issues, update schedules, work processes) * How to make documentation usable for users who don't read * Structuring document libraries: online help, online manuals, printed documentation * Techniques for collecting documentation usability data early in the product development cycle * Usability metrics for online help -- what have we learned? * Changing role of the documenter in software development (as information designers, as UI designers) * Cost-justifying documentation usability programs %M C.CHI.98.2.390 %T Measuring Website Usability %S Special Interest Groups (SIGs) %A Jared M. Spool %A Tara Scanlon %A Carolyn Snyder %A Will Schroeder %B Proceedings of ACM CHI 98 Conference on Human Factors in Computing Systems (Summary) %D 1998 %V 2 %P 390 %K Web design, Usability testing, Usability evaluation, Searching %W http://www.acm.org/pubs/articles/proceedings/chi/286498/p390-spool/p390-spool.pdf %X Web design is still primarily an artistic endeavor. However, we are beginning to see empirical research results that tell us what pitfalls to avoid in order to create successful websites. In this SIG, we will discuss the latest research results available. Individuals designing websites will find out what is known about successful design, as well as what questions are still unanswered. This SIG will also be a forum for researchers to discuss methods and share objectives. Researchers will have an opportunity to interact with website designers to understand the research still required to identify the key to successful design. %M C.CHI.99.1.1 %T An Empirical Study of How People Establish Interaction: Implications for CSCW Session Management Models %S Groupware %A Steinar Kristoffersen %A Fredrik Ljungberg %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 1-8 %K Session management, Field study, Ethnography, Design implications %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p1-kristoffersen/p1-kristoffersen.pdf %X In this paper, we report the results of an empirical study of how people, as part of their daily work activities, go about to establish collaboration. We examine the empirical findings and relate them to existing research on CSCW session management models, i.e., the mechanisms in CSCW systems that define the way in which people can join together in collaboration. Existing models leave a lot to be desired, in particular because they tend to assume that indexical elements of interaction management are substitutable by objective representation of artifacts. Based on the empirical findings, we derive three principles to consider in the design of CSCW session management models. %M C.CHI.99.1.9 %T Chat Circles %S Groupware %A Fernanda B. Viegas %A Judith S. Donath %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 9-16 %K Chatroom, Conversation, Social visualization, Turn-taking, Graphical history, Internet, World Wide Web %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p9-viegas/p9-viegas.pdf %X Although current online chat environments provide new opportunities for communication, they are quite constrained in their ability to convey many important pieces of social information, ranging from the number of participants in a conversation to the subtle nuances of expression that enrich face to face speech. In this paper we present Chat Circles, an abstract graphical interface for synchronous conversation. Here, presence and activity are made manifest by changes in color and form, proximity-based filtering intuitively breaks large groups into conversational clusters, and the archives of a conversation are made visible through an integrated history interface. Our goal in this work is to create a richer environment for online discussions. %M C.CHI.99.1.17 %T Social, Individual & Technological Issues for Groupware Calendar Systems %S Groupware %A Leysia Palen %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 17-24 %K Groupware calendar systems, Ethnography, CSCW, Calendars, Diaries, Time, Sociotemporality, Meeting scheduling %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p17-palen/p17-palen.pdf %X Designing and deploying groupware is difficult. Groupware evaluation and design are often approached from a single perspective, with a technologically-, individually-, or socially-centered focus. A study of Groupware Calendar Systems (GCSs) highlights the need for a synthesis of these multiple perspectives to fully understand the adoption challenges these systems face. First, GCSs often replace existing calendar artifacts, which can impact users' calendaring habits and in turn influence technology adoption decisions. Second, electronic calendars have the potential to easily share contextualized information publicly over the computer network, creating opportunities for peer judgment about time allocation and raising concerns about privacy regulation. However, this situation may also support coordination by allowing others to make useful inferences about one's schedule. Third, the technology and the social environment are in a reciprocal, co-evolutionary relationship: the use context is affected by the constraints and affordances of the technology, and the technology also co-adapts to the environment in important ways. Finally, GCSs, despite being below the horizon of everyday notice, can affect the nature of temporal coordination beyond the expected meeting scheduling practice. %M C.CHI.99.1.25 %T The Design and Evaluation of a High-Performance Soft Keyboard %S Alternatives to QWERTY %A I. Scott MacKenzie %A Shawn X. Zhang %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 25-31 %K Soft keyboards, Mobile systems, Stylus input, Pen input, Linguistic models, Fitts' law, Digraph probabilities %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p25-mackenzie/p25-mackenzie.pdf %X The design and evaluation of a high performance soft keyboard for mobile systems are described. Using a model to predict the upper-bound text entry rate for soft keyboards, we designed a keyboard layout with a predicted upper-bound entry rate of 58.2 wpm. This is about 35% faster than the predicted rate for a QWERTY layout. We compared our design ("OPTI") with a QWERTY layout in a longitudinal evaluation using five participants and 20 45-minute sessions of text entry. Average entry rates for OPTI increased from 17.0 wpm initially to 44.3 wpm at session 20. The average rates exceeded those for the QWERTY layout after the 10th session (about 4 hours of practice). A regression equation (R{squared} = .997) in the form of the power-law of learning predicts that our upper-bound prediction would be reach at about session 50. %M C.CHI.99.1.32 %T Non-Keyboard QWERTY Touch Typing: A Portable Input Interface for the Mobile User %S Alternatives to QWERTY %A Mikael Goldstein %A Robert Book %A Gunilla Alsio %A Silvia Tessa %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 32-39 %K Mobile user, QWERTY, Keyboard, Touch-typing, Text input, Stylus input, PDA, Portability, Wizard-of-Oz, Language model, Lexical knowledge, Syntactic knowledge %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p32-goldstein/p32-goldstein.pdf %X Using traditional mobile input devices results in decreased effectiveness and efficiency. To improve usability issues a portable Non-Keyboard QWERTY touch-typing paradigm that supports the mobile touch-typing user is presented and investigated. It requires negligible training time. Pressure sensors strapped to the fingertips of gloves detect which finger is depressed. A language model based on lexical and syntactic knowledge transforms the depressed finger stroke sequence into real words and sentences. Different mobile input QWERTY paradigms (miniaturised, floating and Non-Keyboard) have been compared with full-size QWERTY. Among the mobile input paradigms, the Non-Keyboard fared significantly better, both regarding character error rate and subjective ratings. %M C.CHI.99.1.40 %T Implications for a Gesture Design Tool %S Alternatives to QWERTY %A Allan Christian Long, Jr. %A James A. Landay %A Lawrence A. Rowe %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 40-47 %K Pen-based user interface, PDA, User study, Gesture, UI design %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p40-long/p40-long.pdf %X Interest in pen-based user interfaces is growing rapidly. One potentially useful feature of pen-based user interfaces is gestures, that is, a mark or stroke that causes a command to execute. Unfortunately, it is difficult to design gestures that are easy 1) for computers to recognize and 2) for humans to learn and remember. To investigate these problems, we built a prototype tool typical fo those used for designing gesture sets. An experiment was then performed to gain insight into the gesture design process and to evaluate this style of tool. The experiment confirmed that gesture design is very difficult and suggested several ways in which current tools can be improved. The most important improvement is to make the tools more active and provide more guidance for designers. This paper describes the gesture design tool, the experiment, and its results. %M C.CHI.99.1.48 %T Object Manipulation in Virtual Environments: Relative Size Matters %S Object Manipulation Studies in Virtual Environments %A Yancling Wang %A Christine L. MacKenzie %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 48-55 %K Size effect, Human performance, Virtual reality, User interfaces, Input device, Graphic design, 3D, Docking, Controls and displays, Fitts' law %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p48-wang/p48-wang.pdf %X An experiment was conducted to systematically investigate combined effects of controller, cursor and target size on multidimensional object manipulation in a virtual environment. It was found that it was the relative size of controller, cursor and target that significantly affected object transportation and orientation processes. There were significant interactions between controller size and cursor size as well as between cursor size and target size on the total task completion time, transportation time, orientation time and spatial errors. The same size of controller and cursor improved object manipulation speed, and the same size of cursor and target generally facilitated object manipulation accuracy, regardless of their absolute sizes. Implications of these findings for human-computer interaction design are discussed. %M C.CHI.99.1.56 %T Exploring Bimanual Camera Control and Object Manipulation in 3D Graphics Interfaces %S Object Manipulation Studies in Virtual Environments %A Ravin Balakrishnan %A Gordon Kurtenbach %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 56-63 %K Bimanual input, 3D interfaces, Camera control, Interaction techniques, Empirical evaluation %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p56-balakrishnan/p56-balakrishnan.pdf %X We explore the use of the non-dominant hand to control a virtual camera while the dominant hand performs other tasks in a virtual 3D scene. Two experiments and an informal study are presented which evaluate this interaction style by comparing it to the status-quo unimanual interaction. In the first experiment, we find that for a target selection task, performance using the bimanual technique was 20% faster. Experiment 2 compared performance in a more complicated object docking task. Performance advantages are shown, however, only after practice. Free-form 3D painting was explored in the user study. In both experiments and in the user study participants strongly preferred the bimanual technique. The results also indicate that user preferences concerning bimanual interaction may be driven by factors other than simple time-motion performance advantages. %M C.CHI.99.1.64 %T Towards Usable VR: An Empirical Study of User Interfaces for Immersive Virtual Environments %S Object Manipulation Studies in Virtual Environments %A Robert W. Lindeman %A John L. Sibert %A James K. Hahn %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 64-71 %K 3D user interfaces, Bimanual interaction, Virtual environments, Virtual reality, Passive-haptic feedback %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p64-lindeman/p64-lindeman.pdf %X This paper reports empirical results from a study into the use of 2D widgets in 3D immersive virtual environments. Several researchers have proposed the use of 2D interaction techniques in 3D environments, however little empirical work has been done to test the usability of such approaches. We present the results of two experiments conducted on low-level 2D manipulation tasks within an immersive virtual environment. We empirically show that the addition of passive-haptic feedback for use in precise UI manipulation tasks can significantly increase user performance. Furthermore, users prefer interfaces that provide a physical surface, and that allow them to work with interface widgets in the same visual field of view as the objects they are modifying. %M C.CHI.99.1.72 %T Socially Translucent Systems: Social Proxies, Persistent Conversation, and the Design of "Babble" %S Social Foundations and Impacts of HCI %A Thomas Erickson %A David N. Smith %A Wendy A. Kellogg %A Mark Laff %A John T. Richards %A Erin Bradner %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 72-79 %K Conversation, Discourse, Awareness, Social activity, Computer-mediated communication, CMC, IRC, Chat, CSCW, Social computing, Design, Visualization %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p72-erickson/p72-erickson.pdf %X We take as our premise that it is possible and desirable to design systems that support social processes. We describe Loops, a project which takes this approach to supporting computer-mediated communication (CMC) through structural and interactive properties such as persistence and a minimalist graphical representation of users and their activities that we call a social proxy. We discuss a prototype called "Babble" that has been used by our group for over a year, and has been deployed to six other groups at the Watson labs for about two months. We describe usage experiences, lessons learned, and next steps. %M C.CHI.99.1.80 %T The Elements of Computer Credibility %S Social Foundations and Impacts of HCI %A BJ Fogg %A Hsiang Tseng %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 80-87 %K Credibility, Trustworthiness, Expertise, Persuasion, Captology, Trust, Influence, Information quality, Psychology of HCI %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p80-fogg/p80-fogg.pdf %X Given the importance of credibility in computing products, the research on computer credibility is relatively small. To enhance knowledge about computers and credibility, we define key terms relating to computer credibility, synthesize the literature in this domain, and propose three new conceptual frameworks for better understanding the elements of computer credibility. To promote further research, we then offer two perspectives on what computer users evaluate when assessing credibility. We conclude by presenting a set of credibility-related terms that can serve in future research and evaluation endeavors. %M C.CHI.99.1.88 %T A Better Mythology for System Design %S Social Foundations and Impacts of HCI %A Jed Harris %A Austin Henderson %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 88-95 %K System evolution, Accommodation, Mythology, Pliant systems %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p88-harris/p88-harris.pdf %X The past decades have seen huge improvements in computer systems but these have proved difficult to translate into comparable improvements in the usability and social integration) of computers. We believe that the problem is a deeply rooted set of assumptions about how computer systems should be designed, and about who should be doing that design. Human organizations are continually evolving to meet changing circumstances of resource and need. In contrast, computers are quite rigid, incapable of adaptation on their own. Therefore when computer systems are incorporated into human organizations, those organizations must adapt the computers to changing circumstances. This adaptation is another human activity that technology should support, but our design philosophies are oddly silent about it. This paper explores the origins of these problems in the norms developed for managing human organizations, proposes partial solutions that can be implemented with current systems technology, and speculates about the long-term potential for radical improvements in system design. %M C.CHI.99.1.96 %T Nomadic Radio: Scaleable and Contextual Notification for Wearable Audio Messaging %S Wearable and Tangible Audio %A Nitin Sawhney %A Chris Schmandt %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 96-103 %K Auditory I/O, Passive awareness, Wearable computing, Adaptive interfaces, Interruptions, Notifications %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p96-sawhney/p96-sawhney.pdf %X Mobile workers need seamless access to communication and information services on portable devices. However current solutions overwhelm users with intrusive and ambiguous notifications. In this paper, we describe scaleable auditory techniques and a contextual notification model for providing timely information, while minimizing interruptions. User's actions influence local adaptation in the model. These techniques are demonstrated in Nomadic Radio, an audio-only wearable computing platform. %M C.CHI.99.1.104 %T Tangible Progress: Less is More in Somewire Audio Spaces %S Wearable and Tangible Audio %A Andrew Singer %A Debby Hindus %A Lisa Stifelman %A Sean White %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 104-111 %K Audio, Speech interactions, Mediated communication, Computer-mediated communication, CMC, User interfaces, Representations, Media space, Audio space, Audio-only, Tangible interactions, Active objects, Design guidelines %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p104-singer/p104-singer.pdf %X We developed four widely different interfaces for users of Somewire, a prototype audio-only media space. We informally studied users' experiences with the two screen-based interfaces. We prototyped a non-screen-based interface as an example of a novel tangible interface for a communication system. We explored the conflict between privacy and simplicity of representation, and identified two unresolved topics: the role of audio quality and the prospects for scaling audio spaces beyond a single workgroup. Finally, we formulated a set of design guidelines for control and representation in audio spaces, as follows: GUIs are not well-suited to audio spaces, users do not require control over localization or other audio attributes, and awareness of other users' presence is desirable. %M C.CHI.99.1.112 %T Whisper: A Wristwatch Style Wearable Handset %S Wearable and Tangible Audio %A Masaaki Fukumoto %A Yoshinobu Tonomura %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 112-119 %K Handset, Wearable computer, PDA, Cellular phone, Interface device, Whisper, UbiButton %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p112-fukumoto/p112-fukumoto.pdf %X "Whisper" is a new wrist-worn handset, which is used by inserting the fingertip into the ear canal. A received signal is conveyed from a wrist-mounted actuator to the ear canal via the hand and a finger by bone conduction. The user's voice is captured by a microphone mounted on the inside of the wrist. All components of Whisper can be mounted on the wrist, and usability does not decrease if the size of components is miniaturized. So, both wearability and usability can be achieved together. The way Whisper is operated is similar to that of an ordinary telephone handset. Thus, onlookers may not look upon Whisper's operation as "talking to oneself", even if the associated PDA is controlled by voice commands. Whisper is especially effective in a noisy environment. Signals received via bone conduction can be heard clearly in the presence of noise without raising the volume (-12 dB at noise = 90 dB(A) in comparison to cellular phone handset). Whisper is also effective in avoiding the annoying problem of the user's voice being raised in a noisy situation. Feedback of the user's utterance is boosted by bone conduction when covering the ear canal with a fingertip, then the user's voice does not need to raised in the presence of noise (-6 dB at noise = 90 dB(A) in comparison to cellular phone handset). Whisper is useful as a voice interface for a wrist-worn PDA and cellular phone. %M C.CHI.99.1.120 %T i-LAND: An Interactive Landscape for Creativity and Innovation %S Collaborative and Multimedia Systems %A Norbert A. Streitz %A Jorg Geissler %A Torsten Holmer %A Shin'ichi Konomi %A Christian Muller-Tomfelde %A Wolfgang Reischl %A Petra Rexroth %A Peter Seitz %A Ralf Steinmetz %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 120-127 %K Integrated design, Interactive landscape, Architectural space, Virtual information space, Augmented reality, Ubiquitous computing, Roomware, Cooperative rooms, Creativity support, Dynamic team work, CSCW, Workspaces of the future %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p120-streitz/p120-streitz.pdf %X We describe the i-LAND environment which constitutes an example of our vision of the workspaces of the future, in this case supporting cooperative work of dynamic teams with changing needs. i-LAND requires and provides new forms of human-computer interaction and new forms of computer-supported cooperative work. Its design is based on an integration of information and architectural spaces, implications of new work practices and an empirical requirements study informing our design. i-LAND consists of several 'roomware' components, i.e. computer-augmented objects integrating room elements with information technology. We present the current realization of i-LAND in terms of an interactive electronic wall, an interactive table, two computer-enhanced chairs, and two "bridges" for the Passage-mechanism. This is complemented by the description of the creativity support application and the technological infrastructure. The paper is accompanied by a video figure in the CHI'99 video program. %M C.CHI.99.1.128 %T Logjam: A Tangible Multi-Person Interface for Video Logging %S Collaborative and Multimedia Systems %A Jonathan Cohen %A Meg Withgott %A Philippe Piernot %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 128-135 %K Tangible user interfaces, TUI, CSCW, Video ethnography, Video logging, User experience, 2D sensing/tracking %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p128-cohen/p128-cohen.pdf %X This paper describes the evolution, implementation, and use of logjam, a system for video logging. The system features a game-board that senses the location and identities of pieces placed upon it. The board is the interface that enables a group of people to log video footage together. We report on some of the surprising physical and social dynamics that we have observed in multi-person logging sessions using the system. %M C.CHI.99.1.136 %T Time-Compression: Systems Concerns, Usage, and Benefits %S Collaborative and Multimedia Systems %A Nosa Omoigui %A Liwei He %A Anoop Gupta %A Jonathan Grudin %A Elizabeth Sanocki %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 136-143 %K Time-compression, Video browsing, Multimedia, Latency, Compression granularity, Compression rate %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p136-omoigui/p136-omoigui.pdf %X With the proliferation of online multimedia content and the popularity of multimedia streaming systems, it is increasingly useful to be able to skim and browse multimedia quickly. A key technique that enables quick browsing of multimedia is time-compression. Prior research has described how speech can be time-compressed (shortened in duration) while preserving the pitch of the audio. However, client-server systems providing this functionality have not been available. In this paper, we first describe the key tradeoffs faced by designers of streaming multimedia systems deploying time-compression. The implementation tradeoffs primarily impact the granularity of time-compression supported (discrete vs. continuous) and the latency (wait-time) experienced by users after adjusting degree of time-compression. We report results of user studies showing impact of these factors on the average-compression-rate achieved. We also present data on the usage patterns and benefits of time compression. Overall, we show significant time-savings for users and that considerable flexibility is available to the designers of client-server streaming systems with time compression. %M C.CHI.99.1.144 %T SWEETPEA: Software Tools for Programmable Embodied Agents %S Characters and Agents %A Michael Kaminsky %A Paul Dourish %A W. Keith Edwards %A Anthony LaMarca %A Michael Salisbury %A Ian Smith %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 144-151 %K Interaction hardware, Tangible media, Augmented reality, ActiMates Barney, Mattel Talk-With-Me Barbie %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p144-kaminsky/p144-kaminsky.pdf %X Programmable Embodied Agents are portable, wireless, interactive devices embodying specific, differentiable, interactive characteristics. They take the form of identifiable characters who reside in the physical world and interact directly with users. They can act as an out-of-band communication channel between users, as proxies for system components or other users, or in a variety of other roles. Traditionally, research into such devices has been based on costly custom hardware. In this paper, we report on our explorations of the space of physical character-based interfaces built on recently available stock consumer hardware platforms, structured around an initial framework of applications. %M C.CHI.99.1.152 %T Sympathetic Interfaces: Using a Plush Toy to Direct Synthetic Characters %S Characters and Agents %A Michael Patrick Johnson %A Andrew Wilson %A Bruce Blumberg %A Christopher Kline %A Aaron Bobick %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 152-158 %K Sympathetic interface, Plush toy, Synthetic characters, Physically-based interface, Virtual worlds %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p152-johnson/p152-johnson.pdf %X We introduce the concept of a sympathetic interface for controlling an animated synthetic character in a 3D virtual environment. A plush doll embedded with wireless sensors is used to manipulate the virtual character in an iconic and intentional manner. The interface extends from the novel physical input device through interpretation of sensor data to the behavioral "brain" of the virtual character. We discuss the design of the interface and focus on its latest instantiation in the Swamped! exhibit at SIGGRAPH '98. We also present what we learned from hundreds of casual users, who ranged from young children to adults. %M C.CHI.99.1.159 %T Principles of Mixed-Initiative User Interfaces %S Characters and Agents %A Eric Horvitz %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 159-166 %K Intelligent agents, Direct manipulation, User modeling, Probability, Decision theory, UI design %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p159-horvitz/p159-horvitz.pdf %X Recent debate has centered on the relative promise of focusing user-interface research on developing new metaphors and tools that enhance users' abilities to directly manipulate objects versus directing effort toward developing interface agents that provide automation. In this paper, we review principles that show promise for allowing engineers to enhance human-computer interaction through an elegant coupling of automated services with direct manipulation. Key ideas will be highlighted in terms of the LookOut system for scheduling and meeting management. %M C.CHI.99.1.167 %T An Exploration into Supporting Artwork Orientation in the User Interface %S Progress in Drawing and CAD %A George W. Fitzmaurice %A Ravin Balakrishnan %A Gordon Kurtenbach %A Bill Buxton %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 167-174 %K Rotating user interfaces, RUI, Pen-based computers, GUI toolkits, Tablets, LCDs, Two-handed input %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p167-fitzmaurice/p167-fitzmaurice.pdf %X Rotating a piece of paper while drawing is an integral and almost subconscious part of drawing with pencil and paper. In a similar manner, the advent of lightweight pen-based computers allow digital artwork to be rotated while drawing by rotating the entire computer. Given this type of manipulation we explore the implications for the user interface to support artwork orientation. First we describe an exploratory study to further motivate our work and characterize how artwork is manipulated while drawing. After presenting some possible UI approaches to support artwork orientation, we define a new solution called a rotating user interface (RUIs). We then discuss design issues and requirements for RUIs based on our exploratory study. %M C.CHI.99.1.175 %T An Alternative Way of Drawing %S Progress in Drawing and CAD %A Roope Raisamo %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 175-182 %K Drawing programs, Direct manipulation, Two-handed interaction, Interaction techniques, Sculpting %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p175-raisamo/p175-raisamo.pdf %X Current object-oriented drawing programs have an established way of drawing in which the shape of an object is controlled by manipulating control points. While the control points are intuitive in their basic use, it is not clear whether they make more complex drawing tasks manageable for the average user. In this paper we describe an alternative way of drawing and editing a drawing using new direct manipulation tools. Our approach resembles sculpting in two dimensions: the user begins with a large block and uses different tools to give it the desired shape. We also present a user evaluation in which the users could try our new tools and compare them to their previous experience of control points. The users claimed to understand the operations better with our tools than if they had needed to use curves and control points. However, our tools were better suited for sketching the artwork than for making very detailed drawings. %M C.CHI.99.1.183 %T The Strategic Use of CAD: An Empirically Inspired, Theory-Based Course %S Progress in Drawing and CAD %A Suresh K. Bhavnani %A Bonnie E. John %A Ulrich Flemming %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 183-190 %K CAD, Strategy, Training, GOMS, Learning, Efficiency %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p183-bhavnani/p183-bhavnani.pdf %X The inefficient use of complex computer systems has been widely reported. These studies show the persistence of inefficient methods despite many years of experience and formal training. To counteract this phenomenon, we present the design of a new course, called the Strategic Use of CAD. The course aims at teaching students efficient strategies to use a computer-aided drafting system through a two-pronged approach. Learning to See teaches students to recognize opportunities to use efficient strategies by studying the nature of the task, and Learning to Do teaches students to implement the strategies. Results from a pilot experiment show that this approach had a positive effect on the strategic behavior of students who did not exhibit knowledge of efficient strategies before the class, and had no effect on the strategic behavior of those who did. Strategic training can thus assist users in recognizing opportunities to use efficient strategies. We present the ramifications of these results on the design of training and future experiments. %M C.CHI.99.1.191 %T Implementing Interface Attachments Based on Surface Representations %S Programming Techniques and Issues %A Dan R. Olsen, Jr. %A Scott E. Hudson %A Thom Verratti %A Jeremy M. Heiner %A Matt Phelps %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 191-198 %K User interface architectures, Observational attachments, Surface representations, Linking and embedding %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p191-olsen/p191-olsen.pdf %X This paper describes an architecture for supporting interface attachments -- small interactive programs which are designed to augment the functionality of other applications. This architecture is designed to work with a diverse set of conventional applications, but require only a minimal set of "hooks" into those applications. In order to achieve this, the work described here concentrates on what we will call observational attachments, a subclass of attachments that operate primarily by observing and manipulating the surface representations of applications -- that is the visual information that applications would normally display on the screen or print. These attachments can be thought of as "looking" over the shoulder of the user" to assist with various tasks. By requiring very little modification to, or help from, the applications they augment, this approach supports the creation of a set of uniform services that can be applied across a more diverse set of applications than traditional approaches. %M C.CHI.99.1.199 %T A Visual Medium for Programmatic Control of Interactive Applications %S Programming Techniques and Issues %A Luke S. Zettlemoyer %A Robert St. Amant %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 199-206 %K Interaction techniques, Agents, Demonstrational interfaces, Development tools %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p199-zettlemoyer/p199-zettlemoyer.pdf %X The VisMap system provides for "visual manipulation" of arbitrary off-the-shelf applications, through an application's graphical user interface. VisMap's API-independent control has advantages for tasks that can benefit from direct access to the functions of the user interface. We describe the design goals and architecture of the system, and we discuss two applications, a user-controlled visual scripting program and an autonomous solitaire-playing program, which together demonstrate some of the capabilities and limitations of the approach. %M C.CHI.99.1.207 %T Should We Leverage Natural-Language Knowledge? An Analysis of User Errors in a Natural-Language-Style Programming Language %S Programming Techniques and Issues %A Amy Bruckman %A Elizabeth Edwards %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 207-214 %K Natural language, Novice programming, Programming language design, End-user programming %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p207-bruckman/p207-bruckman.pdf %X Should programming languages use natural-language-like syntax? Under what circumstances? What sorts of errors do novice programmers make? Does using a natural-language-like programming language lead to user errors? In this study, we read the entire online interactions of sixteen children who issued a total of 35,047 commands on MOOSE Crossing, an educational MUD for children, We counted and categorized the errors made. A total of 2,970 errors were observed. We define "natural-language errors" as those errors in which the user failed to distinguish between English and code, issuing an incorrect command that was more English-like than the correct one. A total of 314 natural-language errors were observed. In most of those errors, the child was able to correct the problem either easily (41.1% of the time) or with some effort (20.7%). Natural-language errors were divided into five categories. In order from most to least frequent, they are: syntax errors, guessing a command name by supplying an arbitrary English word, literal interpretation of metaphor, assuming the system is keeping more state information than is actually the case, and errors of operator precedence and combination. We believe that these error rates are within acceptable limits, and conclude that leveraging users' natural-language knowledge is for many applications an effective strategy for designing end-user-programming languages. %M C.CHI.99.1.215 %T Testing Pointing Device Performance and User Assessment with the ISO 9241, Part 9 Standard %S Touching, Pointing, and Choosing %A Sarah A. Douglas %A Arthur E. Kirkpatrick %A I. Scott MacKenzie %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 215-222 %K Pointing devices, Ergonomic evaluation, ISO 9241 standard, Isometric joystick, Touchpad, Fitts' law %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p215-douglas/p215-douglas.pdf %X The ISO 9241, Part 9 Draft International Standard for testing computer pointing devices proposes an evaluation of performance and comfort. In this paper we evaluate the scientific validity and practicality of these dimensions for two pointing devices for laptop computers, a finger-controlled isometric joystick and a touchpad. Using a between-subjects design, evaluation of performance using the measure of throughput was done for one-direction and multi-directional pointing and selecting. Results show a significant difference in throughput for the multi-directional task, with the joystick 27% higher; results from the one-direction task were non-significant. After the experiment, participants rated the device for comfort, including operation, fatigue, and usability. The questionnaire showed no overall difference in the responses, and a significant statistical difference in only the question concerning force required to operate the device -- the joystick requiring slightly more force. The paper concludes with a discussion of problems in implementing the ISO standard and recommendations for improvement. %M C.CHI.99.1.223 %T Touch-Sensing Input Devices %S Touching, Pointing, and Choosing %A Ken Hinckley %A Mike Sinclair %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 223-230 %K Input devices, Interaction techniques, Sensor technologies, Haptic input, Tactile input, Touch-sensing devices %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p223-hinckley/p223-hinckley.pdf %X We can touch things, and our senses tell us when our hands are touching something. But most computer input devices cannot detect when the user touches or releases the device or some portion of the device. Thus, adding touch sensors to input devices offers many possibilities for novel interaction techniques. We demonstrate the TouchTrackball and the Scrolling TouchMouse, which use unobtrusive capacitance sensors to detect contact from the user's hand without requiring pressure or mechanical actuation of a switch. We further demonstrate how the capabilities of these devices can be matched to an implicit interaction technique, the On-Demand Interface, which uses the passive information captured by touch sensors to fade in or fade out portions of a display depending on what the user is doing; a second technique uses explicit, intentional interaction with touch sensors for enhanced scrolling. We present our new devices in the context of a simple taxonomy of tactile input technologies. Finally, we discuss the properties of touch-sensing as an input channel in general. %M C.CHI.99.1.231 %T The Hotbox: Efficient Access to a Large Number of Menu-Items %S Touching, Pointing, and Choosing %A Gordon Kurtenbach %A George W. Fitzmaurice %A Russell N. Owen %A Thomas Baudel %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 231-237 %K Menus access, Menubars, Two-handed input, Transparency, Marking menus %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p231-kurtenbach/p231-kurtenbach.pdf %X The proliferation of multiple toolbars and UI widgets around the perimeter of application windows is an indication that the traditional GUI design of a single menubar is not sufficient to support large scale applications with numerous functions. In this paper we describe a new widget which is an enhancement of the traditional menubar which dramatically increases menu-item capacity. This widget, called the "Hotbox" combines several GUI techniques which are generally used independently: accelerator keys, modal dialogs, pop-up/pull down menus, radial menus, marking menus and menubars. These techniques are fitted together to create a single, easy to learn yet fast to operate GUI widget which can handle significantly more menu-items than the traditional GUI menubar. We describe the design rationale of the Hotbox and its effectiveness in a large scale commercial application. While the Hotbox was developed for a particular application domain, the widget itself and the design rationale are potentially useful in other domains. %M C.CHI.99.1.238 %T Combining Observations of Intentional and Unintentional Behaviors for Human-Computer Interaction %S Gaze and Purpose %A Yoshinori Kuno %A Tomoyuki Ishiyama %A Satoru Nakanishi %A Yoshiaki Shirai %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 238-245 %K Vision-based interface, Gesture-based interface, Wheelchair, Face direction, Intention %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p238-kuno/p238-kuno.pdf %X Human interfaces are usually designed to respond only to intentional human behaviors. However, humans show unintentional behaviors as well. They can convey useful information to realize user-friendly human interfaces. This paper presents how to combine observations of both types of behaviors by taking two human-machine systems: a gesture-based interface and an intelligent wheelchair. In the first system, intentional hand gestures are chosen using unintentional behaviors. In the second system, near unintentional behaviors following intentional behaviors can be used to control the wheelchair motion. Experimental systems working in real time have been developed. Operational experiments prove our approach promising. %M C.CHI.99.1.246 %T Manual and Gaze Input Cascaded (MAGIC) Pointing %S Gaze and Purpose %A Shumin Zhai %A Carlos Morimoto %A Steven Ihde %A Research Center %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 246-253 %K Gaze, Eye, Computer input, Eye tracking, Gaze tracking, Pointing, Multi-modal interface, Fitts' law, Computer vision %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p246-zhai/p246-zhai.pdf %X This work explores a new direction in utilizing eye gaze for computer input. Gaze tracking has long been considered as an alternative or potentially superior pointing method for computer input. We believe that many fundamental limitations exist with traditional gaze pointing. In particular, it is unnatural to overload a perceptual channel such as vision with a motor control task. We therefore propose an alternative approach, dubbed MAGIC (Manual And Gaze Input Cascaded) pointing. With such an approach, pointing appears to the user to be a manual task, used for fine manipulation and selection. However, a large portion of the cursor movement is eliminated by warping the cursor to the eye gaze area, which encompasses the target. Two specific MAGIC pointing techniques, one conservative and one liberal, were designed, analyzed, and implemented with an eye tracker we developed. They were then tested in a pilot study. This early-stage exploration showed that the MAGIC pointing techniques might offer many advantages, including reduced physical effort and fatigue as compared to traditional manual pointing, greater accuracy and naturalness than traditional gaze pointing, and possibly faster speed than manual pointing. The pros and cons of the two techniques are discussed in light of both performance data and subjective reports. %M C.CHI.99.1.254 %T Inferring Intent in Eye-Based Interfaces: Tracing Eye Movements with Process Models %S Gaze and Purpose %A Dario D. Salvucci %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 254-261 %K Eye movements, Eye-based interfaces, Tracing, Hidden Markov models, User models, Cognitive models %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p254-salvucci/p254-salvucci.pdf %X While current eye-based interfaces offer enormous potential for efficient human-computer interaction, they also manifest the difficulty of inferring intent from user eye movements. This paper describes how fixation tracing facilitates the interpretation of eye movements and improves the flexibility and usability of eye-based interfaces. Fixation tracing uses hidden Markov models to map user actions to the sequential predictions of a cognitive process model. In a study of eye typing, results show that fixation tracing generates significantly more accurate interpretations than simpler methods and allows for more flexibility in designing usable interfaces. Implications for future research in eye-based interfaces and multimodal interfaces are discussed. %M C.CHI.99.1.262 %T Direct Combination %S Foundations for Navigation %A Simon Holland %A Daniel Oppenheim %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 262-269 %K Interaction technique, Interaction styles, Interaction design, Navigating large operator spaces, Novel interaction objects, N-tuples, Creating new operations, Interaction theory %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p262-holland/p262-holland.pdf %X This paper reports on Direct Combination, a new user interaction technique. Direct Combination may be viewed variously as: a systematic extension to Direct Manipulation; a concise navigational framework to help users find the operations they need; and as a framework to make a greater range and variety of operations available to the user, without overburdening user or interface designer. While Direct Combination may be seen as an extension of Direct Manipulation, it may also be applied to a wide range of user interaction styles, including even command line interfaces. Examples from various hypothetical systems and from an implemented system are presented. This paper argues that Direct Combination is applicable not just to problem seeking or design oriented domains (where the technique originated) but is generally applicable. A variety of new interaction styles for Direct Combination are presented. The generalisation of Direct Combination to the n-dimensional case is presented. %M C.CHI.99.1.270 %T Footprints: History-Rich Tools for Information Foraging %S Foundations for Navigation %A Alan Wexelblat %A Pattie Maes %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 270-277 %K Information navigation, Information foraging, Interaction history, web browsing %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p270-wexelblat/p270-wexelblat.pdf %X Inspired by Hill and Hollan's original work [7], we have been developing a theory of interaction history and building tools to apply this theory to navigation in a complex information space. We have built a series of tools -- map, paths, annotations and signposts -- based on a physical-world navigation metaphor. These tools have been in use for over a year. Our user study involved a controlled browse task and showed that users were able to get the same amount of work done with significantly less effort. %M C.CHI.99.1.278 %T Design Guidelines for Landmarks to Support Navigation in Virtual Environments %S Foundations for Navigation %A Norman G. Vinson %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 278-285 %K Guidelines, Navigation, Wayfinding, Landmarks, Virtual reality, Virtual environments %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p278-vinson/p278-vinson.pdf %X Unfamiliar, large-scale virtual environments are difficult to navigate. This paper presents design guidelines to ease navigation in such virtual environments. The guidelines presented here focus on the design and placement of landmarks in virtual environments. Moreover, the guidelines are based primarily on the extensive empirical literature on navigation in the real world. A rationale for this approach is provided by the similarities between navigational behavior in real and virtual environments. %M C.CHI.99.1.286 %T Single Display Groupware: A Model for Co-Present Collaboration %S Working with People Near and Far %A Jason Stewart %A Benjamin B. Bederson %A Allison Druin %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 286-293 %K CSCW, Single display groupware, Children, Educational applications, Input devices, Pad++, KidPad %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p286-stewart/p286-stewart.pdf %X We introduce a model for supporting collaborative work between people that are physically close to each other. We call this model Single Display Groupware (SDG). In this paper, we describe the model, comparing it to more traditional remote collaboration. We describe the requirements that SDG places on computer technology, and our understanding of the benefits and costs of SDG systems. Finally, we describe a prototype SDG system that we built and the results of a usability test we ran with 60 elementary school children. %M C.CHI.99.1.294 %T The GAZE Groupware System: Mediating Joint Attention in Multiparty Communication and Collaboration %S Working with People Near and Far %A Roel Vertegaal %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 294-301 %K CSCW, Multiparty videoconferencing, Awareness, Attention, Gaze direction, Eyetracking, VRML 2 %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p294-vertegaal/p294-vertegaal.pdf %X In this paper, we discuss why, in designing multiparty mediated systems, we should focus first on providing non-verbal cues which are less redundantly coded in speech than those normally conveyed by video. We show how conveying one such cue, gaze direction, may solve two problems in multiparty mediated communication and collaboration: knowing who is talking to whom, and who is talking about what. As a candidate solution, we present the GAZE Groupware System, which combines support for gaze awareness in multiparty mediated communication and collaboration with small and linear bandwidth requirements. The system uses an advanced, desk-mounted eyetracker to metaphorically convey gaze awareness in a 3D virtual meeting room and within shared documents. %M C.CHI.99.1.302 %T Video Helps Remote Work: Speakers Who Need to Negotiate Common Ground Benefit from Seeing Each Other %S Working with People Near and Far %A Elizabeth S. Veinott %A Judith Olson %A Gary M. Olson %A Xiaolan Fu %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 302-309 %K Video-mediated communication, Remote work, Common ground, Communication, Negotiation %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p302-veinott/p302-veinott.pdf %X More and more organizations are forming teams that are not co-located. These teams communicate via email, fax, telephone and audio conferences, and sometimes video. The question often arises whether the cost of video is worth it. Previous research has shown that video makes people more satisfied with the work, but it doesn't help the quality of the work itself. There is one exception; negotiation tasks are measurably better with video. In this study, we show that the same effect holds for a more subtle form of negotiation, when people have to negotiate meaning in a conversation. We compared the performance and communication of people explaining a map route to each other. Half the pairs have video and audio connections, half only audio. Half of the pairs were native speakers of English; the other half were non-native speakers, those presumably who have to negotiate meaning more. The results showed that non-native speaker pairs did benefit from the video; native speakers did not. Detailed analysis of the conversational strategies showed that with video, the non-native speaker pairs spent proportionately more effort negotiating common ground. %M C.CHI.99.1.310 %T Designing Multimedia for Learning: Narrative Guidance and Narrative Construction %S Stories and Narratives %A Lydia Plowman %A Rosemary Luckin %A Diana Laurillard %A Matthew Stratfold %A Josie Taylor %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 310-317 %K Narrative, Multimedia design, Education %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p310-plowman/p310-plowman.pdf %X Narrative is fundamental to the ways we make sense of texts of all kinds because it provides structure and coherence, but it is difficult to see how this works in the context of multimedia interactive learning environments (MILEs). We tested our hypotheses about the form and function of narrative in MILEs by developing three versions of material on CD-ROM which had different narrative structures and analysed the impact of the different versions on learner behaviour. We present a theoretical framework in which we explain the concepts of narrative guidance and narrative construction and their application to the design of MILEs. %M C.CHI.99.1.318 %T Interactive 3D Sound Hyperstories for Blind Children %S Stories and Narratives %A Mauricio Lumbreras %A Jaime Sanchez %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 318-325 %K Virtual acoustic environment, Space representation, Blind children, Audio-based navigation, Hyperstory, 3D sound, Audio interface %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p318-lumbreras/p318-lumbreras.pdf %X Interactive software is currently used for learning and entertainment purposes. This type of software is not very common among blind children because most computer games and electronic toys do not have appropriate interfaces to be accessible without visual cues. This study introduces the idea of interactive hyperstories carried out in a 3D acoustic virtual world for blind children. We have conceptualized a model to design hyperstories. Through AudioDoom we have an application that enables testing cognitive tasks with blind children. The main research question underlying this work explores how audio-based entertainment and spatial sound navigable experiences can create cognitive spatial structures in the minds of blind children. AudioDoom presents first person experiences through exploration of interactive virtual worlds by using only 3D aural representations of the space. %M C.CHI.99.1.326 %T Designing PETS: A Personal Electronic Teller of Stories %S Video: Stories and Narratives %A Allison Druin %A Jaime Montemayor %A Jim Handler %A Britt McAlister %A Angela Boltman %A Eric Fiterman %A Aurelie Plaisant %A Alex Kruskal %A Hanne Olsen %A Isabella Revett %A Thomas Plaisant Schwenn %A Lauren Sumida %A Rebecca Wagner %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 326-329 %K Children, Design techniques, Educational applications, Cooperative inquiry, Intergenerational design team, PETS, Robotics %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p326-druin/p326-druin.pdf %X We have begun the development of a new robotic pet that can support children in the storytelling process. Children can build their own pet by snapping together the modular animal parts of the PETS robot. After their pet is built, children can tell stories using the My Pets software. These stories can then be acted out by their robotic pet. This video paper describes the motivation for this research and the design process of our intergenerational design team in building the first PETS prototypes. We will discuss our progress to date and our focus for the future. %M C.CHI.99.1.330 %T Visual Profiles: A Critical Component of Universal Access %S Profiles, Notes, and Surfaces %A Julie A. Jacko %A Max A. Dixon %A Robert H. Rosa, Jr. %A Ingrid U. Scott %A Charles J. Pappas %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 330-337 %K Universal access, Low vision, Visual icons, Disabilities %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p330-jacko/p330-jacko.pdf %X This research focuses on characterizing visually impaired computer users' performance on graphical user interfaces by linking clinical assessments of low vision with visual icon identification. This was accomplished by evaluating user performance on basic identification and selection tasks within a graphical user interface, comparing partially sighted user performance with fully sighted user performance, and linking task performance to specific profiles of visual impairment. Results indicate that visual acuity, contrast sensitivity, visual field and color perception were significant predictors of task performance. In addition, icon size and background color significantly influenced performance. Suggestions for future research are provided. %M C.CHI.99.1.338 %T NotePals: Lightweight Note Sharing by the Group, for the Group %S Profiles, Notes, and Surfaces %A Richard C. Davis %A James A. Landay %A Victor Chen %A Jonathan Huang %A Rebecca B. Lee %A Francis C. Li %A James Lin %A Charles B. Morrey, III %A Ben Schleimer %A Morgan N. Price %A Bill N. Schilit %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 338-345 %K CSCW, PDA, Pen-based user interface, Digital ink, Mobile computing, Informal user interfaces, NotePals %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p338-davis/p338-davis.pdf %X NotePals is a lightweight note sharing system that gives group members easy access to each other's experiences through their personal notes. The system allows notes taken by group members in any context to be uploaded to a shared repository. Group members view these notes with browsers that allow them to retrieve all notes taken in a given context or to access notes from other related notes or documents. This is possible because NotePals records the context in which each note is created (e.g., its author, subject, and creation time). The system is "lightweight" because it fits easily into group members' regular note-taking practices, and uses informal, ink-based user interfaces that run on portable, inexpensive hardware. In this paper we describe NotePals, show how we have used it to share our notes, and present our evaluations of the system. %M C.CHI.99.1.346 %T Flatland: New Dimensions in Office Whiteboards %S Profiles, Notes, and Surfaces %A Elizabeth D. Mynatt %A W. Keith Edwards %A Anthony LaMarca %A Takeo Igarashi %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 346-353 %K Pen-based computing, Whiteboards, Ubiquitous computing, Light-weight interaction, Flatland %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p346-mynatt/p346-mynatt.pdf %X Flatland is an augmented whiteboard interface designed for informal office work. Our research investigates approaches to building an augmented whiteboard in the context of continuous, long term office use. In particular, we pursued three avenues of research based on input from user studies: techniques for the management of space on the board, the ability to flexibly apply behaviors to support varied application semantics, and mechanisms for managing history on the board. Unlike some previously reported whiteboard systems, our design choices have been influenced by a desire to support long-term, informal use in an individual office setting. %M C.CHI.99.1.354 %T Palette: A Paper Interface for Giving Presentations %S Tagging and Tracking Objects in Physical UIs %A Les Nelson %A Satoshi Ichimura %A Elin Ronby Pedersen %A Lia Adams %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 354-361 %K Paper interfaces, Presentation appliance, Interaction design, Physically embodied interfaces, Tacit interaction %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p354-nelson/p354-nelson.pdf %X The Palette is a digital appliance designed for intuitive control of electronic slide shows. Current interfaces demand too much of our attention to permit effective computer use in situations where we can not give the technology our fullest concentration. The Palette uses index cards that are printed with slide content that is easily identified by both humans and computers. The presenter controls the presentation by directly manipulating the cards. The Palette design is based on our observation of presentations given in a real work setting. Our experiences using the system are described, including new practices (e.g., collaborative presentation, enhanced notetaking) that arise from the affordances of this new approach. This system is an example of a new interaction paradigm called tacit interaction that supports users who can spare very little attention to a computer interface. %M C.CHI.99.1.362 %T TouchCounters: Designing Interactive Electronic Labels for Physical Containers %S Tagging and Tracking Objects in Physical UIs %A Paul Yarin %A Hiroshi Ishii %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 362-369 %K Tangible interfaces, Ubiquitous computing, Distributed sensing, Visualization %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p362-yarin/p362-yarin.pdf %X We present TouchCounters, an integrated system of electronic modules, physical storage containers, and shelving surfaces for the support of collaborative physical work. Through physical sensors and local displays, TouchCounters record and display usage history information upon physical storage containers, thus allowing access to this information during the performance of real-world tasks. A distributed communications network allows this data to be exchanged with a server, such that users can access this information from remote locations as well. Based upon prior work in ubiquitous computing and tangible interfaces, TouchCounters incorporate new techniques, including usage history tracking for physical objects and multi-display visualization. This paper describes the components, interactions, implementation, and conceptual approach of the TouchCounters system. %M C.CHI.99.1.370 %T Bridging Physical and Virtual Worlds with Electronic Tags %S Tagging and Tracking Objects in Physical UIs %A Roy Want %A Kenneth P. Fishkin %A Anuj Gujar %A Beverly L. Harrison %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 370-377 %K RFID tag, Portable computers, Wireless networks, Ubiquitous computing, Tangible interface, Phicon, Augmented reality %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p370-want/p370-want.pdf %X The role of computers in the modern office has divided our activities between virtual interactions in the realm of the computer and physical interactions with real objects within the traditional office infrastructure. This paper extends previous work that has attempted to bridge this gap, to connect physical objects with virtual representations or computational functionality, via various types of tags. We discuss a variety of scenarios we have implemented using a novel combination of inexpensive, unobtrusive and easy to use RFID tags, tag readers, portable computers and wireless networking. This novel combination demonstrates the utility of invisibly, seamlessly and portably linking physical objects to networked electronic services and actions that are naturally associated with their form. %M C.CHI.99.1.378 %T Augmented Surfaces: A Spatially Continuous Work Space for Hybrid Computing Environments %S Augmented Surfaces %A Jun Rekimoto %A Masanori Saitoh %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 378-385 %K Multiple device user interfaces, Table-sized displays, Wall-sized displays, Portable computers, Ubiquitous computing, Architectural media, Physical space, Augmented reality %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p378-rekimoto/p378-rekimoto.pdf %X This paper describes our design and implementation of a computer augmented environment that allows users to smoothly interchange digital information among their portable computers, table and wall displays, and other physical objects. Supported by a camera-based object recognition system, users can easily integrate their portable computers with the pre-installed ones in the environment. Users can use displays projected on tables and walls as a spatially continuous extension of their portable computers. Using an interaction technique called hyperdragging, users can transfer information from one computer to another, by only knowing the physical relationship between them. We also provide a mechanism for attaching digital data to physical objects, such as a videotape or a document folder, to link physical and digital spaces. %M C.CHI.99.1.386 %T Urp: A Luminous-Tangible Workbench for Urban Planning and Design %S Augmented Surfaces %A John Underkoffler %A Hiroshi Ishii %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 386-393 %K Urban design, Urban planning, Architectural simulation, Luminous-tangible interface, Direct manipulation, Augmented reality, Prototyping tool, Interactive projection, Tangible bits %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p386-underkoffler/p386-underkoffler.pdf %X We introduce a system for urban planning -- called Urp -- that integrates functions addressing a broad range of the field's concerns into a single, physically based workbench setting. The I/O Bulb infrastructure on which the application is based allows physical architectural models placed on an ordinary table surface to cast shadows accurate for arbitrary times of day; to throw reflections off glass facade surfaces; to affect a real-time and visually coincident simulation of pedestrian-level windflow; and so on. We then use comparisons among Urp and several earlier I/O Bulb applications as the basis for an understanding of luminous-tangible interactions, which result whenever an interface distributes meaning and functionality between physical objects and visual information projectively coupled to those objects. Finally, we briefly discuss two issues common to all such systems, offering them as informal thought-tools for the design and analysis of luminous-tangible interfaces. %M C.CHI.99.1.394 %T PingPongPlus: Design of an Athletic-Tangible Interface for Computer-Supported Cooperative Play %S Augmented Surfaces %A Hiroshi Ishii %A Craig Wisneski %A Julian Orbanes %A Ben Chun %A Joe Paradiso %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 394-401 %K Tangible interface, Enhanced reality, Augmented reality, Interactive surface, Athletic interaction, Kinesthetic interaction, Computer-supported cooperative play %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p394-ishii/p394-ishii.pdf %X This paper introduces a novel interface for digitally-augmented cooperative play. We present the concept of the "athletic-tangible interface," a new class of interaction which uses tangible objects and full-body motion in physical spaces with digital augmentation. We detail the implementation of PingPongPlus, a "reactive ping-pong table", which features a novel sound-based ball tracking technology. The game is augmented and transformed with dynamic graphics and sound, determined by the position of impact, and the rhythm and style of play. A variety of different modes of play and initial experiences with PingPongPlus are also described. %M C.CHI.99.1.402 %T Eye Tracking the Visual Search of Click-Down Menus %S Cognitive Models of Screen Interaction %A Michael D. Byrne %A John R. Anderson %A Scott Douglass %A Michael Matessa %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 402-409 %K Menu selection, Eye tracking, Visual search, Cognitive models %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p402-byrne/p402-byrne.pdf %X Click-down (or pull-down) menus have long been a key component of graphical user interfaces, yet we know surprisingly little about how users actually interact with such menus. Nilsen's [8] study on menu selection has led to the development of a number of models of how users perform the task [6, 21. However, the validity of these models has not been empirically assessed with respect to eye movements (though [1] presents some interesting data that bear on these models). The present study is an attempt to provide data that can help refine our understanding of how users interact with such menus. %M C.CHI.99.1.410 %T Cognitive Modeling Demonstrates How People Use Anticipated Location Knowledge of Menu Items %S Cognitive Models of Screen Interaction %A Anthony J. Hornof %A David E. Kieras %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 410-417 %K Cognitive models, Fitts' law, Menus, Visual search %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p410-hornof/p410-hornof.pdf %X This research presents cognitive models of a person selecting an item from a familiar, ordered, pull-down menu. Two different models provide a good fit with human data and thus two different possible explanations for the low-level cognitive processes involved in the task. Both models assert that people make an initial eye and hand movement to an anticipated target location without waiting for the menu to appear. The first model asserts that a person knows the exact location of the target item before the menu appears, but the model uses nonstandard Fitts' law coefficients to predict mouse pointing time. The second model asserts that a person would only know the approximate location of the target item, and the model uses Fitts' law coefficients better supported by the literature. This research demonstrates that people can develop considerable knowledge of locations in a visual task environment, and that more work regarding Fitts' law is needed. %M C.CHI.99.1.418 %T Learning and Performing by Exploration: Label Quality Measured by Latent Semantic Analysis %S Cognitive Models of Screen Interaction %A Rodolfo Soto %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 418-425 %K Learning by exploration, Label-following strategy, Cognitive models, Semantic similarity, Latent semantic analysis, Usability analysis %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p418-soto/p418-soto.pdf %X Models of learning and performing by exploration assume that the semantic similarity between task descriptions and labels on display objects (e.g., menus, tool bars) controls in part the users' search strategies. Nevertheless, none of the models has an objective way to compute semantic similarity. In this study, Latent Semantic Analysis (LSA) was used to compute semantic similarity between task descriptions and labels in an application's menu system. Participants performed twelve tasks by exploration and they were tested for recall after a 1-week delay. When the labels in the menu system were semantically similar to the task descriptions, subjects performed the tasks faster. LSA could be incorporated into any of the current models, and it could be used to automate the evaluation of computer applications for ease of learning and performing by exploration. %M C.CHI.99.1.426 %T MOBILE: User-Centered Interface Building %S Tools for Building Interfaces and Applications %A Angel R. Puerta %A Eric Cheng %A Tunhow Ou %A Justin Min %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 426-433 %K Model-based interface development, Task models, Interface builders, User-centered interface design, User interface development tools %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p426-puerta/p426-puerta.pdf %X Interface builders are popular tools for designing and developing graphical user interfaces. These tools, however, are engineering-centered; they operate mainly on windows and widgets. A typical interface builder does not offer any specific support for user-centered interface design, a methodology recognized as critical for effective user interface design. We present MOBILE (Model-Based Interface Layout Editor) an interface building tool that fully supports user-centered design and that guides the interface building process by using user-task models and a knowledge base of interface design guidelines. The approach in MOBILE has the important added benefit of being useful in both top-down and bottom-up interface design strategies. %M C.CHI.99.1.434 %T The Context Toolkit: Aiding the Development of Context-Enabled Applications %S Tools for Building Interfaces and Applications %A Daniel Salber %A Anind K. Day %A Gregory D. Abowd %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 434-441 %K Context-enabled or context-aware computing, Ubiquitous computing, Toolkits, Widgets, Applications development %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p434-salber/p434-salber.pdf %X Context-enabled applications are just emerging and promise richer interaction by taking environmental context into account. However, they are difficult to build due to their distributed nature and the use of unconventional sensors. The concepts of toolkits and widget libraries in graphical user interfaces has been tremendously successful, allowing programmers to leverage off existing building blocks to build interactive systems more easily. We introduce the concept of context widgets that mediate between the environment and the application in the same way graphical widgets mediate between the user and the application. We illustrate the concept of context widgets with the beginnings of a widget library we have developed for sensing presence, identity and activity of people and things. We assess the success of our approach with two example context-enabled applications we have built and an existing application to which we have added context-sensing capabilities. %M C.CHI.99.1.442 %T Getting More Out of Programming-by-Demonstration %S Tools for Building Interfaces and Applications %A Richard G. McDaniel %A Brad A. Myers %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 442-449 %K End-user programming, User interface software, Programming-by-demonstration, Programming-by-example, Application builders, Inductive learning, Gamut %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p442-mcdaniel/p442-mcdaniel.pdf %X Programming-by-demonstration (PBD) can be used to create tools and methods that eliminate the need to learn difficult computer languages. Gamut is a PBD tool that nonprogrammers can use to create a broader range of interactive software, including games, simulations, and educational software, than they can with other PBD tools. To do this, Gamut provides advanced interaction techniques that make it easier for a developer to express all aspects of an application. These techniques include a simplified way to demonstrate new examples, called "nudges," and a way to highlight objects to show they are important. Also, Gamut includes new objects and metaphors like the deck-of-cards metaphor for demonstrating collections of objects and randomness, guide objects for demonstrating relationships that the system would find too difficult to guess, and temporal ghosts which simplify showing relationships with the recent past. These techniques were tested in a formal setting with nonprogrammers to evaluate their effectiveness. %M C.CHI.99.1.450 %T Navigation as Multiscale Pointing: Extending Fitts' Model to Very High Precision Tasks %S Vision and Fitts' Law %A Yves Guiard %A Michel Beaudouin-Lafon %A Deni Mottet %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 450-457 %K Fitts' law, Pointing, Navigation, Multiscale interfaces, Input devices, Stylus, Mouse, Graphical tablet %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p450-guiard/p450-guiard.pdf %X Fitts' pointing model has proven extremely useful for understanding basic selection in WIMP user interfaces. Yet today's interfaces involve more complex navigation within electronic environments. As navigation amounts to a form of multi-scale pointing, Fitts' model can be applied to these more complex tasks. We report the results of a preliminary pointing experiment that shows that users can handle higher levels of task difficulty with two-scale rather than traditional one-scale pointing control. Also, in tasks with very high-precision hand movements, performance is higher with a stylus than with a mouse. %M C.CHI.99.1.458 %T Authoring Animated Web Pages Using 'Contact Points' %S Vision and Fitts' Law %A Pete Faraday %A Alistair Sutcliffe %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 458-465 %K Web page design, Authoring tools %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p458-faraday/p458-faraday.pdf %X This paper explores how 'contact points' or co-references between an animation and text should be designed in web pages. Guidelines are derived from an eye tracking study. A dynamic HTML authoring tool is described which supports these requirements. An evaluation study is reported in which four designs of animation in web pages were tested. %M C.CHI.99.1.466 %T Performance Evaluation of Input Devices in Trajectory-Based Tasks: An Application of The Steering Law %S Vision and Fitts' Law %A Johnny Accot %A Shumin Zhai %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 466-472 %K Steering laws, Input devices, Fitts' law, Human performance modeling, Empirical comparison %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p466-accot/p466-accot.pdf %X Choosing input devices for interactive systems that best suit user's needs remains a challenge, especially considering the increasing number of devices available. The choice often has to be made through empirical evaluations. The most frequently used evaluation task hitherto is target acquisition, a task that can be accurately modeled by Fitts' law. However, today's use of computer input devices has gone beyond target acquisition alone. In particular, we often need to perform trajectory-based tasks, such as drawing, writing, and navigation. This paper illustrates how a recently discovered model, the steering law, can be applied as an evaluation paradigm complementary to Fitts' law. We tested five commonly used computer input devices in two steering tasks, one linear and one circular. Results showed that subjects' performance with the five devices could be generally classified into three groups in the following order: 1. the tablet and the mouse, 2. the trackpoint, 3. the touchpad and the trackball. The steering law proved to hold for all five devices with greater than 0.98 correlation. The ability to generalize the experimental results and the limitations of the steering law are also discussed. %M C.CHI.99.1.473 %T Symphony: A Case Study in Extending Learner-Centered Design Through Process Space Analysis %S Learning and Reading %A Chris Quintana %A Jim Eng %A Andrew Carra %A Hsin-Kai Wu %A Elliot Soloway %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 473-480 %K Learner-centered design, Process spaces, Process scaffolding, Scaffolded integrated tool environments %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p473-quintana/p473-quintana.pdf %X We are exploring a new class of tools for learners: scaffolded integrated tool environments (or SITEs), which address the needs of learners trying to engage in new, complex work processes. A crucial phase within a learner-centered design approach for SITE design involves analyzing the work process to identify areas where learners need support to engage in the process. Here we discuss the design of Symphony, a SITE for high-school science students. Specifically, we discuss how the process-space model helped us analyze the science inquiry process to help us identify a detailed set of learner needs, leading to a full set of process scaffolding strategies for Symphony. %M C.CHI.99.1.481 %T The Reader's Helper: A Personalized Document Reading Environment %S Learning and Reading %A Jamey Graham %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 481-488 %K Document annotation, Information visualization, Content recognition, Intelligent agents, Digital libraries, Probabilistic reasoning, User interface design, Reading online %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p481-graham/p481-graham.pdf %X Over the last two centuries, reading styles have shifted away from the reading of documents from beginning to end and toward the skimming of documents in search of relevant information. This trend continues today where readers, often confronted with an insurmountable amount of text, seek more efficient methods of extracting relevant information from documents. In this paper, a new document reading environment is introduced called the Reader's Helper, which supports the reading of electronic and paper documents. The Reader's Helper analyzes documents and produces a relevance score for each of the reader's topics of interest, thereby helping the reader decide whether the document is actually worth skimming or reading. Moreover, during the analysis process, topic of interest phrases are automatically annotated to help the reader quickly locate relevant information. A new information visualization tool, called the Thumbar, is used in conjunction with relevancy scoring and automatic annotation to portray a continuous, dynamic thumb-nail representation of the document. This further supports rapid navigation of the text. %M C.CHI.99.1.489 %T VR's Frames of Reference: A Visualization Technique for Mastering Abstract Multidimensional Information %S Learning and Reading %A Marilyn C. Salzman %A Chris Dede %A R. Bowen Loftin %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 489-495 %K Virtual reality, Visualization, Interaction design, Visual design, Education applications %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p489-salzman/p489-salzman.pdf %X This paper describes a research study that investigated how designers can use frames of reference (egocentric, exocentric, and a combination of the two) to support the mastery of abstract multidimensional information. The primary focus of this study was the relationship between FORs and mastery; the secondary focus was on other factors (individual characteristics and interaction experience) that were likely to influence the relationship between FORs and mastery. This study's outcomes (1) clarify how FORs work in conjunction with other factors in shaping mastery, (2) highlight strengths and weaknesses of different FORs, (3) demonstrate the benefits of providing multiple FORs, and (4) provide the basis for our recommendations to HCI researchers and designers. %M C.CHI.99.1.496 %T FotoFile: A Consumer Multimedia Organization and Retrieval System %S Navigation and Visualization %A Allan Kuchinsky %A Celine Pering %A Michael L. Creech %A Dennis Freeze %A Bill Serra %A Jacek Gwizdka %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 496-503 %K Multimedia computing, Information organization, Retrieval, Browsing, Visualization, Content-based indexing and retrieval, Digital photography, Digital video, Metadata, Media objects %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p496-kuchinsky/p496-kuchinsky.pdf %X FotoFile is an experimental system for multimedia organization and retrieval, based upon the design goal of making multimedia content accessible to non-expert users. Search and retrieval are done in terms that are natural to the task. The system blends human and automatic annotation methods. It extends textual search, browsing, and retrieval technologies to support multimedia data types. %M C.CHI.99.1.504 %T Hyper Mochi Sheet: A Predictive Focusing Interface for Navigating and Editing Nested Networks through a Multifocus Distortion-Oriented View %S Navigation and Visualization %A Masashi Toyoda %A Etsuya Shibayama %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 504-511 %K Distortion-oriented view, Multi-focus, Editing, Navigation suitable for a particular editing situation, which changes frequently during editing %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p504-toyoda/p504-toyoda.pdf %X Multi-focus distortion-oriented views are useful in viewing large information on a small screen, but still have problems in managing multiple foci during editing. The user may have to navigate information space by focusing and defocusing multiple parts to obtain multi-focus layouts that change according to various editing situations. As a result, it becomes haphazard to navigate and edit large nested networks such as hypertexts. We propose a user interface for quickly obtaining desirable layouts. The interface uses two techniques: focus size prediction and predictive focus selection. These techniques are based on a user test and experiences in applications. We also describe two example applications. %M C.CHI.99.1.512 %T Excentric Labeling: Dynamic Neighborhood Labeling for Data Visualization %S Navigation and Visualization %A Jean-Daniel Fekete %A Catherine Plaisant %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 512-519 %K Visualization, Label, Dynamic labeling, Evaluation %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p512-fekete/p512-fekete.pdf %X The widespread use of information visualization is hampered by the lack of effective labeling techniques. An informal taxonomy of labeling methods is proposed. We then describe "excentric labeling", a new dynamic technique to label a neighborhood of objects located around the cursor. This technique does not intrude into the existing interaction, it is not computationally intensive, and was easily applied to several visualization applications. A pilot study with eight subjects indicates a strong speed benefit over a zoom interface for tasks that involve the exploration of large numbers of objects. Observations and comments from users are presented. %M C.CHI.99.1.520 %T Embodiment in Conversational Interfaces: Rea %S Virtual Reality and Embodiment %A J. Cassell %A T. Bickmore %A M. Billinghurst %A L. Campbell %A K. Chang %A H. Vilhjalmsson %A H. Yan %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 520-527 %K Conversational characters, Multimodal input, Intelligent agents, Multimodal output %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p520-cassell/p520-cassell.pdf %X In this paper, we argue for embodied conversational characters as the logical extension of the metaphor of human-computer interaction as a conversation. We argue that the only way to fully model the richness of human face-to-face communication is to rely on conversational analysis that describes sets of conversational behaviors as fulfilling conversational functions, both interactional and propositional. We demonstrate how to implement this approach in Rea, an embodied conversational agent that is capable of both multimodal input understanding and output generation in a limited application domain. Rea supports both social and task-oriented dialogue. We discuss issues that need to be addressed in creating embodied conversational agents, and describe the architecture of the Rea interface. %M C.CHI.99.1.528 %T Emotional Interfaces for Interactive Aardvarks: Designing Affect into Social Interfaces for Children %S Virtual Reality and Embodiment %A Erik Strommen %A Kristin Alexander %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 528-535 %K Learning, Audio interface, Children, Social interface, Emotion %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p528-strommen/p528-strommen.pdf %X Character-based social interfaces present a unique opportunity to integrate emotion into technology interactions. The present paper reports on the use of three emotional interactions (humor, praise, and affection) in the audio interfaces for two character-based interactive learning toys. The reasons for selecting the emotions used, the design rationale for their application, and findings from usability testing are reviewed. It is suggested that as a form of pretend play-acting akin to puppetry, social interfaces can engage the emotions of users in a variety of beneficial ways. %M C.CHI.99.1.536 %T Bridging Strategies for VR-Based Learning %S Virtual Reality and Embodiment %A Tom Moher %A Stellan Ohlsson %A Andrew Johnson %A Mark Gillingham %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 536-543 %K Learning environments, Conceptual change, Virtual reality, User models %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p536-moher/p536-moher.pdf %X A distributed immersive virtual environment was deployed as a component of a pedagogical strategy for teaching third grade children that the Earth is round. The displacement strategy is based on the theory that fundamental conceptual change requires an alternative cognitive starting point which doesn't invoke the features of pre-existing models. While the VR apparatus helped to establish that alternative framework, conceptual change was strongly influenced by the bridging activities which related that experience to the target domain. Simple declarations of relevance proved ineffective. A more articulated bridging process involving physical models was effective for some children, but the multiple representations employed required too much model-matching for others. %M C.CHI.99.1.544 %T The Tangled Web We Wove: A Taskonomy of W\NW Use %S Organizing Information on the Web %A Michael D. Byrne %A Bonnie E. John %A Neil S. Wehrle %A David C. Crow %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 544-551 %K World-Wide Web, Task analysis, Video protocols %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p544-byrne/p544-byrne.pdf %X A prerequisite to the effective design of user interfaces is an understanding of the tasks for which that interface will actually be used. Surprisingly little task analysis has appeared for one of the most discussed and fastest-growing computer applications, browsing the World-Wide Web (WWW). Based on naturally-collected verbal protocol data, we present a taxonomy of tasks undertaken on the WWW. The data reveal that several previous claims about browsing behavior are questionable, and suggests that that widget-centered approaches to interface design and evaluation may be incomplete with respect to good user interfaces for the Web. %M C.CHI.99.1.552 %T An Empirical Evaluation of User Interfaces for Topic Management of Web Sites %S Organizing Information on the Web %A Brian Amento %A Will Hill %A Loren Terveen %A Peter Ju %A Deborah Hix %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 552-559 %K Information access, Information retrieval, Information visualization, Human-computer interaction, Computer supported cooperative work, Social filtering %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p552-amento/p552-amento.pdf %X Topic management is the task of gathering, evaluating, organizing, and sharing a set of web sites for a specific topic. Current web tools do not provide adequate support for this task. We created the TopicShop system to address this need. TopicShop includes (1) a webcrawler that discovers relevant web sites and builds site profiles, and (2) user interfaces for exploring and organizing sites. We conducted an empirical study comparing user performance with TopicShop vs. Yahoo. TopicShop subjects found over 80% more high-quality sites (where quality was determined by independent expert judgements) while browsing only 81% as many sites and completing their task in 89% of the time. The site profile data that TopicShop provides -- in particular, the number of pages on a site and the number of other sites that link to it -- was the key to these results, as users exploited it to identify the most promising sites quickly and easily. %M C.CHI.99.1.560 %T Visualizing Implicit Queries for Information Management and Retrieval %S Organizing Information on the Web %A Mary Czerwinski %A Susan Dumais %A George Robertson %A Susan Dziadosz %A Scott Tiernan %A Maarten van Dantzich %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 560-567 %K Information management, Information retrieval, 3D, Similarity, Categorization, Information visualization, Classification %* (c) Copyright 1999 ACM %O An earlier version of this article was included by mistake in the printed volume of the CHI '99 Proceedings. This, the correct version, is inserted her in the ACM Digital Library. The original may be found at: http://www.acm.org/pubs/articles/proceedings/chi/302979/p560-czerwinski/p560-czerwinski.printversion.pdf %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p560-czerwinski/p560-czerwinski.pdf %X In this paper, we describe the use of similarity metrics in a novel visual environment for storing and retrieving favorite web pages. The similarity metrics, called Implicit Queries, are used to automatically highlight stored web pages that are related to the currently selected web page. Two experiments explored how users manage their personal web information space with and without the Implicit Query highlighting and later retrieve their stored web pages. When storing and organizing web pages, users with Implicit Query highlighting generated slightly more categories. Implicit Queries also led to faster web page retrieval time, although the results were not statistically significant. %M C.CHI.99.1.568 %T Patterns of Entry and Correction in Large Vocabulary Continuous Speech Recognition Systems %S Speech and Multimodal Interfaces %A Clare-Marie Karat %A Christine Halverson %A John Karat %A Daniel Horn %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 568-575 %K Speech recognition, Input techniques, Speech user interfaces, Analysis methods %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p568-karat/p568-karat.pdf %X A study was conducted to evaluate user performance and satisfaction in completion of a set of text creation tasks using three commercially available continuous speech recognition systems. The study also compared user performance on similar tasks using keyboard input. One part of the study (Initial Use) involved 24 users who enrolled, received training and carried out practice tasks, and then completed a set of transcription and composition tasks in a single session. In a parallel effort (Extended Use), four researchers used speech recognition to carry out real work tasks over 10 sessions with each of the three speech recognition software products. This paper presents results from the Initial Use phase of the study along with some preliminary results from the Extended Use phase. We present details of the kinds of usability and system design problems likely in current systems and several common patterns of error correction that we found. %M C.CHI.99.1.576 %T Mutual Disambiguation of Recognition Errors in a Multimodal Architecture %S Speech and Multimodal Interfaces %A Sharon Oviatt %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 576-583 %K Multimodal architecture, Speech and pen input, Recognition errors, Mutual disambiguation, Robust performance, Diverse users %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p576-oviatt/p576-oviatt.pdf %X As a new generation of multimodal/media systems begins to define itself, researchers are attempting to learn how to combine different modes into strategically integrated whole systems. In theory, well designed multimodal systems should be able to integrate complementary modalities in a manner that supports mutual disambiguation (MD) of errors and leads to more robust performance. In this study, over 2,000 multimodal utterances by both native and accented speakers of English were processed by a multimodal system, and then logged and analyzed. The results confirmed that multimodal systems can indeed support significant levels of MD, and also higher levels of MD for the more challenging accented users. As a result, although speech recognition as a stand-alone performed far more poorly for accented speakers, their multimodal recognition rates did not differ from those of native speakers. Implications are discussed for the development of future multimodal architectures that can perform in a more robust and stable manner than individual recognition technologies. Also discussed is the design of interfaces that support diversity in tangible ways, and that function well under challenging real-world usage conditions. %M C.CHI.99.1.584 %T Model-Based and Empirical Evaluation of Multimodal Interactive Error Correction %S Speech and Multimodal Interfaces %A Bernhard Suhm %A Alex Waibel %A Brad Myers %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 584-591 %K Multimodal interaction, Interactive error correction, Quantitative performance model, Speech and pen input, Speech user interfaces %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p584-suhm/p584-suhm.pdf %X Our research addresses the problem of error correction in speech user interfaces. Previous work hypothesized that switching modality could speed up interactive correction of recognition errors (so-called multimodal error correction). We present a user study that compares, on a dictation task, multimodal error correction with conventional interactive correction, such as speaking again, choosing from a list, and keyboard input. Results show that multimodal correction is faster than conventional correction without keyboard input, but slower than correction by typing for users with good typing skills. Furthermore, while users initially prefer speech, they learn to avoid ineffective correction modalities with experience. To extrapolate results from this user study we developed a performance model of multimodal interaction that predicts input speed including time needed for error correction. We apply the model to estimate the impact of recognition technology improvements on correction speeds and the influence of recognition accuracy and correction method on the productivity of dictation systems. Our model is a first step towards formalizing multimodal (recognition-based) interaction. %M C.CHI.99.1.592 %T Cooperative Inquiry: Developing New Technologies for Children with Children %S Advances in User Participation %A Allison Druin %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 592-599 %K Children, Design techniques, Educational applications, Cooperative design, Participatory design, Cooperative inquiry, Intergenerational design team, KidPad, PETS %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p592-druin/p592-druin.pdf %X In today's homes and schools, children are emerging as frequent and experienced users of technology [3, 14]. As this trend continues, it becomes increasingly important to ask if we are fulfilling the technology needs of our children. To answer this question, I have developed a research approach that enables young children to have a voice throughout the technology development process. In this paper, the techniques of cooperative inquiry will be described along with a theoretical framework that situates this work in the HCI literature. Two examples of technology resulting from this approach will be presented, along with a brief discussion on the design-centered learning of team researchers using cooperative inquiry. %M C.CHI.99.1.600 %T Projected Realities: Conceptual Design for Cultural Effect %S Advances in User Participation %A William Gaver %A Anthony Dunne %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 600-607 %K Design research, Conceptual art, Collaborative systems, Awareness %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p600-gaver/p600-gaver.pdf %X As a part of a European Union sponsored project, we have proposed a system which aggregates people's expressions over a widening network of public electronic displays in a massive Dutch housing development. Reflecting ideas from contemporary arts as well as from research on media spaces, this is an example of a conceptual design intended to produce meaningful effects on a local culture. In this paper, we describe the methods and ideas that led to this proposal, as an example of research on technologies from the traditions of artist-designers. %M C.CHI.99.1.608 %T Customer-Focused Design Data in a Large, Multi-Site Organization %S Advances in User Participation %A Paula Curtis %A Tammy Heiserman %A David Jobusch %A Mark Notess %A Jayson Webb %B Proceedings of ACM CHI 99 Conference on Human Factors in Computing Systems %D 1999 %V 1 %P 608-615 %K Contextual design, Contextual inquiry, Affinity, User data, Customer-focused design, Organizational change, Distributed teams %* (c) Copyright 1999 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/302979/p608-curtis/p608-curtis.pdf %X Qualitative user-centered design processes such as contextual inquiry can generate huge amounts of data to be organized, analyzed, and represented. When you add the goal of spreading the resultant understanding to the far reaches of a large, multi-site organization, many practical barriers emerge. In this paper we describe experience creating and communicating representations of contextually derived user data in a large, multi-site product development organization. We describe how we involved a distributed team in data collection and analysis and how we made the data representations portable. We then describe how we have engaged over 200 people from five sites in thinking through the user data and its implications on product design. %M C.CQL.90.1 %T Human Values and the Future of Technology: A Declaration of Empowerment %S Keynote Address %A Ben Shneiderman %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 1-6 %* (c) Copyright 1990 Association for Computing Machinery %X "We must learn to balance the material wonders of technology with the spiritual demands of our human nature." John Naisbitt (1982). We can make a difference in shaping the future by ensuring that computers "serve human needs (Mumford, 1934)." By making explicit the enduring values that we hold dear we can guide computer system designers and developers for the next decade, century, and thereafter. After setting our high-level goals we can pursue the components and seek the participatory process for fulfilling them. High-level goals might include peace, excellent health care, adequate nutrition, accessible education, communication, freedom of expression, support for creative exploration, safety, and socially constructive entertainment. Computer technology can help attain these high-level goals if we clearly state measurable objectives, obtain participation of professionals, and design effective human-computer interfaces. Design considerations include adequate attention to individual differences among users, support of social and organizational structures, design for reliability and safety, provision of access by the elderly, handicapped, or illiterate, and appropriate user controlled adaptation. With suitable theories and empirical research we can achieve ease of learning, rapid performance, low error rates, and good retention over time, while preserving high subjective satisfaction. To raise the consciousness of designers and achieve these goals, we must generate an international debate, stimulate discussions within organizations, and interact with other intellectual communities. This paper calls for a focus on the "you" and "I" in developing improved user interface (UI) research and systems, offers a Declaration of Empowerment, and proposes a Social Impact Statement for major computing projects. %M C.CQL.90.7 %T Computer Applications for Child Protective Services %S Human Services 1 -- Human Services Delivery %A David A. Ladd %A Stephan Applelbaum Sandbank %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 7 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.8 %T How to Propose Automation for Human Services %S Human Services 1 -- Human Services Delivery %A William A. Adams %A James J. Traglia %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 8-12 %* (c) Copyright 1990 Association for Computing Machinery %X Automation in the human services generally lags far behind the level of automation in business and industry. This is not due to lack of need. It is due to the difficulty of conceptualizing the issues surrounding automation of human service delivery, and to lack of money. The two are related: the money is surely available if the automation proposal can articulate the need to the resource controllers in a framework they can believe in. The traditional arguments for automation based on promise of lowered costs are not convincing for human service delivery because costs are not easily quantified. Promises of increase quality of service are hard to substantiate because the service "product" is so intangible. The traditional arguments should not be ignored, but the compelling arguments for automating in the human services are different: the promise of accurate program evaluation, and the promise of high quality information feedback from the field to program managers. Especially in the non-profit domain, the motivation for human service delivery is fundamentally altruistic. The basic concern of the administrators is, "Are we doing anybody any good?" This is the concern that must be addressed by the successful automation proposal. The proposal must be positioned in the context of the strategic service goals of the organization and made to look like the pivot upon which realization of the strategic plan turns. The proposal should promise the information needed by managers to evaluate their own performance and the program's progress towards its service goals. %M C.CQL.90.13 %T Putting the Byte on Canadian Social Welfare Agencies %S Human Services 1 -- Human Services Delivery %A C. J. Alexander %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 13-19 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.20 %T Information Structure, Information Technology and the Human Service Organizational Environment %S Human Services 1 -- Human Services Delivery %A Jeanette Semke %A Paula Nurius %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 20 %* (c) Copyright 1990 Association for Computing Machinery %X This paper examines current trends in data collection and information use in human service organizations. It describes sources of practitioner resistance to automation as one means to understand issues for managers who are planning information systems. It proposes that conceptual integration of agendas for human service automation, practice evaluation and service effectiveness provides a tool for developing coherent information systems that are more fully useful to all levels of an organization. The paradigm of structure of information is presented as the fundamental, unifying variable for integrating automation, evaluation and service effectiveness agendas. The paradigm is used for thinking about 1) data demands and information use in automation and evaluation, 2) for assessing existing organizations when considering information system innovations, and 3) as an aid for predicting the impact of those innovations on the organization. %M C.CQL.90.21 %T H.E.L.P. -- Helpful Electronic Look-Up Program %S Human Services 1 -- Human Services Delivery %A Leslie Senner %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 21 %* (c) Copyright 1990 Association for Computing Machinery %X This paper presents a natural history (1973-1990) of the migration, convergence and development of a number of ideas, and their transformation into material products and social action. It is a story about the PEOPLE in Prince Albert, Saskatchewan. Some of them needed things like a cheap source of day-old bread, or an apartment that was available to THEM, or a rape crisis counselor, or transportation to the library. Some of them found out where to find some of these things. Some of them tried to help each other sort it all out. After a while "sorting it all out" became quite cumbersome. Some of the people had heard of wonderful machines that might help. They began learning how to put these machines together, and how to make them do things. The people were used to doing things in some PLACE. They found it hard to find a PLACE where information about all these things could be sorted out and yet be available to anyone who needed it, when they needed it. Some of the people began putting together a PROCESS for developing, collecting and correcting some of the information people needed. They even found ways for some people to find the information more easily than before. Some of the people in Prince Albert wondered if there were people in other parts of the world who would like to trade similar stories ... Stories about how they made it easier to find out things that made the day a little better. %M C.CQL.90.22 %T Mental Hygiene Practitioners' Attitudes Toward Applying Computers in Health Care %S Computer Science 1 -- Computers and Health Care %A Shafer H. Zysman %A Gunther R. Geiss %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 22-26 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.27 %T KnoW, An Alternative Approach in Decision Support Systems for Human Services %S Computer Science 1 -- Computers and Health Care %A Menachem Monnickendam %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 27 %* (c) Copyright 1990 Association for Computing Machinery %X The Knowledge work station (KnoW) is a visual, flexible and open approach to support the decision making process. Current DSS's are often cumbersome because they derive from the concept that data usage may be defined in advance in a very structured way for one specific decision. This rigidity is at odds with the practitioner's style of work. Practitioners, as part of the decision making process, often browse through the file in order to understand the whole client situation. This is a learning process that utilizes associative, lateral and logical thinking, combines data from multiple types and sources, and jumps between different levels of abstraction. Thus, the conceptual base of a software program that is intended to serve practitioners decision making should cater to these constraints and accordingly has to be much more open and flexible. The KnoW environment is a hypercard application for the Macintosh. It provides the practitioner with the information he/she feels is needed in order to make a decision, in an easy to understand visual format. KnoW effects this through software that integrates data from different media, structures the environment in which the practitioner operates and provides tools to navigate freely, associatively and simply within the data. The added value of KnoW is that it provides information that, to the practitioner, is new and relevant. A prototype was developed to aid practitioners in a Child Development Center in establishing a treatment plan which includes selection of the problem area which is considered most amenable to intervention and assessment of clients' level of functioning in that area. %M C.CQL.90.28 %T The Social Impact of Computer Technology on Physicians %S Computer Science 1 -- Computers and Health Care %A James G. Anderson %A Stephen J. Jay %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 28-33 %* (c) Copyright 1990 Association for Computing Machinery %X Rapid advances in computer and information sciences promise to bring about fundamental changes in the structure and function of medical practice. This paper addresses the technological advances that have been made in the application of computers to medicine and how these advances are likely to alter the physician's professional role, the social organization of practice settings, the relation between doctor and patient, and the organization of health care delivery systems. Computer technology provides powerful tools that can be used to overcome many of the limitations of present health care delivery systems. At the same time, computers involve significant threats to the institutional role of the physician. The effective introduction of computers into medical practice requires consideration of these potential social consequences. %M C.CQL.90.34 %T The Impact of Legislation on Availability and Use of Technology by Individuals with Disabilities %S Human Services 2 -- Impact of Legislation on Availability and Use of Technology by Individuals with Disabilities %A R. Dipner %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 34 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.35 %T Information Technologies and Rural Economic Development %S Computer Science 2 -- New Communications Technology %A Sherry Emery %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 35 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.36 %T Assessing the Impact of Computers on the Home and Family %S Computer Science 2 -- New Communications Technology %A Susan H. Gray %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 36 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.37 %T Expectations & Gender Differences in Computer Use %S Plenary Panel %A Charles Huff %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 37 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.38 %T EPIC Expert Assistant Calculator: An Expert System to Facilitate Eligibility and Savings Determination for a State Sponsored Drug Insurance Program %S Human Services 3 -- Expert Systems and Clinical Practice %A A. Nizza %A G. Geiss %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 38-44 %* (c) Copyright 1990 Association for Computing Machinery %X This article describes the development and piloting of an expert system which provides a preliminary eligibility and savings determination statement for the New York State Elderly Pharmaceutical Insurance Coverage (EPIC) program. EPIC is a drug insurance program for senior citizens with modest financial resources, moderate drug expenses, and no other form of drug insurance coverage. The EPIC Expert Assistant Calculator is an expert system, a type of computer program, designed to support this very specific task or problem solving process. %M C.CQL.90.45 %T Use of a Medical Expert System in a Clinical Setting %S Human Services 3 -- Expert Systems and Clinical Practice %A Loretta Moore %A John Snapper %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 45 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.46 %T Accelerating the Development of Effective Expertise Through Knowledge-Based Feedback %S Human Services 3 -- Expert Systems and Clinical Practice %A Raymond W. Carlson %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 46-53 %* (c) Copyright 1990 Association for Computing Machinery %X Human services need to improve productivity in relation to the benefits provided to consumers. A key problem appears to be inconsistent use of knowledge as to what is effective in problem resolution. This paper describe how such knowledge evolves naturally through the development of experiential expertise. The challenge for computer support for such services is to facilitate this natural development process. The paper concludes by outlining a computer program being developed to respond to that challenge. %M C.CQL.90.54 %T The Case of the Fickle Expert System %S Human Services 3 -- Expert Systems and Clinical Practice %A Karen E. Wieckert %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 54-59 %* (c) Copyright 1990 Association for Computing Machinery %X Expert systems involve components that vary in success during implementation. The expert system package encompasses a theory of knowledge, conventions for representing the objects of study or rationalization, standardized methods of work, and specialized infrastructural computing technology. The dynamics of success and failure of package application are presented through the development of Project Vinny, an expert system for analyzing electrical power requirements. Expectations promoted by the theory of knowledge mask fundamental tensions involved in expert system developments. Expert system success stems from indirect aspects of their development method. As an intervention into on-going work processes, expert systems allow designers, developers and experts negotiation over matches between formal computing requirements and work needs. %M C.CQL.90.60 %T Computers and the Quality of Life? %S Computer Science 3 -- Instruction on Topics of Computers and Society %A Grace C. Hertlein %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 60-66 %* (c) Copyright 1990 Association for Computing Machinery %X Part I of the paper examines the focus of this conference, computers and the quality of life. How can computers enhance the quality of life? Are they enhancing life? What does "quality of life" imply? Requirements for a humane quality of life are briefly detailed here, cognizant that a nurturing environment for mankind requires an equal examination of the interdependent quality needs of the entire biosphere. Part II examines the vast changes that have occurred in high-tech societies during the past decade, focusing on the dominant revolutionary thrusts now visible -- tendencies that will markedly alter our work patterns, where we work, how we work -- if we work at all. In order to understand (and achieve) the potential of a quality of life in a high-tech society, people need to be computer literate -- and preferably, computer fluent, to assess the creative, constructive, beneficial applications of computers. That audience is now a broader one: the junior, senior undergraduate -- or the early graduate student from any discipline. That exposure and societal consideration can be achieved by varied ethical, societal impact courses now becoming common at the upper division level. The Computer Science Department at CSU, Chico has sponsored societal impact courses for the past eighteen years. The present junior, senior course, "The Societal Impact of Computers" has been modified a dozen times during this period. A review of the present course is briefly detailed here. More definitive ideas and pedagogical examples will be shared in the instructional presentations, along with copies of teaching materials for conference participants. %M C.CQL.90.67 %T Experiences in Teaching Computers and Society Courses Over the Last Fifteen Years %S Computer Science 3 -- Instruction on Topics of Computers and Society %A John W. Fendrich %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 67 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.68 %T Peer Learning and Active Involvement in the "Computers and Society" Course %S Computer Science 3 -- Instruction on Topics of Computers and Society %A Charles Huff %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 68 %* (c) Copyright 1990 Association for Computing Machinery %X The philosophy of active involvement in learning has shaped my classes in computers and society in a variety of ways. I attempt to get students involved in discussions over electronic media, in role playing of significant conflicts over technology, in the design of technology, and in the setting of computing policy for our institution. I share some of these ideas in the hope that we can improve upon them and perhaps find additional ways to actively involve students. %M C.CQL.90.69 %T Teaching Computers and Society in a Virtual Classroom %S Computer Science 3 -- Instruction on Topics of Computers and Society %A Starr Roxanne Hiltz %A Murray Turoff %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 69-72 %* (c) Copyright 1990 Association for Computing Machinery %X A "Virtual Classroom" is a teaching and learning environment located within a computer-mediated communication system. Rather than being built of bricks and boards, it consists of a set of group communication and work "spaces" and facilities which are constructed in software. Participation is "asynchronous," that is, the Virtual Classroom participants can dial in at any time around the clock, and from any location in the world accessible by a reliable telephone system. For the last five years, the Computers and Society course at NJIT has been offered in a "mixed mode," with online communication replacing half of the normal face-to-face meeting time. The objective has been to enhance the quality of teaching and learning by using the technology to support "collaborative learning" and "collaborative teaching" processes. This paper describes the Virtual Classroom, and provides examples of its use in the Computers and Society course. %M C.CQL.90.73 %T Computers and Society: An Integrated Course Model %S Computers and Society Instructor's Forum %A William J. Joel %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 73 %* (c) Copyright 1990 Association for Computing Machinery %X Curriculum '78 recommends that a course examining the social effects of computer technology be included in an undergraduate computer science degree. Such a course allows the student to evaluate material learned in previous courses in light of present day conditions. There have been essentially three ways of examining various segments of society: application model, society type model and major issue model. Though each has its merits, a need has arisen for a method of combining these techniques into a more cohesive whole. The integrated course model begins by incorporates all three simpler models and then moves onto topics that rely upon all three, creating a course that allows the student to easily move from personal experiences to global issues. %M C.CQL.90.74 %T Establishing an Undergraduate Liberal Arts Curriculum for the Study of the Social Impact of Computers and Information Technology %S Computers and Society Instructor's Forum %A Joseph E. Behar %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 74 %* (c) Copyright 1990 Association for Computing Machinery %X Today, in the developed democracies of the West, there is considerable dispute concerning the appropriate role of computers in society. Whether computers are a positive or negative force in society is at issue, and determining the social impact of computers is a difficult, confused, and even polarized area of sociological analysis. On one side, critics argue that computers invade privacy, turn information into a commodity, degrade knowledge and the imagination, and create even more opportunities for the oppression of workers. Specifically, in the "dystopian vision", computers are primarily used for the centralization and concentration of information resources and lead to the creation of technical elites, centralized power structures, and increased hierarchical authority in decision making. The more optimistic side points to the ease and expansion of communication through telecommunications networks, the efficiency and labor saving capacities of computers, and the general increase of useful information made available for managing and developing projects. In general, this view of the information technology "revolution" states that computer systems foster increased information availability and this is useful in developing knowledge and decision making abilities. Whether computers are indeed either a de-humanizing threat to freedom or can be harnessed for progressive purposes is not likely to be decided in simplistic terms. This paper reports on the possibilities and importance of educating undergraduate students in relation to the social impacts of computers and information technology. Based on several years experience teaching "The Social Impact of Computers and Information Technology" at a private liberal arts college, the essential values, requirements, rationales, and materials for such a course are reviewed. The paper concludes with a discussion of the critical necessity for the investigation and discussion of these issues in providing a contemporary liberal arts education appropriate to the information age. %M C.CQL.90.75 %T Information Systems in Society %S Computers and Society Instructor's Forum %A Suzanne Weisband %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 75 %* (c) Copyright 1990 Association for Computing Machinery %X We often hear that rapid changes in communication and computer technology will revolutionalize our society. Yet the computer and telecommunications technology are flexible and demand that we make choices about their use. This course is about the social and organizational implications of these technologies. Its purpose is to highlight both the (re)definition of problems associated with technology in society and the research approaches for understanding the social aspects of computing. In order to capture the wide significance of the issues and the range of research on the topic of computers in society, the approach of this class is multidisciplinary. %M C.CQL.90.76 %T Information Systems, Social Transformations, and Quality of Life %S Plenary Research Forum %A Rob Kling %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 76-85 %* (c) Copyright 1990 Association for Computing Machinery %X Understanding the social consequences of computerization is a central issue for the disciplines of information systems and computer science. All normative questions about how information systems can be effectively designed for use, adopted, implemented, and managed hinge on some way of understanding the consequences of purposive action. Questions about how computerization can alter the quality of people's lives -- at work, in schools, in hospitals, as organizational clients, or at home -- all depend upon answers to questions about how computerization alters the social order. While "computerization" and "revolutionary" seem to go hand and hand, careful empirical studies of computerization and social change do not always show substantial changes attributable to computerization. Further, many key social changes that are linked to computerization are byproducts of other managerial actions that accompany computerization. Also, some organizations computerize in ways which may maintain their ways of organizing work and their relations with clients. %M C.CQL.90.86 %T Computerized Ambulance Dispatching Systems %S Human Services 4 -- Information Systems and Services %A J. Lin %A D. Hill %A P. Halliday %A C. McIsaac %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 86 %* (c) Copyright 1990 Association for Computing Machinery %X The goal of an emergency health services system is to retrieve, care for and deliver the patient to appropriate medical care as soon as possible in the best conditions under the circumstances. The efficient dispatching of an ambulance is critical in matters of life and death. Like other growing cities, Ottawa is currently under-serviced for hospital beds. With population of over eight hundred thousand, demand for ambulance services is increasing rapidly. This emphasizes the critical nature of a good coordination between the hospital, the dispatcher and the ambulance. This paper examines how dispatching is done in the Ottawa area by Ottawa's Central Ambulance Communication Centre (CACC). It addresses and describes how new hybrid of computer and telecommunication technology can increase the effectiveness of ambulance dispatch, while integrating communications, recording, and tracking functions. It is important not just only to dispatch an ambulance to an emergency scene quickly, but also to get the patient to an appropriate facility. For this reason, a computer link with local hospitals is necessary to coordinate much needed information with ambulance dispatch. Such increased ease of operation and efficiency may help reduce stress for dispatchers and ambulance crews. Having up-to-date maps in electronic form will help the dispatchers to locate the emergency and identify the closest and most appropriate unit sooner and more easily. An integrated computerized system will increase the efficiency of the dispatching centre to a level unattainable in a manual operation. Such computerized ambulance service will be capable of monitoring all aspects of service performance. It can handle the large volume of data and provide statistical and management information. Implementation and social policy issues are also addressed in the paper. %M C.CQL.90.87 %T Developing Functional, Affordable, Clinical Information Systems: Meeting a Healthcare Challenge of the '90s %S Human Services 4 -- Information Systems and Services %A Michael J. Buckley %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 87-92 %* (c) Copyright 1990 Association for Computing Machinery %X State and local government-run hospitals and institutions for the mentally-ill and the developmentally-disabled largely have been left out of the "information revolution" of the 1980s. While the demand for institutional information by legislators, planners, regulators, accrediting agencies, agency and institutional managers, and the public has increased, this demand has seldom been met by the additional financial and technological resources needed to respond. Even when funds are made available, most "off the shelf" or "turnkey" hospital information systems are not well-suited to public sector institutions, particularly those providing long-term care, at best offering limited functionality at high cost. Yet, the obvious alternative -- building customized institutional information systems from the ground up -- can be even more costly, and is always fraught with risks. There is a third alternative, however, and that is to adapt to state and local government needs the functionally-rich array of integrated software developed by federal agencies, such as the U.S. Department of Veterans Affairs. Not only is this software available to state and local governments virtually free of charge, but it offers a host of advantages over most other alternatives: hardware and vendor independence, adaptability to a wide variety of settings, support for clinical as well as administrative and financial functions, conformity to current and emerging standards, etc. Perhaps most important, as a baseline for institutional information this array of public domain software offers public healthcare providers affordable systems that can free treatment staff to spend more of their time on patient/client care, while giving institutional management the tools they need to control costs and make more effective use of available resources. %M C.CQL.90.93 %T Increasing the Clinical Relevance of a Mental Health Information System %S Human Services 4 -- Information Systems and Services %A M. Gorodezky %A J. Rusnak %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 93-96 %* (c) Copyright 1990 Association for Computing Machinery %X The evolution of mental health mental health information system has produced systems which are oriented towards administrative and fiscal applications. This paper discusses a case example of such a system and considers strategies to improve the clinical relevance of such a system. Current plans for system enhancements are considered including on-line treatment planning, discharge summaries and resource inventories. %M C.CQL.90.97 %T On-Line Networking and Conferencing: Improving Human Services %S Human Services 4 -- Information Systems and Services %A Harry MacKay %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 97 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.98 %T Speculations on the Possible Impact of Computing Technology on Democratic Processes in Communist Countries %S Computer Science 4 -- Democratic Participation and Computing %A T. Sterling %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 98-102 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.104 %T Communication Technology and Democratic Participation: "PENners" in Santa Monica %S Computer Science 4 -- Democratic Participation and Computing %A Kendall Guthrie %A Joe Schmitz %A Daehee Ryu %A John Harris %A Everett Rogers %A William Dutton %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 104 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.105 %T Developing Informed Citizens with Computer Software: The Information Revolution Enters Politics %S Computer Science 4 -- Democratic Participation and Computing %A Gerald Smith %A Jerry Debenham %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 105 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.106 %T Using Information System Technology to Coordinate Specialized Services for the Elderly %S Human Services 5 -- Services for the Aging %A W. Looman %A L. Noelker %A G. Deimling %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 106-111 %* (c) Copyright 1990 Association for Computing Machinery %X In mid-1988 six of Cuyahoga County's non-profit providers of respite service to caregivers of persons with Alzheimer's disease began a project (SISTERS: Shared Information System Technology to Evaluate Respite Services) to develop an interagency database. This grew out of an existing PC-based information system at The Benjamin Rose Institute that was designed to improve the operation of its specialized respite program and facilitate its monitoring. The SISTERS project's aims include: improving the design and delivery of community respite services using information system technology; improving the effectiveness of each participating program through standardized forms and documentation via a PC-based system to track clients, monitor service delivery, and provide for quality assurance; and disseminating the design and technology of this system as a model for coordinating and evaluating respite programs. The resulting integrated database was comprised of four compatible subsystems: Inquiry/Intake, Assessment, Service Delivery, and Client Satisfaction/Quality Assurance. During the first year of database use, intake data were collected from 477 persons, and assessment and service data from 291 clients across the six agencies. This paper describes the development of an integrated interagency information system, details the benefits of this effort for specialized programs serving the elderly, and discusses the use of the system in the participating agencies. %M C.CQL.90.112 %T Computer Games for the Elderly %S Human Services 5 -- Services for the Aging %A G. Robert Whitcomb %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 112-115 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.116 %T Computers and Social Change for Quality Long Living: The Let's Connect! Project %S Human Services 5 -- Services for the Aging %A Robert V. Gallant %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 116-117 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.118 %T Computer Workers: Career Lines and Professional Identity %S Computer Science 5 -- Computer Impacts on Work %A Kenneth Fidel %A Roberta Garner %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 118-123 %* (c) Copyright 1990 Association for Computing Machinery %X Drawing upon survey responses the authors studied the careers and professional identification of computer professionals with masters degrees. Respondents were highly mobile, moved to jobs in larger firms and to firms engaged in EDP. There was little attachment to any of the three traditional bases of work identification -- the company, class based organizations, or professional associations. %M C.CQL.90.124 %T The Commoditization of Information: Societal Implications and Analogies to the Commoditization of Labor %S Computer Science 5 -- Computer Impacts on Work %A David Bellin %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 124 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.125 %T The Changing Job Tasks and Environment of Designers Using Computer Graphic Equipment %S Computer Science 5 -- Computer Impacts on Work %A Lorraine Justice %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 125 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.126 %T Groupware and Not-for-Profit Institutions: Cooperative Harmony or Culture Shock? %S Computer Science 5 -- Computer Impacts on Work %A Jo Ann Oravec %A Larry E. Travis %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 126 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.127 %T A Multidimensional Approach to Introduction of Technology to Aid Disabled Populations %S Human Services 6 -- Computers and the Physically Handicapped %A R. Dipner %A R. Gattis %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 127 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.128 %T High Quality Speech for Laryngectomized Persons %S Human Services 6 -- Computers and the Physically Handicapped %A Harina Kapoor %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 128-133 %* (c) Copyright 1990 Association for Computing Machinery %X Each year throat cancer causes a large number of individuals to undergo a partial or total laryngectomy resulting in the loss of normal speech. Many of these individuals utilize the Electrolarynx, a battery-operated, hand-held device which, when held to the throat, creates sufficient turbulence to allow the user to produce low quality speech. This paper details the techniques that we use to recognize the speech output produced by laryngectomized persons using a modified Electrolarynx and synthesize high quality speech using a miniaturized version of DECTALK. Our goal is to develop a Portable Real Time Speech System that can be attached to the user's belt which will allow laryngectomized persons to produce high quality speech in real time. The hardware will include a 22 MIPS R3000 RISC microprocessor, and a TMS 320C30 digital signal processing chip. %M C.CQL.90.134 %T Multi-Vocality Come to Life: Computer-Mediated Communication in a Diverse Society %S Human Services 6 -- Computers and the Physically Handicapped %A Trent Batson %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 134-137 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.138 %T Computers in Schools: Old Habits and Conventional Beliefs, But Also Institutional Constraints %S Computer Science 6 -- Education and Training %A Henry Jay Becker %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 138 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.139 %T Educational Computing: Myths versus Methods: Why Computers Haven't Helped and What We Can Do About It %S Computer Science 6 -- Education and Training %A Russell L. Shackelford %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 139-146 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.147 %T Addressing Social Issues with Non-Linear Training Programs %S Computer Science 6 -- Education and Training %A Albert R. Haugerud %A Patrick O. Chambers %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 147-151 %* (c) Copyright 1990 Association for Computing Machinery %X An exciting new dimension in training is emerging with the use of non-linear programs on Macintosh hypercard. Short computer training programs now can be developed readily to meet a variety of needs. These range from supplementing traditional training programs to stand alone individualized training where traditional training is not available. This presentation involves a variety of programs and prototype program segments to illustrate the power of this format in addressing social change issues. Programs were developed for social and health services line workers to improve delivery of social services. These include Mexican American Culture, S.E. Asian Cultures, AIDS and Group Problem Solving. Traditional instructional design needs to be modified to optimize the use of concepts from expert systems and artificial intelligence in this environment. As more options are built into the software the user assumes greater control. Thus, the designer has a greater responsibility to be more responsive to a wide range of individual needs and styles of learners. The use of object oriented programming techniques in hypercard permits the development of learning modules and segments which greatly facilitate the development process using these designs. Updating content and program modifications are greatly simplified. The flexible and relatively easy use of graphics, sound and movement open new dimensions for involving the learner. Using social interaction models with expert system concepts enables learner responses to be used in tailoring interactions to specific users. Developing software for gathering information from "experts" to provide a content base for programming contributes to the ease and effectiveness of developing these programs. And interactions with other media, including videodisc, are very realistic options. %M C.CQL.90.152 %T Leveraging the 80's for Technology in the 90's %A Thomas E. Neudecker %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 152 %* (c) Copyright 1990 Association for Computing Machinery %X Basic scientific research sponsored by the government and industry during the past decade is now being leveraged into "real world" products to benefit the residents of the 1990's. This paper proposes to review research developments of the past decade in the areas of artificial intelligences, robotics, computer science, and engineering. Based upon this review the author will attempt to discuss how the past work is now being combined to leverage new tools to assist those in need. Video examples of vehicles that can autonomously navigate city streets while mapping their path, personal robotic workstations that allow disabled workers to competitively function in an office environment will be presented. Reports on work in progress in the fields of AI systems and cognitive sciences will also be discussed. These programs include systems that can electronically read digital text and produce accurate abstracts of the message, other systems that can translate digital text from one language to another with context and finally a system that can recognize speech without training. Each of these projects are currently running, in a limited but functional state, in university labs. The many faceted combination of these technologies present great opportunities for the human services and the clients they serve. %M C.CQL.90.153 %T Computer Workers: Professional Identity and Societal Concerns %S Ethics Research Panel %A Roberta Garner %A Kenneth Fidel %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 153-156 %* (c) Copyright 1990 Association for Computing Machinery %X The authors use a survey method to explore the degree to which computer professionals view information system related practices as currently or potentially problematic for society. The greatest concerns centered on issues of privacy and security, while the issue of unemployment was viewed as not very acute. There was little systematic variation between the views of survey participants. %M C.CQL.90.157 %T Ethics and the Computerization of Pharmacy %S Ethics Research Panel %A Robert L. McCarthy %A Judith A. Perrolle %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 157-163 %* (c) Copyright 1990 Association for Computing Machinery %X The rapid computerization of pharmacy has raised a number of potential new ethical dilemmas. Will the relationships between patient and pharmacist and between physician and pharmacist be altered by computerization? Will the use of computers to fill prescriptions affect confidentiality? Will the existence of these databases encourage unauthorized access of patient records? Will the monitoring of drug therapy by pharmacies and pharmacists be increased? Will artificial intelligence be involved in decision-making regarding drug therapy? Finally, what new legal and ethical conflicts will arise? The authors use scenarios to explore the attitudes of pharmacists and pharmacy students towards these emerging ethical issues in pharmacy practice. The results of the study will be used to create an instrument to measure sensitivity to ethical issues arising from the computerization of pharmacy and to make recommendations for improving the teaching of pharmacy ethics in the computer age. %M C.CQL.90.164 %T Teaching Computer Ethics %S Ethics Teaching Panel %A Terrell Ward Bynum %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 164 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.165 %T Ethics, Computers and Computer Science Education: What and Why %S Ethics Teaching Panel %A Maarten van Swaay %A Nichols Hall %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 165 %* (c) Copyright 1990 Association for Computing Machinery %X The pervasive use of computers in our society has given vast amounts of power to those who understand and manage them. As computer professionals we cannot refuse that power, nor can we ignore the obligations that come with it. We will be expected to respond to important questions for which the answers cannot be captured in law or even in "codes of conduct". The reliability of current computer systems has given the public reason to expect and even demand perfection. The behavior of a computer system cannot be defined by mathematical rigor alone; much of the system must be seen as an engineering experiment which must be justified by careful assessment of its potential risks and rewards. We must find ways to distribute both the risks and the rewards between the designers and the users of the system. A computer system finally is a tool that may support or hinder human interaction and that thereby directly affects the life we live. We must stand ready to discuss and explain what computers do, what they can do, what they cannot do, and what they should not be made to do. We must also learn to discuss and assess both the risks and the rewards associated with the use of computers, lest those assessments be imposed by persons who may not be qualified to make them, to the detriment of both the public and the profession. Current computer science curricula tend to be so ambitious in terms of mathematics, technology and engineering that they leave little if any room for discussion of their proper use. Such curricula can easily produce graduates who may be superbly qualified in technical aspects, but who are unprepared for the task of fitting the technology to its social context. %M C.CQL.90.166 %T Recalibrating Our Moral Compass %S Ethics Teaching Panel %A Ron Cobbett %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 166 %* (c) Copyright 1990 Association for Computing Machinery %X Helping mid-career Information Managers and Computer Professionals refine their moral decision-making apparatus. %M C.CQL.90.167 %T Lessons from Corporate America Applied to Training in Computer Ethics %S Ethics Teaching Panel %A Susan J. Harrington %A Rebecca L. McCollum %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 167-173 %* (c) Copyright 1990 Association for Computing Machinery %X As publicity related to computer abuse becomes commonplace, Information Systems (IS) managers are becoming aware of the vulnerability of computer systems. Much can be learned from established corporate-wide programs which have attempted to integrate ethics into decision-making. By establishing ethics codes, providing mechanisms for reporting problems, and using ethics training, corporations are attempting to alter the ethical climate of their businesses. IS can benefit by utilizing some of the same approaches. This article examines the current state of the objectives, extent, and content of ethics training and applies it to the IS environment. %M C.CQL.90.174 %T A Course in Professional Responsibility for Computer Scientists %S Ethics Teaching Panel %A Batya Friedman %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 174-179 %* (c) Copyright 1990 Association for Computing Machinery %X Within the computer science curriculum, the social and ethical aspects of computing can be partially addressed with a specialized course on these issues. This paper discusses one such course, briefly examining its strengths, specific goals, and implementation. A detailed course description is then provided that includes a syllabus and sample student assignments. %M C.CQL.90.180 %T Computer-Related Crime: Ethical Considerations (With Applications for Teaching Computer Literacy Classes) %S Issues for an Ethical Code %A Richard Parker %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 180-191 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.CQL.90.192 %T A Code of Professional Responsibility -- An Ethics Code with Bite %S Issues for an Ethical Code %A Joel Rothstein Wolfson %B Proceedings of the Conference on Computers and the Quality of Life %D 1990 %P 192 %* (c) Copyright 1990 Association for Computing Machinery %X Existing Ethic's Codes are deficient in that they state principles with little practical detail. For example, almost every code states that one must avoid or disclose potential conflicts of interest. They fail to answer the question, "How do I know what is a conflict of interest?" Is it a conflict of interest to represent a company in one contract, and its competitor in another. What if they deal with the same subject? Is it a conflict to recommend software in which your sister owns a 25% share? What is needed is a set of rules, admitted arbitrary, but one hopes reasonable, which sets rules of what is acceptable behavior. The Code is based on disciplinary rules (DRs), a violation of which can lead to a sanction against a Computer Professional (CP). The following is only a summary of each DR. The full text of the code and its accompanying commentary can be obtained from the author. Principle 1. A CP SHALL NOT INTENTIONALLY OR THROUGH A CONFLICT OF INTEREST HARM A USER. DR-1.1 A CP shall not implant any code whose function, if described, would make a reasonable user object. DR-1.2 A CP shall not knowingly make a materially false statement with the intent that another rely on it. DR-1.3 A CP shall not reveal or use private, personal, or business secret information. DR-1.4 A CP shall not use a computer to obtain private, personal or business secret information. DR-1.5 Before any recommendation, a CP shall disclose if he or she has received within a year over $1,000.00 in value from the supplier, or that the CP or any relative is an director, officer, owner or creditor of the supplier. DR-1.6 A CP involved in a project which could cause death or serious bodily injury, should ensure that the computer system: (a) has been properly designed; (b) is created by those competent; (c) is developed without neglect; (d) is adequately tested; and (e) is properly installed and maintained. Principle 2. A CP SHALL NOT INTENTIONALLY CAUSE HARM TO ANY OTHER COMPUTER ENTITY OR PROFESSIONAL. DR-2.1 A CP shall not violate copyright, trademark, or patent rights. DR-2.2 A CP shall not use, or interfere with, any other's use beyond the authorization granted. Principle 3. A CP SHALL NOT CAUSE HARM TO OTHERS IN THE COURSE OF RESEARCH AND DEVELOPMENT. DR-3.1 A CP shall properly attribute authorship. Principle 4. CPs SHALL TRUTHFULLY REPRESENT THEMSELVES. DR-4.1 A CP shall not make any false statement on a computer related application or examination. Principle 5. A CP SHALL BE AND REMAIN COMPETENT AND QUALIFIED. DR-5.1 A CP shall: (a) be competent to do a job; (b) obtain the competence; or (c) associate with one competent. DR-5.2 Mere membership in a society does not demonstrate competence. DR-5.3 A CP shall maintain competence through continuing education. Principle 6. A CP SHALL WORK TO FOSTER RESPECT FOR THE PROFESSION. DR-6.1 A CP must not aid a violation of this Code. DR-6.2 A CP shall not act on behalf of a computer society without proper authorization. DR-6.3 A CP should avoid even the appearance of impropriety. DR-6.4 A CP should actively pursue professional and societal responsibilities. %M C.CSCW.88.1 %T Patterns of Contact and Communication in Scientific Research Collaboration %S Remote Communications %A Robert Kraut %A Carmen Egido %A Jolene Galegher %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 1-12 %* (c) Copyright 1988 Association for Computing Machinery %X In this paper, we describe the influence of physical proximity on the development of collaborative relationships between scientific researchers and on the execution of their work. Our evidence is drawn from our own studies of scientific collaborators, as well as from observations of research and development activities collected by other investigators. These descriptions provide the foundation for a discussion of the actual and potential role of communications technology in professional work, especially for collaborations carried out at a distance. %M C.CSCW.88.13 %T Videoconferencing as a Technology to Support Group Work: A Review of its Failure %S Remote Communications %A Carmen Egido %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 13-24 %* (c) Copyright 1988 Association for Computing Machinery %X Teleconferencing systems and services are the main set of technologies developed thus far to support group work. Within this set of technologies, videoconferencing is often thought of as a new, futuristic communication mode that lies between the telephone call and the face-to-face meeting. In fact, videoconferencing has been commercially available for over two decades, and, despite consistently brilliant market forecasts, to date it has failed to succeed except in limited niche markets. This paper reviews existing teleconferencing literature and provides an analysis of the reasons behind the failure of videoconferencing. %M C.CSCW.88.25 %T Design of a Multi-Media Vehicle for Social Browsing %S Remote Communications %A Robert W. Root %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 25-38 %* (c) Copyright 1988 Association for Computing Machinery %X In this paper we present a new approach to the use of computer-mediated communications technology to support distributed cooperative work. In contrast to most of the existing approaches to CSCW, we focus explicitly on tools to enable unplanned, informal social interaction. We describe a "social interface" which provides direct, low-cost access to other people through the use of multi-media communications channels. The design of the system centers around three basic concepts derived from the research literature and our own observations of the workplace: social browsing, a virtual workplace, and interaction protocols. We use these design properties to describe a new system concept, and examine the implications for CSCW of having automated social interaction available through the desktop workstation. %M C.CSCW.88.39 %T Computer Support for Biomedical Work Groups %S Work Settings and Applications %A G. Anthony Gorry %A Andrew M. Burger %A R. Jesse Chaney %A Kevin B. Long %A Christina M. Tausk %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 39-51 %X N/A %M C.CSCW.88.52 %T Who's in Charge Here? Cooperative Work and Authority Negotiation in Police Helicopter Missions %S Work Settings and Applications %A Charlotte Linde %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 52-64 %X N/A %M C.CSCW.88.65 %T Computerized Medical Records, Production Pressure and Compartmentalization in the Work Activity of Health Center Physicians %S Work Settings and Applications %A Yrjo Engestrom %A Ritva Engestrom %A Osmo Saarelma %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 65-84 %X N/A %M C.CSCW.88.85 %T Why CSCW Applications Fail: Problems in the Design and Evaluation of Organizational Interfaces %S Perspectives on Evaluation %A Jonathan Grudin %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 85-93 %* (c) Copyright 1988 Association for Computing Machinery %X Many systems, applications, and features that support cooperative work share two characteristics: A significant investment has been made in their development, and their successes have consistently fallen far short of expectations. Examination of several application areas reveals a common dynamic: 1) A factor contributing to the application's failure is the disparity between those who will benefit from an application and those who must do additional work to support it. 2) A factor contributing to the decision-making failure that leads to ill-fated development efforts is the unique lack of management intuition for CSCW applications. 3) A factor contributing to the failure to learn from experience is the extreme difficulty of evaluating these applications. These three problem areas escape adequate notice due to two natural but ultimately misleading analogies: the analogy between multi-user application programs and multi-user computer systems, and the analogy between multi-user applications and single-user applications. These analogies influence the way we think about cooperative work applications and designers and decision-makers fail to recognize their limits. Several CSCW application areas are examined in some detail. %M C.CSCW.88.94 %T Encountering Electronic Work Groups: A Transaction Costs Perspective %S Perspectives on Evaluation %A Claudio C. Ciborra %A Margrethe H. Olson %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 94-101 %X N/A %M C.CSCW.88.102 %T In Search of Cooperation: An Historical Analysis of Work Organization and Management Strategies %S Perspectives on Evaluation %A Joan Greenbaum %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 102-114 %* (c) Copyright 1988 Association for Computing Machinery %X During the last decade, literature about work has increasingly focused on the importance of collective communication, tacit knowledge, and group activities. The idea of designing computer support for group-based work activities, which we loosely call 'cooperative work', is a useful and challenging one, for it represents a break from design approaches that focused on centralized and bureaucratic systems of communication and control. To get a clearer idea of the meaning of cooperative work, this article will look at historical patterns of work organization and management strategies. It will contrast user-centered concepts of cooperative work, with the idea of seeing cooperative work in the context of democracy in the workplace. The focus on workplace democracy has been a main theme in the Scandinavian systems tradition. The article uses the Scandinavian tradition, with its roots in a Labor Process Approach as a way to analyze the meaning of cooperation for workplace democracy and its implication for the design of computer support. %M C.CSCW.88.115 %T Object Lens: A "Spreadsheet" for Cooperative Work %S Structured Communication Technologies %A Kum-Yew Lai %A Thomas W. Malone %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 115-124 %* (c) Copyright 1988 Association for Computing Machinery %X Object Lens allows unsophisticated computer users to create their own cooperative work applications using a set of simple, but powerful, building blocks. By defining and modifying templates for various semistructured objects, users represent many different kinds of information. By creating semiautonomous agents, users specify rules for automatically processing this information in different situations. The combination of these primitives provides a single consistent interface that integrates facilities for object-oriented databases, hypertext, electronic messaging, and rule-based intelligent agents. To illustrate the power of this combined approach, we describe several simple examples of applications (such as task tracking, intelligent message routing, and database retrieval) that we have developed in this framework. %M C.CSCW.88.125 %T Local and Global Structuring of Computer Mediated Communication: Developing Linguistic Perspectives on CSCW in COSMOS %S Structured Communication Technologies %A John Bowers %A John Churcher %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 125-139 %* (c) Copyright 1988 Association for Computing Machinery %X This paper is concerned with the development of a language/action perspective in the Cosmos project. We emphasise the importance of seeing cooperative work in terms of participants' communicative actions. In contrast to some explorations of speech act theory, we argue that communicative actions should be seen as essentially embedded in dialogical contexts. In particular, we attempt to show the relevance of concepts derived from the analysis of actually occurring conversations, for computer mediated communication in general and cooperative work in particular. We distinguish between local and global structuring of communication and argue that many group working situations combine both sorts. These observations have influenced our work in the Cosmos project on the design of a structure definition language (SDL) by means of which users can configure their computer mediated communication environment. We describe SDL and show how its interpretation is influenced by our conversation analytic approach. We illustrate our arguments with an example of cooperative document preparation. %M C.CSCW.88.140 %T gIBIS: A Hypertext Tool for Exploratory Policy Discussion %S Structured Communication Technologies %A Jeff Conklin %A Michael L. Begeman %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 140-152 %* (c) Copyright 1988 Association for Computing Machinery %X This paper describes an application specific hypertext system designed to facilitate the capture of early design deliberations. It implements a specific method, called Issue Based Information Systems (IBIS), which has been developed for use on large, complex design problems. The hypertext system described here, gIBIS (for graphical IBIS), makes use of color and a high speed relational database server to facilitate building and browsing typed IBIS networks. Further, gIBIS is designed to support the collaborative construction of these networks by any number of cooperating team members spread across a local area network. Early experiments suggest that the IBIS method is still incomplete, but there is a good match between the tool and method even in this experimental version. %M C.CSCW.88.153 %T Can Networks Make an Organization? %S Practical Experiences in System Development %A Tamar Bermann %A Kari Thoresen %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 153-166 %* (c) Copyright 1988 Association for Computing Machinery %X Based on earlier work in Scandinavia, systems development is seen as both reflecting and shaping organizations. An ongoing action-research project at a large municipal hospital in Norway is taken as an example. This is a cooperative project in which nursing supervisors and researchers participate in shaping a learning process and designing a computer system. Some inherent contradictions, conflicts and challenges are indicated. Strengthening cooperation among themselves was the main reason for the nurses to embark on the project. It may be assumed that neither good intentions, nor the most advanced technology for cooperative work will necessarily result in a product which enhances cooperation and mutual support. %M C.CSCW.88.167 %T The Memoirs of Two Survivors or Evaluation of a Computer System for Cooperative Work %S Practical Experiences in System Development %A Gro Bjerknes %A Tone Bratteteig %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 167-177 %* (c) Copyright 1988 Association for Computing Machinery %X The paper you hold in your hands tells the story of the last evaluation meeting in the Florence project. The Florence project dealt with use of computers in nurses' daily work, and in the project a small and rather simple computer system was developed. The computer system was intended to support cooperative aspects of the nurses' work. During the evaluation meeting it turned out that the nurses find the system useful, even though they cannot fully explain why. Thus we may say that we survived The Ultimate Test of the computer system. %M C.CSCW.88.178 %T Designing for a Dollar a Day %S Practical Experiences in System Development %A Morten Kyng %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 178-188 %* (c) Copyright 1988 Association for Computing Machinery %X This paper is about the kind of tools and techniques that are accessible to resource weak groups for use in design and evaluation of computer support. "Resource weak" means in this connection, that the economic power and the ability to control the "local environment" of the group is limited. The human resources of such groups are often (potentially) strong, but restrained by the organization of work and society; and although the tools are cheap the activities are demanding in terms of human resources. This kind of work should be seen as a supplement to participation in design processes controlled by others. When end users participate in projects set up by management, these "lay" designers often lack familiarity with the tools and techniques, they lack the power and resources to influence the choice of questions to be considered, and they are not the ones deciding how to utilize the results of a design project when actually changing the workplace. To give the context of the work on which the paper is based, I first describe the Scandinavian tradition of trade union based end user participation in systems development. Then I discuss some of the issues involved in improving the conditions for independent end user design activities. I go on by presenting a set of "cheap tools" and techniques, including the use of mock-up's. This set covers the issues of establishing the possibility of alternatives, of creating visions of new and different uses of technology, and of designing computer support. A central question in relation to the tools and techniques, is their accessibility to end users, and I discuss this based on the notions of family resemblance and "hands-on" experience. %M C.CSCW.88.189 %T Communication, Coordination, and Group Performance %S Panel Discussions %A Tora K. Bikson %A James H. Bair %A Richard E. Barry %A Charles E. Grantham %A Terry Winograd %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 189-190 %X N/A %M C.CSCW.88.191 %T CSCW -- What Does it Mean? %S Panel Discussions %A Liam Bannon %A Pelle Ehn %A Irene Greif %A Robert Howard %A Rob Kling %A Mark Stefik %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 191-192 %X N/A %M C.CSCW.88.206 %T Collaborative Document Production Using Quilt %S Enabling Technologies and Environments %A Mary D. P. Leland %A Robert S. Fish %A Robert E. Kraut %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 206-215 %* (c) Copyright 1988 Association for Computing Machinery %X Quilt is a computer-based tool for collaborative document production. It provides annotation, messaging, computer conferencing, and notification facilities to support communication and information sharing among the collaborators on a document. Views of a document tailored to individual collaborators or to other of the document's users are provided by Quilt based on the user's position in a permission hierarchy that reflects an extensible set of social roles and communication types. This paper illustrates how Quilt could be used by collaborators to produce a document. %M C.CSCW.88.216 %T Guided Tours and Tabletops: Tools for Communicating in a Hypertext Environment %S Enabling Technologies and Environments %A Randall H. Trigg %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 216-226 %* (c) Copyright 1988 Association for Computing Machinery %X The author of a complex hypertext document is often faced with the problem of conveying the document's meaning to future readers through a shared computer environment. Two tools implemented in the NoteCards hypertext environment, guided tours and tabletops, allow authors to employ annotation, graphic layout and ordered presentation when communicating to readers. This paper describes these tools and gives examples of their use. Issues of remote deictic reference arising from an application in legal argumentation are discussed as well as early work on the use of these tools to support sharing of hypertext strategies among NoteCards users. %M C.CSCW.88.227 %T Conflict Management and Group Decision Support Systems %S Synchronous Communication %A Marshall Scott Poole %A Michael Holmes %A Gerardine DeSanctis %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 227-243 %X N/A %M C.CSCW.88.244 %T A Framework for Understanding the Workspace Activity of Design Teams %S Synchronous Communication %A John C. Tang %A Larry J. Leifer %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 244-249 %* (c) Copyright 1988 Association for Computing Machinery %X Small group design sessions were empirically studied to understand better collaborative workspace activity. A conventional view of workspace activity may be characterized as concerned only with storing information and conveying ideas through text and graphics. Empirical evidence shows that this view is deficient in not accounting for how the workspace is used: a) in a group setting, rather than by an individual, and b) as part of a process of constructing artifacts, rather than just a medium for the resulting artifacts themselves. An understanding of workspace activity needs to include the role of gestural activity, and the use of the workspace to develop ideas and mediate interaction. A framework that helps illustrate an expanded view of workspace activity is proposed and supported with empirical data. %M C.CSCW.88.250 %T A Use of Drawing Surfaces in Different Collaborative Settings %S Synchronous Communication %A Sara A. Bly %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 250-256 %* (c) Copyright 1988 Association for Computing Machinery %X Two-person design sessions were studied in three different settings: face-to-face, geographically separated with an audio/video link, and a telephone-only connection. In all settings, the designers' uses of a drawing surface were noted. Many similar drawing surface activities occurred in all design settings even though the settings did not each allow for the same sharing and interaction with the drawing surfaces. Observations suggest that the process of creating drawings may be as important to the design process as the drawings themselves. These preliminary results raise issues for further study, particularly with respect to computer support for collaborative drawing surface use. %M C.CSCW.88.257 %T Capturing the Capture Lab Concepts: A Case Study in the Design of Computer Supported Meeting Environments %S Synchronous Communication %A Marilyn Mantei %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 257-270 %* (c) Copyright 1988 Association for Computing Machinery %X Designing interactive interfaces for individual usage is a significantly hard task that is being surmounted by evolving theory and hours of trial and error. The task of designing interactive interfaces for cooperative work is even more difficult. Not only is it necessary to deal with the individual's cognitive processes and model of the computer aided task, but also to build software to support human - human communication with all the underlying socialization and group dynamics that this communication implies. In the development of the Capture Lab environment, guesswork was coupled with a study of human behavior in meetings both electronic and conventional, an extrapolation of existing research and a series of mini-experiments to test out various ideas about the design. These approaches are described in the body of the paper along with the design considerations at issue and the meeting behaviors we have since observed as a result of our design choices. %M C.CSCW.88.271 %T Children's Collaborative Use of a Computer Microworld %S Collaborative Learning %A Janice Singer %A Stephanie D. Behrend %A Jeremy Roschelle %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 271-281 %X N/A %M C.CSCW.88.282 %T Collaborative Learning in a Virtual Classroom: Highlights of Findings %S Collaborative Learning %A Starr Roxanne Hiltz %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 282-290 %* (c) Copyright 1988 Association for Computing Machinery %X Software to support teaching and learning activities was added to a computer-mediated communication system to create a "Virtual Classroom." Goals included improving access to and the effectiveness of college-level courses, particularly by facilitating collaborative learning. Process and outcomes were compared for sections of several courses taught in the traditional classroom, totally online, or in mixed mode. On the average, students report that the Virtual Classroom provides a better learning experience. %M C.CSCW.88.291 %T Sixth Graders and Shared Data: Designing a LAN Environment to Support Collaborative Work %S Collaborative Learning %A Denis Newman %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 291-305 %* (c) Copyright 1988 Association for Computing Machinery %X A local area network system was developed to support collaborative science activities in sixth grade classrooms. Analyses of the students' understandings of the system showed they used the social organization of the classroom activities as a frame of reference. Their misconceptions are accounted for by the ways that the system did not properly reflect the activities in which the students were engaged. %M C.CSCW.88.306 %T Cooperative Work in the Andrew Message System %S Electronic Mail %A Nathaniel S. Borenstein %A Chris A. Thyberg %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 306-323 %* (c) Copyright 1988 Association for Computing Machinery %X The Andrew Message System, a distributed system for multi-media electronic communication, has a number of special features that support cooperative work. After a brief discussion of the system itself, these features are described and discussed in more detail. Examples of how organizations actually use these features are then presented and discussed, with particular attention paid to the "Advisor" system for electronic consulting. %M C.CSCW.88.324 %T Work Group Structures and Computer Support: A Field Experiment %S Electronic Mail %A J. D. Eveland %A T. K. Bikson %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 324-343 %X N/A %M C.CSCW.88.344 %T More than Just a Communication System: Diversity in the Use of Electronic Mail %S Electronic Mail %A Wendy E. Mackay %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 344-353 %* (c) Copyright 1988 Association for Computing Machinery %X This paper describes a series of interviews that focus on the ways that professional office workers use electronic mail to manage their daily work. A number of implications for the design of flexible mail systems are discussed. Two principal claims are made. First, electronic mail is more than just a communication system. In addition to supporting information management, it provides a mechanism for supporting a variety of time management and task management activities. Some people are prioritizers, concentrating on the problem of managing incoming messages. Others are archivers, concentrating on how to archive information for subsequent use. Similarly, some people use mail to delegate tasks, while others perform tasks delegated to them by others electronically. The second claim is that use of electronic mail is strikingly diverse, although not infinitely so. Individuals vary in their preferences, both in their general willingness to manage their work electronically and in their specific preferences along the dimensions described above. This diversity implies that one's own experiences with electronic mail are unlikely to provide sufficient understanding of other's uses of mail. Mail designers should thus seek flexible primitives that capture the important dimensions and provide flexibility for a wide range of users. %M C.CSCW.88.354 %T The Communicative Economy of the Workgroup: Multi-Channel Genres of Communication %S Perspectives %A Stephen Reder %A Robert G. Schwab %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 354-368 %X N/A %M C.CSCW.88.369 %T Contextualism as a World View for the Reformation of Meetings %S Perspectives %A John Whiteside %A Dennis Wixon %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 369-376 %* (c) Copyright 1988 Association for Computing Machinery %X The foundations for research and action in the area of group work are examined. Four alternative "world views" are presented. One of these, contextualism, is discussed in depth. Its methodological consequences for research and implications for reform of group meetings are explored. %M C.CSCW.88.377 %T Computer Support for Cooperative Design %S Perspectives %A Susanne Bodker %A Jorgen Lindskov Knudsen %A Morten Kyng %A Pelle Ehn %A Kim Halskov Madsen %B Proceedings of ACM CSCW'88 Conference on Computer-Supported Cooperative Work %D 1988 %P 377-394 %* (c) Copyright 1988 Association for Computing Machinery %X Computer support for design as cooperative work is the subject of our discussion in the context of our research program on Computer Support in Cooperative Design and Communication. We outline our theoretical perspective on design as cooperative work, and we exemplify our approach with reflections from a project on computer support for envisionment in design - the APLEX and its use. We see envisionment facilities as support for both experiments with and communication about the future use situation. As a background we sketch the historical roots of our program - the Scandinavian collective resource approach to design and use of computer artifacts, and make some critical reflections on the rationality of computer support for cooperative work. %M C.CSCW.90.1 %T The VideoWindow System in Informal Communications %S Shared Video Spaces %A Robert S. Fish %A Robert E. Kraut %A Barbara L. Chalfonte %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 1-11 %X N/A %M C.CSCW.90.13 %T TeamWorkStation: Towards a Seamless Shared Workspace %S Shared Video Spaces %A Hiroshi Ishii %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 13-26 %* (c) Copyright 1990 Association for Computing Machinery %X This paper introduces TeamWorkStation (TWS), a new desktop real-time shared workspace characterized by reduced cognitive seams. TWS integrates two existing kinds of individual workspaces, computers and desktops, to create a virtual shared workspace. The key ideas are the overlay of individual workspace images in a virtual shared workspace and the creation of a shared drawing surface. Because each co-worker can continue to use his/her favorite application programs or manual tools in the virtual shared workspace, the cognitive discontinuity (seam) between the individual and shared workspaces is greatly reduced, and users can shuttle smoothly between these two workspaces. This paper discusses where the seams exist in the current CSCW environment to clarify the issue of shared workspace design. The new technique of fusing individual workspaces is introduced. The application of TWS to the remote teaching of calligraphy is presented to show its potential. The prototype system is described and compared with other comparable approaches. %M C.CSCW.90.27 %T Distributed Multiparty Desktop Conferencing System: MERMAID %S Shared Video Spaces %A Kazuo Watabe %A Shiro Sakata %A Kazutoshi Maeno %A Hideyuki Fukuoka %A Toyoko Ohmori %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 27-38 %* (c) Copyright 1990 Association for Computing Machinery %X This describes a distributed multiparty desktop conferencing system (MERMAID) and presents its preliminary brief evaluation, obtained as a result of daily use. MERMAID, which is designed based on group collaboration system architecture, provides an environment for widely distributed participants, seated at their desks, to hold real-time conferences by interchanging information through video, voice, and multimedia documents. This system is implemented by using narrow-band ISDN, high-speed data network, and UNIX-based EWSs with electronic writing pads, image scanners, video cameras, microphone-installed loudspeakers, etc. The system provides participants with the means for sharing information in such multimedia forms as video images, voice, text, graphics, still images, and handdrawn figures. %M C.CSCW.90.39 %T Determinants and Patterns of Control over Technology in a Computerized Meeting Room %S Experimental Studies in CSCW %A Laurel C. Austin %A Jeffrey K. Liker %A Poppy L. McLeod %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 39-51 %* (c) Copyright 1990 Association for Computing Machinery %X Groups completed a prioritization task in a "low structure" computerized meeting room. All group members had equal access to a public screen used to complete the task. How groups distributed control of the technology, the determinants of which group members took control, and the consequences of control were studied. Groups adopted either a dedicated scribe strategy, where one group member controls the public screen throughout the session, or a non-dedicated scribe strategy, where more than one member takes control of the screen during the session. Proficiency with the computer interface and social influence within a group are factors that predict whether a given member will take control of the technology. Dedicated scribe groups scored better on the task but reported a smaller increase in satisfaction after working in the room than non-dedicated scribe groups. %M C.CSCW.90.53 %T Collaborative Technology and Group Process Feedback: Their Impact on Interactive Sequences in Meetings %S Experimental Studies in CSCW %A Marcial Losada %A Pedro Sanchez %A Elizabeth E. Noble %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 53-64 %* (c) Copyright 1990 Association for Computing Machinery %X We analyzed group collaborative behavior by detecting patterns of interactive sequences in meetings using time series analysis. This is in contrast to previous work in which frequency counts of interactions were analyzed. Researchers have reported a decrease of these interaction frequencies associated with the use of computer-supported collaborative technology [Appl86, McGu87, Sieg86, Wats88]. We found that if group process feedback is given to people participating in a computer-supported collaborative technology meeting, the number of socio-emotional interactive sequences increases significantly above the expected level determined by log-linear analysis. In contrast, when using collaborative computer technology alone (no feedback), there is a substantial reduction in the number of socio-emotional interactive sequences below the expected level. These findings have implications for the efficient use of computer technology in terms of maximizing its collaborative potential. %M C.CSCW.90.65 %T Computer-Mediated Communication for Intellectual Teamwork: A Field Experiment in Group Writing %S Experimental Studies in CSCW %A Jolene Galegher %A Robert E. Kraut %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 65-78 %X N/A %M C.CSCW.90.79 %T SIBYL: A Tool for Managing Group Decision Rationale %S Supporting Structured Communication %A Jintae Lee %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 79-92 %* (c) Copyright 1990 Association for Computing Machinery %X We describe SIBYL, a system that supports group decision making by representing and managing the qualitative aspects of decision making processes: such as the alternatives, the goals to be satisfied, and the arguments evaluating the alternatives with respect to these goals. We use an example session with SIBYL to illustrate the language, called DRL, that SIBYL uses for representing these qualitative aspects, and the set of services that SIBYL provides using this language. We also compare SIBYL to other systems with similar objectives and discuss the additional benefits that SIBYL provides. In particular, we compare SIBYL to gIBIS, a well-known "tool for exploratory policy discussion", and claim that SIBYL is mainly a knowledge-based system which uses a semi-formal representation, whereas gIBIS is mainly a hypertext system with semantic types. We conclude with a design heuristic, drawn from our experience with SIBYL, for systems whose goal includes eliciting knowledge from people. %M C.CSCW.90.93 %T Strudel - An Extensible Electronic Conversation Toolkit %S Supporting Structured Communication %A Allan Shepherd %A Niels Mayer %A Allan Kuchinsky %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 93-104 %* (c) Copyright 1990 Association for Computing Machinery %X This paper describes the conceptual model of Strudel, a toolkit of generic components for conversation and action management. To empower work groups to more effectively conduct their computer-based communication, coordination, and information sharing activities, Strudel packages within a simple model of task and action the semi-structured message, active message and conversation management paradigms. To facilitate acceptance and use within varying work cultures, we define this model in terms of a set of extensible components, which are implemented as a prototype software toolkit that is efficient, portable, customizable, and extensible. Issues considered briefly in this paper include threading in conversations that are converging or multi-party, and interoperability between active message systems. %M C.CSCW.90.105 %T Report on a Development Project Use of an Issue-Based Information System %S Supporting Structured Communication %A K. C. Burgess Yakemovic %A E. Jeffrey Conklin %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 105-118 %* (c) Copyright 1990 Association for Computing Machinery %X It has long been recognized that certain kinds of vital information -- usually informal and unstructured, often having to do with why certain actions are taken -- are usually lost in large projects. One explanation may be that this kind of information, while important, is too unstructured to be readily captured and retrieved. We report on a field study in which a simple structuring method (IBIS, for Issue-Based Information System) was used over an extended period of time to record and allow retrieval of a significant quantity of precisely this kind of information, using very simple technology. We draw some implications for hypertext and groupware, and for the prospect of supporting the design process with technology. %M C.CSCW.90.119 %T Some Social and Economic Consequences of Groupware for Flight Crew %S CSCW Within and Across Organizations %A Ian Benson %A Claudio Ciborra %A Steven Proffitt %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 119-129 %X N/A %M C.CSCW.90.131 %T Computer Integration: A Co-Requirement for Effective Inter-Organization Computer Network Implementation %S CSCW Within and Across Organizations %A Paul Hart %A Deborah Estrin %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 131-142 %* (c) Copyright 1990 Association for Computing Machinery %X Inter-organization computer networks (IONs) provide significant opportunities for improving coordination between firms engaged in mutually dependent activities. This research paper focuses on how IONs affect information processing requirements, and production and transaction costs when they interconnect firms with internally integrated computer systems and when they are used only as substitutes for conventional media. We conclude that significant improvements in inter-organization coordination result when IONs support exchanges between internally integrated firms. However, while IONs reduce production costs, they can simultaneously increase transaction costs including those associated with penetration into another firm's computing resources, and segmentation in the marketplace. %M C.CSCW.90.143 %T Knowledge-Domain Interoperability and an Open Hyperdocument System %S CSCW Within and Across Organizations %A Douglas C. Engelbart %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 143-156 %X N/A %M C.CSCW.90.157 %T Coordinating Concurrent Development %S CSCW Applications %A William H. Harrison %A Harold Ossher %A Peter F. Sweeney %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 157-168 %* (c) Copyright 1990 Association for Computing Machinery %X Development of any large system or artifact requires the coordination of many developers. Development activities can occur concurrently. The goal of coordination is to enhance, not restrict, developer productivity, while ensuring that concurrent development activities do not clash with one another. This paper presents a formal model of concurrent development, in which development consists of a collection of modification activities that change files, and merges that combine the changes. We define a notion of consistency called coordination consistency that ensures that changes are not inadvertently destroyed and that the changes of each modification activity are correctly propagated to subsequent modification activities. We briefly present a set of protocols for concurrent development using a hierarchy of stores that ensure coordination consistency. %M C.CSCW.90.169 %T ICICLE: Groupware for Code Inspection %S CSCW Applications %A L. Brothers %A V. Sembugamoorthy %A M. Muller %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 169-181 %* (c) Copyright 1990 Association for Computing Machinery %X ICICLE ("Intelligent Code Inspection Environment in a C Language Environment") is a multifarious software system intended to augment the process of formal code inspection. It offers assistance in a number of activities, including knowledge-based analysis and annotations of source code, and computer supported cooperative discussion and finalization of inspectors' comments during inspection meetings. This paper reports the implementation of ICICLE and groupware issues encountered during testing; it is directed towards an audience interested in the implementation of groupware as well as those concerned with usability of software systems for computer-supported cooperative work (CSCW). %M C.CSCW.90.183 %T Issues in the Design of Computer Support for Co-Authoring and Commenting %S CSCW Applications %A Christine M. Neuwirth %A David S. Kaufer %A Ravinder Chandhok %A James H. Morris %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 183-195 %* (c) Copyright 1990 Association for Computing Machinery %X This paper reports on a project to develop a "work in preparation" editor, or PREP editor, to study co-authoring and commenting relationships. As part of the project, we have identified three issues in designing computer support for co-authoring and commenting: (1) support for social interaction among co-authors and commenters; (2) support for cognitive aspects of co-authoring and external commenting; and (3) support for practicality in both types of interaction. For each of these issues, the paper describes the approach the PREP editor takes to address them. %M C.CSCW.90.197 %T An Ethnographic Study of Distributed Problem Solving in Spreadsheet Development %S Cooperative Support and Customization %A Bonnie A. Nardi %A James R. Miller %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 197-208 %* (c) Copyright 1990 Association for Computing Machinery %X In contrast to the common view of spreadsheets as "single-user" programs, we have found that spreadsheets offer surprisingly strong support for cooperative development of a wide variety of applications. Ethnographic interviews with spreadsheet users showed that nearly all of the spreadsheets used in the work environments studied were the result of collaborative work by people with different levels of programming and domain expertise. Cooperation among spreadsheet users was spontaneous and casual; users activated existing informal social networks to initiate collaboration. %M C.CSCW.90.209 %T Patterns of Sharing Customizable Software %S Cooperative Support and Customization %A Wendy E. Mackay %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 209-221 %* (c) Copyright 1990 Association for Computing Machinery %X The act of customizing software is generally viewed as a solitary activity that allows users to express individual preferences. In this study, users at two different research sites, working with two different kinds of customizable software, were found to actively share their customization files with each other. This sharing allowed the members of each organization to establish and perpetuate informally-defined norms of behavior. A small percentage of people within the organization were responsible for most of the sharing. One group of these were highly-skilled software engineers, who were usually the first to try new software. They used customization as a way to experiment with and learn about the software and made their files available to others through various broadcast mechanisms. This group did not try to determine whether their customizations were useful to other users. The second group were less skilled technically but much more interested in interpreting the needs of their colleagues and creating customization files tailored to those needs. They acted as translators between the highly technical group and the rest of the organization. The spontaneous sharing of customization files within an organization has implications for both organizations and for software designers. Managers should 1) recognize and support the role of translators, 2) recognize that not all sharing is beneficial, and 3) provide opportunities for the exchange of customization files and innovations among members of the organization. Software designers should 1) provide tools that allow users to evaluate the effectiveness of their customizations through reflective software, 2) provide well-tested examples of customization files with the first release of the software, 3) explicitly support sharing of customizations, and 4) provide tools to support the activities of translators. %M C.CSCW.90.223 %T Cooperative Support for Computer Work: A Social Perspective on the Empowering of End Users %S Cooperative Support and Customization %A Andrew Clement %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 223-236 %X N/A %M C.CSCW.90.237 %T Commercial CSCW or How to Get Group Software Out of the Labs and into Real Use %S Panel Sessions %A Irene Greif %A Esther Dyson %A Barry James Folsom %A John Landry %A Sheldon Laube %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 237-238 %* (c) Copyright 1990 Association for Computing Machinery %X This panel will examine the opportunities and the challenges for commercialization of group software in the 90's. A number of new group software products -- usually labelled "groupware" -- have shipped since we last met at CSCW 88. We can now look back on the successes and failures of these products and assess the industry's current understanding of the "groupware" product category. We'll also look at the prospects of groupware moving out of the limelight as group support is integrated into conventional products over the coming years. %M C.CSCW.90.239 %T Computer-Supported Cooperative Work in Science %S Panel Sessions %A Sara Kiesler %A Robert Heinmiller %A James Ostell %A Sharon Traweek %A Keith Uncapher %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 239-240 %* (c) Copyright 1990 Association for Computing Machinery %X This panel will discuss cooperative work and communication in science. Although scientific work varies across disciplines, it shares some characteristics: communication is its principle product; ongoing interaction and cooperation is necessary (and in some disciplines such as high energy experimental physics, group research dominates); computing technology is pervasive or becoming pervasive. Hence as compared with some domains such as assembly-line manufacturing or high schools, CSCW technology seems particularly appropriate. The CSCW community has not paid much attention to the scientific enterprise and to scientific communities as cooperative work domains. Whereas there seem to be many opportunities for CSCW applications in science ranging from shared data bases to "committeeware," there are also reasons why CSCW may not develop as envisioned. Both technical and cultural aspects of science pose barriers to more "cooperative work." For instance, norms against informal publication of results and proprietary attitudes about discoveries complicate assumptions that more information sharing is better for science and scientists. The purposes of this panel are to highlight the major opportunities and problems of CSCW for science, and to discuss how social system and technical system designs might address these opportunities and problems. %M C.CSCW.90.241 %T Animating Interfaces %S User Interfaces in the CSCW Context %A Wendie Wulff %A Shelley Evenson %A John Rheinfrank %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 241-254 %* (c) Copyright 1990 Association for Computing Machinery %X We briefly mention some requirements for prototyping tools in user interface and system design. Then, we introduce Animating Interfaces as one collaborative, iterative approach to the rapid conceptual prototyping and simulation of interfaces and associated functionalities. We give a description of the Animating Interfaces process, followed by an illustrated example of the technique. In the example, we use the technique to conceptually design interface conventions and system functionalities for part of a product intended to support collaborative multi-media information use and management. We finish by commenting on the role of the Animating Interfaces technique in the following: uncovering user task knowledge and designer system knowledge; incorporating work and work-context information into the design process; simulating interfaces and system functionalities; and provoking reflection, evaluation and innovation. %M C.CSCW.90.255 %T User Support: Illustrating Computer Use in Collaborative Work Contexts %S User Interfaces in the CSCW Context %A Riitta Hellman %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 255-267 %* (c) Copyright 1990 Association for Computing Machinery %X It is relevant for the users of a computerized information system to perceive the organizational context of collaborative work and corresponding information processes. It is possible to reflect these in a context support system. In order to demonstrate this, a theoretical framework for the realization of such support systems is presented. A context support system can be built around four types of module: 1) images of information media, 2) descriptions of jobs composed of task lattices, 3) illustrations of physical work units, and 4) visualizations of databases. The general module structures as well as some examples are presented. Both the framework and the examples are built around the idea of hypermedia as a potential environment of implementation. %M C.CSCW.90.269 %T Interface %S User Interfaces in the CSCW Context %A Jonathan Grudin %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 269-278 %K Users, User interfaces, Designers %X N/A %M C.CSCW.90.279 %T A Visual Calendar for Scheduling Group Meetings %S (CS)CW in the Field %A David Beard %A Murugappan Palaniappan %A Alan Humm %A David Banks %A Anil Nair %A Yen-Ping Shan %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 279-290 %* (c) Copyright 1990 Association for Computing Machinery %X Scheduling group meetings requires access to participants' calendars, typically located in scattered pockets or desks. Placing participants' calendars on-line and using a rule-based scheduler to find a time slot would alleviate the problem to some extent, but it often is difficult to trust the results, because correct scheduling rules are elusive, varying with the participants and the agenda of a particular meeting. What's needed is a comprehensive scheduling system that summarizes the available information for quick, flexible, and reliable scheduling. We have developed a prototype of a priority-based, graphical scheduling system called Visual Scheduler (VS). A controlled experiment comparing automatic scheduling with VS to manual scheduling demonstrated the former to be faster and less error prone. A field study conducted over six weeks at the UNC-CH Computer Science Department showed VS to be a generally useful system and provided valuable feedback on ways to enhance the functionality of the system to increase its value as a groupwork tool. In particular, users found priority-based time-slots and access to scheduling decision reasoning advantageous. VS has been in use by more than 75 faculty, staff, and graduate students since Fall 1987. %M C.CSCW.90.291 %T Learning from User Experience with Groupware %S (CS)CW in the Field %A Christine V. Bullen %A John L. Bennett %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 291-302 %X N/A %M C.CSCW.90.303 %T The Temporal Structure of Cooperative Activity %S (CS)CW in the Field %A Stephen Reder %A Robert G. Schwab %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 303-316 %X N/A %M C.CSCW.90.317 %T Rendezvous: An Architecture for Synchronous Multi-User Applications %S Systems Infrastructure for CSCW %A John F. Patterson %A Ralph D. Hill %A Steven L. Rohall %A W. Scott Meeks %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 317-328 %* (c) Copyright 1990 Association for Computing Machinery %X Rendezvous is an architecture for creating synchronous multi-user applications. It consists of two parts: a run-time architecture for managing the multi-user session and a start-up architecture for managing the network connectivity. The run-time architecture is based on a User Interface Management System called MEL, which is a language extension to Common Lisp providing support for graphics operations, object-oriented programming, and constraints. Constraints are used to manage three dimensions of sharing: sharing of underlying information, sharing of views, and sharing of access. The start-up architecture decouples invoking and joining an application so that not all users need be known when the application is started. At present, the run-time architecture is completed and running test applications. As a first test of the complete Rendezvous architecture, we will implement a multi-user card game by the end of the summer. %M C.CSCW.90.329 %T MMConf: An Infrastructure for Building Shared Multimedia Applications %S Systems Infrastructure for CSCW %A Terrence Crowley %A Paul Milazzo %A Ellie Baker %A Harry Forsdick %A Raymond Tomlinson %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 329-342 %X N/A %M C.CSCW.90.343 %T DistEdit: A Distributed Toolkit for Supporting Multiple Group Editors %S Systems Infrastructure for CSCW %A Michael J. Knister %A Atul Prakash %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 343-355 %K Groupware, Collaboration technology, Group editors, Distributed systems %* (c) Copyright 1990 Association for Computing Machinery %X The purpose of our project is to provide toolkits for building applications that support collaboration between people in distributed environments. In this paper, we describe one such toolkit, called DistEdit, that can be used to build interactive group editors for distributed environments. This toolkit has the ability to support different editors simultaneously and provides a high degree of fault-tolerance against machine crashes. To evaluate the toolkit, we modified two editors to make use of the toolkit. The resulting editors allow users to take turns at making changes while other users observe the changes as they occur. We give an evaluation of the toolkit based on the development and use of these editors. %M C.CSCW.90.357 %T What is Coordination Theory and How Can It Help Design Cooperative Work Systems? %S Issues and Perspectives on CSCW %A Thomas W. Malone %A Kevin Crowston %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 357-370 %X N/A %M C.CSCW.90.371 %T Why CSCW Applications Fail: Problems in the Adoption of Interdependent Work Tools %S Issues and Perspectives on CSCW %A M. Lynne Markus %A Terry Connolly %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 371-380 %X N/A %M C.CSCW.90.381 %T The Workaday World as a Paradigm for CSCW Design %S Issues and Perspectives on CSCW %A Thomas P. Moran %A R. J. Anderson %B Proceedings of ACM CSCW'90 Conference on Computer-Supported Cooperative Work %D 1990 %P 381-393 %X N/A %M C.CSCW.92.3 %T From Wealth to Wisdom: A Change in the Social Paradigm %S Opening Plenary %A Shumpel Kumon %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 3 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p3-kumon/p3-kumon.pdf %X N/A %M C.CSCW.92.4 %T Groups Interacting with Technology: The Complex and Dynamic Fit of Group, Task, Technology, and Time %S Closing Plenary %A Joseph E. McGrath %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 4 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p4-mcgrath/p4-mcgrath.pdf %X N/A %M C.CSCW.92.5 %T CSCW'92 Workshops %A Raymond Panko %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 5-6 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p5-panko/p5-panko.pdf %M C.CSCW.92.7 %T CSCW'92 Tutorials %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %E Lee Sproull %D 1992 %P 7-8 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p7-sproull/p7-sproull.pdf %M C.CSCW.92.9 %T CSCW'92 Formal Video Program %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %E Saul Greenberg %D 1992 %P 9-10 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p9-greenberg/p9-greenberg.pdf %W http://www.cpsc.ucalgary.ca/grouplab/papers/1992/92-SiggraphVideo.CSCW/siggraph-92.CSCW.html %X Much of the experimental work in CSCW involves highly interactive systems and complex group interactions. While paper can convey the academic details of CSCW work, video is far more appropriate for capturing the true flavor and details of interactions. The CSCW conference has recognized the importance of video by creating its first refereed formal video program, published as a videotape in the SIGGRAPH Video Review series. %M C.CSCW.92.9 %T The PANDORA Multimedia System %S Formal Video Program %A Andy Hopper %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 9-10 %* (c) Copyright 1992 Association for Computing Machinery %X The PANDORA system makes available networked multimedia workstations to users in the Cambridge (UK) area [5]. The design is optimized for handling multiple audio and video streams with maximum flexibility. Many applications using both live and stored streams have been evaluated. Applications are integrated with an ACTIVE BADGE system that provides location information of personnel. The system has been in use for two years and the most popular facilities are video-phone and video-mail. %M C.CSCW.92.9 %T Enhanced Factory Communications %S Formal Video Program %A Burke Magee %A Glenna Cox %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 9-10 %* (c) Copyright 1992 Association for Computing Machinery %X Capturing and conveying visual information is the most significant communication need of today's factory. Technologies now available on standard workstations can increase the quality and ease of visual communication within the factory and between the factory and companies around the world. With multimedia mail, text, photos, pictures, and motion video can be electronically mailed to remote locations. With real time information transmission, face to face meetings can be held between remotely located personnel within the factory. The video shows an example of how multimedia mail and computer-based conferencing can provide direct communication between a Boeing factory, its suppliers and its customers, thereby reducing communication flow time and the need for travel. %M C.CSCW.92.9 %T Coupling the User Interfaces of a Multi-User Program %S Formal Video Program %A Prasun Dewan %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 9-10 %* (c) Copyright 1992 Association for Computing Machinery %X An important question in the design, implementation, and use of multi-user programs is what should be the coupling between the user interfaces of a multi-user program? In other words, which objects should be shared among the users of a program and when should changes made by a user to a shared object be communicated to other users sharing it? The authors have developed a coupling model that allows users to control the coupling between their interfaces [3]. The model is based on a generalized multi-user editing interaction model, where multiple users view programs as active data that can be concurrently edited. The coupling model is implemented within SUITE, a framework that supports multi-user programs. The video uses a SUITE example to motivate and illustrate the main principles in the design of the coupling model. %M C.CSCW.92.9 %T GROUPSKETCH %S Formal Video Program %A Saul Greenberg %A Ralph Bohnet %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 9-10 %* (c) Copyright 1992 Association for Computing Machinery %X GROUPSKETCH allows a small geographically-distributed group to list, draw, and gesture simultaneously in a communal work surface, supporting interactions similar to those occurring in the face-to-face drawing process [4]. It is a simple group sketching tool that allows its users to draw on a virtual piece of paper (the screen). GROUPSKETCH facilitates collaboration by: a) allowing gestural expression through large unique cursors visible on all displays; b) conveying the process of expressing ideas by transmitting small granular changes of user activity with minimum time delay; c) intermixing gestural, textual, and graphical expression modelessly; and d) providing simultaneous access to a common view of the work surface area, where any person can do any action at any time. The video illustrates several scenarios of GROUPSKETCH in action. %M C.CSCW.92.9 %T The CONVERSATION BOARD %S Formal Video Program %A Tom Brinck %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 9-10 %* (c) Copyright 1992 Association for Computing Machinery %X The CONVERSATION BOARD is a prototype multi-user drawing application built to be used by people who are conversing over a distance, using a phone or a video phone system [2]. It was built in RENDEZVOUS, an experimental language and tool kit designed at Bellcore for constructing multi-user applications. The CONVERSATION BOARD is a structured graphics editor that provides "drawing" tools such as markers, lines, circles, rectangles, text, connectors, and images. Users can draw simultaneously and have telepointers, so their gestures are visible to each other. Images can be made "sticky", so that when a user draws onto an image, the drawing becomes grouped with the image. The video describes the first version of the CONVERSATION BOARD, and presents a scenario of one person giving directions to another by annotating a map. %M C.CSCW.92.9 %T Toward Seamless Collaboration Media: From TEAMWORKSTATION to CLEARBOARD %S Formal Video Program %A Hiroshii Ishii %A Kazuho Arita %A Minuro Kobayashi %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 9-10 %* (c) Copyright 1992 Association for Computing Machinery %X This video presents the evolution of collaboration media design activities at NTT Human Interface Laboratories. "Seamlessness" has been a key concept of their evolving media design. The authors show the progression of their design from TEAMWORKSTATION to CLEARFACE to CLEARBOARD. TEAMWORKSTATION provides distributed users with a seamless shared workspace [6]. Each user can still use their favorite application programs or desktop tools, so there is only a minor cognitive seam between the individual and shared workspaces. CLEARBOARD permits coworkers in two different locations to draw with color markers or electronic pen while maintaining direct eye contact, gaze awareness, and the use of natural gestures [7]. %M C.CSCW.92.9 %T Rubber Rocks %S Formal Video Program %A Larry Koved %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 9-10 %* (c) Copyright 1992 Association for Computing Machinery %X The Veridical User Environments project is developing a Virtual Laboratory that brings together user interface technology, computational modeling of physical and non-physical phenomena, and visualization. Virtual worlds technology provides human-computer interfaces to computational simulation and visualization systems. One challenge is in providing a means to allow people to collaborate on a computational model through its virtual worlds interface. The video demonstrates Rubber Rocks, a prototype multi-user virtual world that supports real-time conferencing. The application is a real-time simulation of objects modeled as point masses and springs. Through a hierarchically organized dialog manager, the single-user version of Rubber Rocks was easily transformed into a multi-user system [8]. %M C.CSCW.92.9 %T Delft-WIT: Research Issues and Methods for Behavioral Analysis %S Formal Video Program %A Jeroen van der Velden %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 9-10 %* (c) Copyright 1992 Association for Computing Machinery %X Delft WIT-lab is a research environment for studying both human-computer interaction and CSCW [1]. The video describes a first series of experiments studying distributed group work, focusing on the experimental setup and the tools used to capture and analyze interaction data. In the experiment, small task teams played a management game under various interaction conditions for a period of ten weeks [9]. Data capture is through a computer-controlled video recorder that can record and play simultaneously on two or more tapes. A program developed at NPL-London allows video incidents to be indexed, retrieved, and edited. The video also shows a tool that registers the speech frequency and computer use of each group member during the experiment. With this tool, information can be derived of the group interaction -- the participation of each group member, their speech duration, and the speech sequences. %M C.CSCW.92.11 %T CSCW'92 Demonstrations %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %E Michael J. Muller %E Aita Salasoo %D 1992 %P 11-14 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p11-muller/p11-muller.pdf %M C.CSCW.92.15 %T Controversies about Privacy and Open Information in CSCW %S Panels %A Rob Kling %A Andy Hopper %A James Katz %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 15 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p15-kling/p15-kling.pdf %X The field of computer-supported cooperative work must be particularly sensitive to the effect of technologies on individual and group privacy rights. These technologies are often designed to provide access to people or collect (and thus make available) potentially-sensitive information about participants. Thus CSCW technologies are not only media for intentional communication between consenting parties; their use often creates a documentary history which can be shared with third parties or moved well beyond the original interactional context and mutual understandings in which it was constructed. The panelists will present general issues of privacy, especially with respect to social control and technology use in workplaces. Panelist perspectives are grounded in specific technological examples from their own experiences, using both existing and research technologies as a means of discussing their specifics impacts on privacy. A focus of the panel will be to grapple with the question of how we go from understanding the issues of privacy to taking action in our own research, development, and use of CSCW technologies. %M C.CSCW.92.16 %T Problem or Solution? CSCW and the Paradox of Stalled Productivity %S Panels %A Sara Kiesler %A Paul Attewell %A John King %A James Morris %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 16 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p16-kiesler/p16-kiesler.pdf %X In 20th century dreams and nightmares of computing, computers build cars and win battles, and robots take jobs. According to research, the reality is both mundane and paradoxical. Whereas computers can process information faster and better than ever before, the productivity payoffs for organizations have (apparently) been negligible or worse. Some experts even fault computers that "help" people work together. (If people are busy talking, they don't get their real work done, according to this argument.) Others claim we haven't built the right CSCW technologies -- those that will link individual workers and information to organizational needs. In this panel we look at evidence for the paradox and reasons it may exist. Then we air different views of how to think about CSCW and organizational productivity. And we suggest how design might be targeted at productivity. %M C.CSCW.92.16 %T Commercial Products for CSCW %S Panels %A Esther Dyson %A Charles Digate %A Irene Greif %A Terry Winograd %A Michael Zisman %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 16 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p16-kiesler/p16-kiesler.pdf %X This panel continues the discussion started two years ago at CSCW '90 ON "COMMERCIAL CSCW or How to Get Group Software out the Labs and into Real Use." At that time we found very few CSCW products in use. Email was still the main communications software outside research labs. A few organizations like Price-Waterhouse had adopted Lotus Notes. A panelist from Price-Waterhouse explained how they were deploying Notes and the panel debated whether groupware required that kind of corporate-wide installation or could be implemented on a one-at-a-time basis. An overview of a product based on the Information Lens (an MIT research project led by Professor Tom Malone) led to some discussion of the distance to be covered when taking ideas from research prototype to product. This year, we look at what's changed since then. We find that many of the same issues are still unresolved. Some of the questions are: * Why is it taking so long for CSCW software to get to market? * What is happening with current CSCW products that are on the market? * Is CSCW research having impact on product design and deployment? * What happened to Coordinator? * What else is happening with Email? Lotus Notes? * What will be the next breakthrough product? The panelists all have commercial affiliations and some link to research. Their product experiences give each a unique perspective on topics that include the process of transforming research ideas into product, the importance of group-enabling of conventional desktop products, the potential of workflow technology in products, and the role of large electronic mail networks in groupware implementation. %M C.CSCW.92.17 %T The Affordances of Media Spaces for Collaboration %S Video Spaces %A William W. Gaver %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 17-24 %K Video, Mediaspaces, Affordances, Ecological approaches %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p17-gaver/p17-gaver.pdf %X In this paper, I discuss the affordances offered by media spaces for collaboration, contrasting their properties with those of the everyday medium and exploring the implications for perception and interaction. Collaboration is situated in a physical environment which supports or constrains the various forms social interactions might take. An analysis of the affordances of the environment -- the properties that offer actions and interactions to those within it -- thus complements analyses which emphasize social and cultural factors. Examining the "physics" of media space systems is helpful both in understanding how people use them to collaborate and in suggesting possibilities for design. %M C.CSCW.92.25 %T Iterative Design of Video Communication Systems %S Video Spaces %A C. Cool %A R. S. Fish %A R. E. Kraut %A C. M. Lowery %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 25-32 %K Human-computer interaction, Computer-supported-cooperative-work, Design, Software engineering, Evaluation, Video, Group work, Groupware, Collaboration, Videophone %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p25-cool/p25-cool.pdf %X This paper reviews the design and implementation of several video telephony systems at Bellcore as a case study in iterative design. In contrast to single user computer applications, communication systems consists of both the interconnection technology and the people who are interconnected. From a user's point of view, the capabilities provided by the system, the rules for its use, and its reaction to their actions depend jointly on what its developers implemented and how other users behave. This fact has wide-ranging implications for system design, use, and evaluation. In reviewing our design experience, we identify four dilemmas for iterative design that flow from the inherently social nature of communication systems. We conclude with methodological and theoretical suggestions to supplement conventional iterative design principles as applied to communications systems. %M C.CSCW.92.33 %T Integration of Inter-Personal Space and Shared Workspace: ClearBoard Design and Experiments %S Video Spaces %A Hiroshi Ishii %A Minoru Kobayashi %A Jonathan Grudin %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 33-42 %K ClearBoard, TeamPaint, Shared drawing, Groupware, Video conference, Eye contact, Gaze awareness %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p33-ishii/p33-ishii.pdf %X This paper describes the evolution of a novel shared drawing medium that permits co-workers in two different locations to draw with color markers or with electronic pens and software tools while maintaining direct eye contact and the ability to employ natural gestures. We describe the evolution from ClearBoard-1 (based on a video drawing technique) to ClearBoard-2 (which incorporates TeamPaint, a multi-user paint editor). Initial observations based on use and experimentation are reported. Further experiments are conducted with ClearBoard-0 (a simple mockup), with ClearBoard-1, and with an actual desktop as a control. These experiments verify the increase of eye contact and awareness of collaborator's gaze direction in ClearBoard environments where workspace and co-worker images compete for attention. %M C.CSCW.92.43 %T GROUPKIT: A Groupware Toolkit for Building Real-Time Conferencing Applications %S Building Real-Time Groupware %A Mark Roseman %A Saul Greenberg %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 43-50 %K Real-time groupware, Toolkit, Development tools %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p43-roseman/p43-roseman.pdf %X This paper presents our approach to the design of groupware toolkits for real-time work, and how the design is instantiated in our toolkit, GROUPKIT. The design is based on both the technical underpinnings necessary for real-time groupware, and on user-centered features identified by existing CSCW human factors work. We also present three strategies for building GROUPKIT's components. First, an extendible, object-oriented run-time architecture supports managing distributed processes and the communication between them. Second, transparent overlays offer a convenient method for adding general components to various groupware applications, for example supporting gestures via multiple cursors and annotation via sketching. Third, open protocols allow the groupware designer to create a wide range of interface and interaction policies, accommodating group differences in areas such as conference registration and floor control. %M C.CSCW.92.51 %T Access Control for Collaborative Environments %S Building Real-Time Groupware %A HongHai Shen %A Prasun Dewan %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 51-58 %K CSCW, Groupware, Access control, Protection, Security, User interface %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p51-shen/p51-shen.pdf %X Access control is an indispensable part of any information sharing system. Collaborative environments introduce new requirements for access control, which cannot be met by using existing models developed for non-collaborative domains. We have developed a new access control model for meeting these requirements. The model is based on a generalized editing model of collaboration, which assumes that users interact with a collaborative application by concurrently editing its data structures. It associates fine-grained data displayed by a collaborative application with a set of collaboration rights and provides programmers and users a multi-dimensional, inheritance-based scheme for specifying these rights. The collaboration rights include traditional read and write rights and several new rights such as viewing rights and coupling rights. The inheritance-based scheme groups subjects, protected objects, and access rights; allows each component of an access specification to refer to both groups and individual members; and allows a specific access definition to override a more general one. %M C.CSCW.92.59 %T Relational Views as a Model for Automatic Distributed Implementation of Multi-User Applications %S Building Real-Time Groupware %A T. C. Nicholas Graham %A Tore Urnes %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 59-66 %K Implementation, Groupware, Multi-user applications %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p59-graham/p59-graham.pdf %X Multi-user applications support multiple users performing a related task in a distributed context. This paper describes Weasel, a system for implementing multi-user applications. Weasel is based on the relational view model, in which user interfaces are specified as relations between program data structures and views on a display. These relations are specified in RVL, a high-level, declarative language. Under this model, an application program and a set of RVL specifications are used to generate a multi-user application in which all issues of network communication, concurrency, synchronization, and view customization are handled automatically. These programs have a scalable distribution property, where adding new participants to a session does not greatly degrade over-all system performance. Weasel has been implemented, and was used to generate all examples in this paper. %M C.CSCW.92.67 %T Computational Mail as Network Infrastructure for Computer-Supported Cooperative Work %S Innovations in E-Mail %A Nathaniel S. Borenstein %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 67-74 %K Electronic mail, Active mail, Security, Portability, CSCW infrastructure %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p67-borenstein/p67-borenstein.pdf %X Computational email -- the embedding of programs within electronic mail messages -- is proposed as a technology that may help to solve some of the key problems in deploying successful applications for computer-supported cooperative work. In particular, computational email promises to alleviate the problem of remote installation at separately-administered sites, the problem of getting users to "buy in" to new applications, and the problem of extremely heterogeneous user interaction environments. In order for computational email to be practical, however, key problems of security and portability must be addressed, problems for which this research offers new solutions. This paper outlines the promise of this new technology, the solutions to the key technical problems, and the areas where further work and application development are needed. %M C.CSCW.92.75 %T Active Mail -- A Framework for Implementing Groupware %S Innovations in E-Mail %A Yaron Goldberg %A Marilyn Safran %A Ehud Shapiro %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 75-83 %K Groupware, Electronic mail, Active messages, Shared editing, Meeting scheduling %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p75-goldberg/p75-goldberg.pdf %X Most existing groupware products are either too passive or very intrusive. They either passively wait for user action or actively interfere with normal workstation activity by intruding on the user's screen; they are one-sided push or pull mechanisms. A system for computer-mediated interaction, Active Mail obviates the dilemma with a protocol which enables a groupware application to involve a new user in a way that is non-intrusive, tolerates delayed response, and requires little effort on the user's part. Active Mail piggybacks on ordinary electronic mail, retaining all the features that have made it so successful. Active Mail messages are used to establish persistent interactive connections among a group of users. Receivers of Active Mail messages can interact with the sender, with future recipients, and with remote, distributed multi-user applications. Groupware applications realized within the Active Mail framework include a text conversation tool, a collaborative writing facility with a floor passing protocol and revision control management, an interactive meeting scheduler, and some distributed multi-user interactive games. In this paper we describe the architecture of Active Mail, present some of its applications, and discuss our preliminary experience with it. %M C.CSCW.92.84 %T Supporting Informal Communication via Ephemeral Interest Groups %S Innovations in E-Mail %A Laurence Brothers %A Jim Hollan %A Jakob Nielsen %A Scott Stornetta %A Steve Abney %A George Furnas %A Michael Littman %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 84-90 %K Ephemeral interest groups, Informal communication, Discussions, Hypertext, Bulletin boards, Email, Information filters, Critical mass of users, Measures of informality %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p84-brothers/p84-brothers.pdf %X In this paper, we introduce ephemeral interest groups for supporting informal communication. Ephemeral interest groups are electronic discussion groups that, in contrast to bulletin boards and the like, are short-lived and ad hoc. They are designed as a medium for informal discussions of items broadcast to a wider community. We have implemented a prototype system to explore ephemeral interest groups. We discuss the goals of the system, characterize its evolution over the last ten months of deployment, and sketch our plans for future developments. %M C.CSCW.92.91 %T How a Group-Editor Changes the Character of a Design Meeting as Well as its Outcome %S The Power of Simple Shared Workspaces %A Judith S. Olson %A Gary M. Olson %A Marianne Storrosten %A Mark Carter %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 91-98 %K Group support system, Face-to-face work, Concurrent editing, Small group behavior %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p91-olson/p91-olson.pdf %X This study reports how the introduction of a simple collaborative tool changed the way groups of people did an interesting problem solving task, the design of an automatic post office. The designs produced by the groups supported with this tool were of higher quality than those who worked with conventional whiteboard and paper and pencil. They liked the process a little less, probably because it was a new tool. But, more surprising was the fact that those supported with the tool did less extensive exploration of the design space. Our expectation was just the opposite. It appears that the tool helped the supported group keep more focused on the core issues in the emerging design, to waste less time on less important topics, and to capture what was said as they went. %M C.CSCW.92.99 %T Unblocking Brainstorming through the Use of a Simple Group Editor %S The Power of Simple Shared Workspaces %A Charles McLaughlin Hymes %A Gary M. Olson %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 99-106 %K Parallel communication, Brainstorming, ShrEdit, Shared editor %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p99-hymes/p99-hymes.pdf %X Earlier studies of computerized brainstorming showed that by restructuring group processes, groups can overcome well known performance deficits that groups suffer relative to nominal groups. These earlier tools are essentially computerized versions of Nominal Group Technique. We examined the ability of a simple, unstructured parallel editor to facilitate idea generation in face to face groups. Our results showed that parallel interacting groups outperformed serial interacting groups, and parallel interacting groups did not differ significantly from nominal, non interacting groups. Thus, an informal tool that allows parallel work is an effective way to increase idea generation in real interacting groups. %M C.CSCW.92.107 %T Awareness and Coordination in Shared Workspaces %S The Power of Simple Shared Workspaces %A Paul Dourish %A Victoria Bellotti %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 107-114 %K Awareness, Information sharing, Coordination, Shared workspaces, Shared feedback %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p107-dourish/p107-dourish.pdf %X Awareness of individual and group activities is critical to successful collaboration and is commonly supported in CSCW systems by active, information generation mechanisms separate from the shared workspace. These mechanisms penalise information providers, presuppose relevance to the recipient, and make access difficult. We discuss a study of shared editor use which suggests that awareness information provided and exploited passively through the shared workspace, allows users to move smoothly between close and loose collaboration, and to assign and coordinate work dynamically. Passive awareness mechanisms promise effective support for collaboration requiring this sort of behaviour, whilst avoiding problems with active approaches. %M C.CSCW.92.115 %T Faltering from Ethnography to Design %S Ethnographically-Informed Design %A John A. Hughes %A David Randall %A Dan Shapiro %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 115-122 %K Ethnography, CSCW design, Qualitative methods, Air traffic control, Database visualisation %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p115-hughes/p115-hughes.pdf %X The aim of this paper is to explore some ways of linking ethnographic studies of work in context with the design of CSCW systems. It uses examples from an interdisciplinary collaborative project on air traffic control. Ethnographic methods are introduced, and applied to identifying the social organization of this cooperative work, and the use of instruments within it. On this basis some metaphors for the electronic representation of current manual practices are presented, and their possibilities and limitations are discussed. %M C.CSCW.92.123 %T Ethnographically-Informed Systems Design for Air Traffic Control %S Ethnographically-Informed Design %A R. Bentley %A J. A. Hughes %A D. Randall %A T. Rodden %A P. Sawyer %A D. Shapiro %A I. Sommerville %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 123-129 %K Air traffic control, Systems design, Ethnography %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p123-bentley/p123-bentley.pdf %X This paper relates experiences of a project where an ethnographic study of air traffic controllers is being used to inform the design of the controllers' interface to the flight data base. We outline the current UK air traffic control system, discuss the ethnographic work we have undertaken studying air traffic control as a cooperative activity, describe some of the difficulties in collaboration between software developers and sociologists and show how the ethnographic studies have influenced the systems design process. Our conclusions are that ethnographic studies are helpful in informing the systems design process and may produce insights which contradict conventional thinking in systems design. %M C.CSCW.92.130 %T Consultants and Apprentices: Observations about Learning and Collaborative Problem Solving %S Ethnographically-Informed Design %A Lucy M. Berlin %A Robin Jeffries %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 130-137 %K Apprentice, Consultant, Programmer, Incidental learning, Shared artifacts %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p130-berlin/p130-berlin.pdf %X Informal consulting interactions between apprentices and experts represent a little-studied but common collaborative work practice in many domains. In the computer industry, programmers become apprentices as they retool themselves to new computer languages, programming environments, software frameworks and systems. Our empirical study of consulting interactions has provided insights into the nature of this informal collaborative work practice. We describe the variety of "hard-to-find" information provided by the expert, the incidental learning observed, and the pair's strategies for managing joint and individual productivity. Given these observations, we discuss how computer-based tools could help apprentices encapsulate task context, switch among subtasks, facilitate collaborative interaction, and supplement consultants. %M C.CSCW.92.138 %T Supporting Collaborative Writing of Hyperdocuments in SEPIA %S Collaborative Writing %A Jorg M. Haake %A Brian Wilson %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 138-146 %K CSCW, Hypertext, Hypertext authoring, Collaborative writing, Modes of collaboration %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p138-haake/p138-haake.pdf %X Today, most cooperative systems support primarily either asynchronous or synchronous (real time) cooperative work. We feel that both synchronous and asynchronous cooperation are extremely important aspects of working in groups, and to ignore one or the other is to supply only half a solution to users. In this paper, we describe the extension of the hypertext authoring system SEPIA developed at GMD-IPSI to support cooperative work among hypertext authors. Cooperative SEPIA is unique not only in its ability to support cooperative work in both of these categories, but also in how smoothly and naturally it supports the transition between these two categories. %M C.CSCW.92.147 %T Flexible Diff-ing in a Collaborative Writing System %S Collaborative Writing %A Christine M. Neuwirth %A Ravinder Chandhok %A David S. Kaufer %A Paul Erion %A James Morris %A Dale Miller %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 147-154 %K Text comparison, Collaborative writing, Flexible differencing %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p147-neuwirth/p147-neuwirth.pdf %X An important activity in collaborative writing is communicating about changes to texts. This paper reports on a software system, flexible diff, that finds and reports differences ("diffs") between versions of texts. The system is flexible, allowing users to control several aspects of its operation including what changes are reported and how they are shown when they are reported. We argue that such flexibility is necessary to support users' different social and cognitive needs. %M C.CSCW.92.155 %T Computer-Mediated Communication and Collaborative Writing: Media Influence and Adaptation to Communication Constraints %S Collaborative Writing %A Jolene Galegher %A Robert E. Kraut %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 155-162 %K Adaptive structuration, Computer-mediated communication, Collaborative writing, Contingency theory %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p155-galegher/p155-galegher.pdf %X According to contingency theory, tasks involving high levels of uncertainty and equivocality require a communication medium that permits interactive, expressive communication. The theory of adaptive structuration, however, takes a more dynamic view of the relationship between communication technology and communication behavior, recognizing the malleability of human behavior as well as the adaptability of technology. According to the structuration perspective, individuals can adapt their behavior to achieve their goals despite obstacles in the technological environment. To assess the relative validity of these formulations, we examined media choices and responses to communication constraints in a collaborative writing task. The results of this experiment indicate that contingency theory has some general validity in that the task/technology matches it defines do, indeed, occur spontaneously and do contribute to ease and efficiency in task performance. However, the results also draw attention to the human potential for behavioral adaptation, and imply a need for further research designed to identify likely patterns of adaptation in particular technological environments. %M C.CSCW.92.163 %T Tasks-in-Interaction: Paper and Screen Based Documentation in Collaborative Activity %S Conversational Props %A Paul Luff %A Christian Heath %A David Greatbatch %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 163-170 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p163-luff/p163-luff.pdf %X Drawing on field studies of three, real world, organisational environments, namely an architectural practice, a medical centre and the Control Rooms on London Underground, this paper explores the ways in which personnel use paper and screen based documentation to support synchronous and asynchronous collaborative activity. It discusses how collaboration involves a complex configuration of co-participation by personnel in a range of activities, ranging from seemingly individual tasks to mutually focussed, real time cooperation. By addressing the ways in which personnel manage collaboration and interactionally organise a range of activities, we discuss the ways in which paper and screen based media provide rather distinctive support for cooperation. These observations form the basis for some suggestions concerning requirements for CSCW systems. %M C.CSCW.92.171 %T A Collaborative Medium for the Support of Conversational Props %S Conversational Props %A Tom Brinck %A Louis M. Gomez %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 171-178 %K Design methodology, Collaborative systems, Group work, Informal communication %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p171-brinck/p171-brinck.pdf %X Our work focuses on providing computational support for informal communication among people who are geographically separated. To better understand the use of artifacts in communication, we looked at the contents of office whiteboards after they had been used in conversations. Our analysis revealed that whiteboards are used to present and discuss various classes of objects with specific semantic properties. We call these objects "conversational props," and we have come to think of a whiteboard as a conversational medium in which props are introduced and manipulated. This study motivated our design of the Conversation Board, an experimental prototype of a multi-user drawing tool which allows remote use of conversational props. We compare the Conversation Board to various other multi-user drawing tools along a number of dimensions. %M C.CSCW.92.179 %T Groupware Experiences in Three-Dimensional Computer-Aided Design %S Conversational Props %A Li Shu %A Woodie Flowers %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 179-186 %K Computer-aided design, Graphics, Three-dimensional %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p179-shu/p179-shu.pdf %X A system that allows people to simultaneously modify a common design in a graphically rich environment was developed to identify and examine groupware interface issues unique to three-dimensional computer-aided design. Experiments confirmed that a simultaneous mode of edit access is preferred over a turn-taking mode for two-person interactions. Also, independent points of view (e.g., isometric versus top view) between designers optimized parallel activity. Further experiments that aimed to transfer software-usage knowledge through the groupware system led to the development of the viewpoint. The viewpoint is a tool that indicates the points of view of different designers as well as provides a method of pointing effective in an environment where arbitrary, contrasting points of views are allowed. %M C.CSCW.92.187 %T An Architecture for Tailoring Cooperative Multi-User Displays %S CSCW Architectures %A Richard Bentley %A Tom Rodden %A Peter Sawyer %A Ian Sommerville %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 187-194 %K Multi-user interfaces, CSCW architectures, Command and control systems, Database visualisation %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p187-bentley/p187-bentley.pdf %X A range of architectures have emerged which support real-time cooperative user interfaces. These architectures have tended to centralise the management of the interface and thus provide only limited support for user-centred development and interface tailoring. This paper considers the problems associated with the development of tailorable cooperative interfaces and proposes an architecture which allows such interfaces to be developed using an incremental, user-centred approach. The architecture presented in this paper has emerged within the context of a project investigating cooperative interface development for UK air traffic control. We conclude that the architecture is equally applicable to other Command and Control domains, where a shared information space forms the focus for the work taking place. %M C.CSCW.92.195 %T Architecture of the Artifact-Based Collaboration System Matrix %S CSCW Architectures %A K. Jeffay %A J. K. Lin %A J. Menges %A F. D. Smith %A J. B. Smith %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 195-202 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p195-jeffay/p195-jeffay.pdf %X The UNC Collaboratory project is concerned with both the process of collaboration and with computer systems to support that process. Here, we describe a component of the Artifact-Based Collaboration (ABC) system, called the Matrix, that provides an infrastructure in which existing single-user applications can be incorporated with few, if any, changes and used collaboratively. We take the position that what is needed is not new tools but better infrastructure for using familiar single-user tools collectively. The paper discusses the Matrix architecture, a Virtual Screen component, and generic functions that provide conferencing, hyperlinking, and recording of users' actions for all applications. %M C.CSCW.92.203 %T System Support for Computer Mediated Multimedia Collaborations %S CSCW Architectures %A Harrick M. Vin %A P. Venkat Rangan %A Mon-Song Chen %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 203-209 %K Multimedia collaboration management, Synchronous and asynchronous collaborations %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p203-vin/p203-vin.pdf %X Future advances in networking and storage will enable a wide spectrum of computer mediated structured collaborations among individuals. In this paper, we present a model that can capture diverse types of structured collaborations. The model combines both efficiency and power via a hierarchy of three abstractions, at the lowest level of which are streams for media communication modulated by access rights of participants within collaborations. The higher two levels of abstractions are sessions, which represent collections of semantically related media streams, and conferences, which represent temporally related sequences of sessions. Using these abstractions, the model supports unification of both synchronous and asynchronous collaborations, sophisticated access control, and intra-group and inter-group collaborations, yielding a powerful set of building blocks for constructing multimedia applications and a rich environment for carrying out structured multimedia collaborations. %M C.CSCW.92.210 %T Ubiquitous Audio: Capturing Spontaneous Collaboration %S Multimedia Systems %A Debby Hindus %A Chris Schmandt %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 210-217 %K Stored voice, Semi-structured data, Ubiquitous computing, Collaborative work, Software telephony, Multimedia workstation software %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p210-hindus/p210-hindus.pdf %X Although talking is an integral part of collaborative activity, there has been little computer support for acquiring and accessing the contents of conversations. Our approach has focused on ubiquitous audio, or the unobtrusive capture of voice interactions in everyday work environments. Because the words themselves are not available for organizing the captured interactions, structure is derived from acoustical information inherent in the stored voice and augmented by user interaction during or after capture. This paper describes applications for capturing and structuring audio from office discussions and telephone calls, and mechanisms for later retrieval of these stored interactions. %M C.CSCW.92.218 %T HyperVoice: A Phone-Based CSCW Platform %S Multimedia Systems %A Paul Resnick %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 218-225 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p218-resnick/p218-resnick.pdf %X A major shift is underway in how we think about telephones. For decades, they were used solely for one-to-one, synchronous communication. The increasing use of answering machines and voice messaging, however, is shifting the public perception of telephones, thus opening a space for more innovative applications. Five years from now, some of the most interesting and popular cooperative work applications will probably use telephones as the primary means of access. This paper presents evidence that there are practical phone-based cooperative work applications and describes a set of software tools that facilitate the development of such applications. %M C.CSCW.92.226 %T Cooperative Work Environment using Virtual Workspace %S Multimedia Systems %A Haruo Takemura %A Fumio Kishino %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 226-232 %K Virtual reality, Virtual environment, Cooperative workspace, Shared workspace %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p226-takemura/p226-takemura.pdf %X A virtual environment, which is created by computer graphics and an appropriate user interface, can be used in many application fields, such as teleoperation, telecommunication and real time simulation. Furthermore, if this environment could be shared by multiple users, there would be more potential applications. Discussed in this paper is a case study of building a prototype of a cooperative work environment using a virtual environment, where more than two people can solve problems cooperatively, including design strategies and implementing issues. An environment where two operators can directly grasp, move or release stereoscopic computer graphics images by hand is implemented. The system is built by combining head position tracking stereoscopic displays, hand gesture input devices and graphics workstations. Our design goal is to utilize this type of interface for a future teleconferencing system. In order to provide good interactivity for users, we discuss potential bottlenecks and their solutions. The system allows two users to share a virtual environment and to organize 3-D objects cooperatively. %M C.CSCW.92.233 %T Identifying Potential CSCW Applications by Means of Activity Theory Concepts: A Case Example %S Time as an Issue in CSCW %A Kari Kuutti %A Tuula Arvonen %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 233-240 %K CSCW applications, Work support types, Requirements analysis, Emergent features, Activity theory %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p233-kuutti/p233-kuutti.pdf %X The paper presents some novel concepts and models derived from Activity Theory for to identify a potential CSCW application. It is suggested that the six elements of the structure of the activity concept might be useful for differentiating between areas of support, and that three levels of support are needed in order to cope with both routine and emergent features of cooperative work situations. Thus a 3x6 support type classification is formed and its usefulness studied by means of a real-world example. A work situation is analyzed, problems identified and possible areas of support defined. A temporary solution is produced and, by evaluating it, possible directions for the development of a "real" new CSCW application and the usefulness of the classification are discussed. %M C.CSCW.92.241 %T Collaboration and Constraint: Middle School Teaching Teams %S Time as an Issue in CSCW %A R. G. (Jerry) Schwab %A Sylvia Hart-Landsberg %A Stephen Reder %A Mark Abel %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 241-248 %K Collaboration, Teachers, Teamwork, Meaning, Constraint %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p241-schwab/p241-schwab.pdf %X This paper explores the meanings and dynamics of interaction and cooperation in professional activities in the context of middle school teaching. What makes schools particularly interesting and challenging contexts for both the conduct and study of cooperative work is the high degree of temporal constraint and spatial isolation in which teachers must perform their work. The reported research is based on a comparative study of teacher collaboration in two schools, each of which utilized a different strategy for supporting collaborative work amidst these striking constraints. By focusing on the interplay of constructed meanings, history, and temporal and spatial structures which enable and constrain collaboration, we gain a new view of the CSCW enterprise. %M C.CSCW.92.249 %T Time-Management: A Case for CSCW %S Time as an Issue in CSCW %A Edeltraud Egger %A Ina Wagner %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 249-256 %K Time-management, Automatic scheduling, Cooperative decision-making %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p249-egger/p249-egger.pdf %X This paper focuses on time-management as a cooperative task. Based on an analysis of the cultural complexity of the timing of surgery in a large clinic, possibilities of using computer-support for strengthening the sharing of information and resources as well as participation in decision-making are discussed. %M C.CSCW.92.257 %T "Lazy" Consistency: A Basis for Cooperative Software Development %S Consistency in Collaborative Systems %A K. Narayanaswamy %A Neil Goldman %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 257-264 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p257-narayanaswamy/p257-narayanaswamy.pdf %X One of the major problems in cooperative software development is that of maintaining certain global consistency properties. Broadcasting changes that have already occurred, as many programming environments do, will not resolve this problem. We argue in favor of an architecture where the announcements deal with impending or proposed changes as well as changes that have already occurred. One can then formulate consistency requirements on the system that are maintained "lazily" as it evolves. Such an architecture can support a wider range of cooperative processes than traditional software development environments. This paper describes the design and implementation of this architecture. %M C.CSCW.92.265 %T Implicit Locking in the Ensemble Concurrent Object-Oriented Graphics Editor %S Consistency in Collaborative Systems %A R. E. Newman-Wolfe %A M. L. Webb %A M. Montes %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 265-272 %K Groupware, Collaborative editing, Graphics editing, Distributed conferencing, DCS %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p265-newman-wolfe/p265-newman-wolfe.pdf %X Ensemble is an X-Windows based, object-oriented graphics editor based on the tgif graphics editor from UCLA. It relies on Unix 4.3bsd sockets and can be used as a stand-alone program or as an application in the University of Florida's distributed conferencing system (DCS). It uses implicitly placed write locks for concurrency control, with locks placed when an object is selected and removed when it is deselected. Multiple users may read or edit a file concurrently, with all users receiving updates whenever a lock is removed. Pointers are shared by mutual consent, so that users may collaborate to the degree desired. Ensemble is a prototype lock-based approach to object-oriented concurrent graphics editing. %M C.CSCW.92.273 %T Undoing Actions in Collaborative Work %S Consistency in Collaborative Systems %A Atul Prakash %A Michael J. Knister %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 273-280 %K Undo, Collaboration, Groupware, Conflict analysis %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p273-prakash/p273-prakash.pdf %X The ability to undo operations is a standard feature in most single-user interactive applications. However, most current collaborative applications that allow several users to work simultaneously on a shared document lack undo capabilities; those which provide undo generally provide only a global undo, in which the last change made by anyone to a document is undone, rather than allowing users to individually reverse their own changes. In this paper, we propose a general framework for undoing actions in collaborative systems. The framework takes into account the possibility of conflicts between different users' actions that may prevent a normal undo. The framework also allows selection of actions to undo based on who performed them, where they occurred, or any other appropriate criterion. %M C.CSCW.92.281 %T The Action Workflow Approach to Workflow Management Technology %S Emerging Technologies for Cooperative Work %A Raul Medina-Mora %A Terry Winograd %A Rodrigo Flores %A Fernando Flores %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 281-288 %K Workflow, ActionWorkflow, Coordination, Coordinator, Business process %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p281-medina-mora/p281-medina-mora.pdf %X This paper describes ActionWorkflow approach to workflow management technology: a design methodology and associated computer software for the support of work in organizations. The approach is based on theories of communicative activity as language/action and has been developed in a series of systems for coordination among users of networked computers. This paper describes the approach, gives an example of its application, and shows the architecture of a workflow management system based on it. %M C.CSCW.92.289 %T Experiments with Oval: A Radically Tailorable Tool for Cooperative Work %S Emerging Technologies for Cooperative Work %A Thomas W. Malone %A Kum-Yew Lai %A Christopher Fry %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 289-297 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p289-malone/p289-malone.pdf %X This paper describes a series of tests of the generality of a "radically tailorable" tool for cooperative work. Users of this system can create applications by combining and modifying four kinds of building blocks: objects, views, agents, and links. We found that user-level tailoring of these primitives can provide most of the functionality found in well-known cooperative work systems such as gIBIS, Coordinator, Lotus Notes, and Information Lens. These primitives, therefore, appear to provide an elementary "tailoring language" out of which a wide variety of integrated information management and collaboration applications can be constructed by end users. %M C.CSCW.92.298 %T Supporting Exploratory CSCW with the EGRET Framework %S Emerging Technologies for Cooperative Work %A Philip Johnson %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 298-305 %K Collaborative environments, Exploratory development, Hypertext, Schema evolution %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p298-johnson/p298-johnson.pdf %X Exploratory collaboration occurs in domains where the structure and process of group work evolves as an intrinsic part of the collaborative activity. Traditional database and hypertext structural models do not provide explicit support for collaborative exploration. The EGRET framework defines both a data and a process model along with supporting analysis techniques that provide novel support for exploratory collaboration. To do so, the EGRET framework breaks with traditional notions of the relationship between schema and instance structure. In EGRET, schema structure is viewed as a representation of the current state of consensus among collaborators, from which instance structure is allowed to depart in a controlled fashion. This paper discusses the issues of exploratory collaboration, the EGRET approach to its support, and the current status of this research. %M C.CSCW.92.306 %T Sharing Perspectives in Distributed Decision Making %S Field Studies in Coordination %A Richard J. Boland, Jr. %A Anil K. Maheshwari %A Dov Te'eni %A David G. Schwartz %A Ramkrishnan V. Tenkasi %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 306-313 %K Distributed decision making, Perspective taking, Organizational learning, Mutual trust, Cognitive maps %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p306-boland/p306-boland.pdf %X Complex organizations are characterized by distributed decision making, and require a sharing of perspectives among distributed decision makers if they are to coordinate activity and adapt to changing circumstances. This paper explains the process of perspective taking and its roles in human communication, mutual trust, and organizational learning. SPIDER is a software environment for enriching communication among managers by improving their ability to represent and exchange understandings of the situations they face. Cognitive maps linked to underlying assumptions are used as a basis for sharing their perspectives and enabling coordination of distributed decision making. %M C.CSCW.92.314 %T Distributed Facilitation: A Concept Whose Time Has Come? %S Field Studies in Coordination %A Shelli Dubs %A Stephen C. Hayne %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 314-321 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p314-dubs/p314-dubs.pdf %X Group facilitation is a dynamic process that involves managing relationships between people, tasks and technology, as well as structuring tasks and contributing to the effective accomplishment of the meetings outcomes. This is a difficult problem that becomes even more difficult as group work is geographically distributed. This paper provides a comprehensive framework, in the form of a meeting model, that defines the many activities that surround group work. We show that in existing systems support for facilitation is low and based on the level of facilitator control, we identify facilitation functions and suggest a rational for prioritizing them. With this in hand, we are designing and implementing a prototype facilitation system to support group activities in a distributed environment. %M C.CSCW.92.322 %T Communication and Information Retrieval with a Pen-Based Meeting Support Tool %S Field Studies in Coordination %A Catherine G. Wolf %A James R. Rhyne %A Laura K. Briggs %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 322-329 %K Pen-based, Meeting support, Drawing %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p322-wolf/p322-wolf.pdf %X We-Met (Window Environment-Meeting Enhancement Tools) is a prototype pen-based tool designed to support both the communication and information retrieval needs of small group meetings. The first part of this paper describes We-Met and the rationale for its design, the second discusses findings from an empirical study of the use of We-Met for group communication, and the third discusses findings from a study of the search and retrieval of information from non-computer based meetings conducted to provide insight into how to facilitate these activities in We-Met. The paper identifies potential communication process gains due to the pen-based interface style, opportunities for the facilitation of information retrieval in a pen-based tool, and functionality/interface challenges in the design of a tool to support small group meetings. %M C.CSCW.92.330 %T Looking at Ourselves: An Examination of the Social Organisation of Two Research Laboratories %S Collaboration in the Real World %A Richard H. R. Harper %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 330-337 %K Active badges, System design, Ethnography %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p330-harper/p330-harper.pdf %X This paper reports findings from ongoing examinations into the social organisation of research laboratories. Two case studies are discussed, and it is suggested that although there are differences between the two sites, commonalities are shown in their hierarchical nature and in the status of researchers. It is argued that researchers form a professional group with all that entails in terms of rights and privileges. More generally it is argued that the social organisation of research laboratories is resistant to change. The consequences of this on the testing and development of systems that have the potential to transform hierarchical relations is briefly discussed and how this resistance and its causes differentiate research laboratories from other work places remarked. %M C.CSCW.92.338 %T CSCW Challenges in Large-Scale Technical Projects -- A Case Study %S Collaboration in the Real World %A Kaj Gronbaek %A Morten Kyng %A Preben Mogensen %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 338-345 %K Cooperative design, Hypermedia, Coordination, Evaluation, Case study %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p338-gronbaek/p338-gronbaek.pdf %X This paper investigates CSCW aspects of large-scale technical projects based on a case study of a specific Danish engineering company and uncovers challenges to CSCW applications in this setting. The company is responsible for management and supervision of one of the worlds largest tunnel/bridge construction projects. Our primary aim is to determine requirements on CSCW as they unfold in this concrete setting as opposed to survey and laboratory investigations. The requirements provide feedback to product development both on specific functionality and as a long term vision for CSCW in such settings. The initial qualitative analysis identified a number of bottlenecks in daily work, where support for cooperation is needed. Examples of bottlenecks are: sharing materials, issuing tasks, and keeping track of task status. Grounded in the analysis, cooperative design workshops based on scenarios of future work situations were established to investigate the potential of different CSCW technologies in this setting. In the workshops, mock-ups and prototypes were used to support end-users in assessing CSCW technologies based on concrete, hands-on experiences. The workshops uncovered several challenges. First, support for sharing materials would require a huge body of diverse materials to be integrated, for example into a hypermedia network. Second, daily work tasks are event driven and plans change too rapidly for people to register them on a computer. Finally, tasks are closely coupled to materials being processed thus a coordination tool should integrate facilities for managing materials. %M C.CSCW.92.346 %T Ghosts in the Network: Distributed Troubleshooting in a Shared Working Environment %S Collaboration in the Real World %A Yvonne Rogers %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 346-355 %K Distributed problem-solving, Networked technologies, Ethnographic analysis, Breakdowns %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p346-rogers/p346-rogers.pdf %X The implementation of networking technology in work settings offers numerous opportunities for improving the transmission of information and the sharing of resources within and between organizations. Its success in integrating distributed working activities, however, rests on how well the users of a network can coordinate their activities with respect to each other. This paper examines the communicative and interactive processes that take place when a typical breakdown occurs in a networked environment. A detailed analysis is presented which interprets the events that unfold in relation to the socio-cognitive issues of shared understanding, the transmission of knowledge and distributed problem-solving. %M C.CSCW.92.356 %T Hardwiring Weak Ties: Individual and Institutional Issues in Computer Mediated Communication %S Organizational Influences on CSCW Success %A Jeanne M. Pickering %A John Leslie King %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 356-361 %K Computer-mediated communication, Organizational issues, Weak ties %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p356-pickering/p356-pickering.pdf %X Recent accounts of computer-mediated communication (CMC) systems in organizations are mixed about the success of CMC. While some organizations eagerly embrace CMC systems for their employees, and support systems with thousands of users and multiple uses, other organizations have refused their employees access to CMC systems, or removed such systems after they have become established in use. Why the wide disparity in organizational support of CMC? We show the importance of differences in institutional dependencies on CMC support of individuals' "weak-tie" relationships for explaining differences in willingness to support CMC infrastructure. We then examine the downstream implications of maintenance of weak ties via CMC infrastructure for individuals and institutions. %M C.CSCW.92.362 %T Learning from Notes: Organizational Issues in Groupware Implementation %S Organizational Influences on CSCW Success %A Wanda J. Orlikowski %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 362-369 %K Groupware, Implementation, Lotus Notes, Organizational factors, Technological frames %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p362-orlikowski/p362-orlikowski.pdf %X This paper explores the introduction of groupware into an organization to understand the changes in work practices and social interaction facilitated by the technology. The results suggest that people's mental models and organizations' structure and culture significantly influence how groupware is implemented and used. Specifically, in the absence of mental models that stressed its collaborative nature, groupware was interpreted in terms of familiar personal, stand-alone technologies such as spreadsheets. Further, the culture and structure provided few incentives or norms for cooperating or sharing expertise, hence the groupware on its own was unlikely to engender collaboration. Recognizing the central influence of these cognitive and organizational elements is critical to developers, researchers, and practitioners of groupware. %M C.CSCW.92.370 %T The CSCW Implementation Process: An Interpretative Model and Case Study of the Implementation of a Videoconference System %S Organizational Influences on CSCW Success %A Duncan Sanderson %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 370-377 %K Implementation process, Videoconference, Case study %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p370-sanderson/p370-sanderson.pdf %X An understanding of the implementation process of CSCW in organizations can contribute to the design, testing, evaluation, and effective use of this technology. A dynamic, interconnected model is presented which is sensitive to the user, organizational, and technological context of the implementation process. The model is then used to structure observations of the implementation of a videoconference system for regular meetings among senior managers in a large decentralized organization. Knowledge of the context of the implementation was essential in order to interpret the observations, outcome of the implementation, and pertinence of the videoconference terminal design. %M C.CSCW.92.378 %T Flexible, Active Support for Collaborative Work with ConversationBuilder %S Domain Specific Collaborative Tools %A Simon M. Kaplan %A William J. Tolone %A Douglas P. Bogia %A Celsina Bignoli %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 378-385 %K Toolkits, CSCW environments, Active/flexible support %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p378-kaplan/p378-kaplan.pdf %X Work activities have a highly situated nature. As a result, it is not possible to classify activities exactly, since they tend to evolve as they progress. This raises a significant problem for work support tools: how to address the trade off between active support, which requires knowledge of the activity at hand, and flexibility, which is a measure of how well a system can respond to changes in activities. We have been developing the ConversationBuilder, a support tool that is intended to provide flexible, active support for (collaborative) work activities. This paper overviews the ConversationBuilder, discusses both the kinds of support it provides and its architecture, and illustrates its use through an example. %M C.CSCW.92.386 %T BIBDB: A Bibliographic Database for Collaboration %S Domain Specific Collaborative Tools %A David J. Musliner %A James W. Dolter %A Kang G. Shin %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 386-393 %K Bibliographic databases, Collaborative writing, Distributed & replicated databases, Partial locking, Relaxed consistency, Incremental indexing %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p386-musliner/p386-musliner.pdf %X While researchers strive to develop new systems to enhance the cooperative document editing process, many authors already collaborate, using existing text processing systems to produce papers and reports. Using these tools, one of the most time-consuming and error-prone collaboration tasks is maintaining a consistent shared bibliography. We have designed and implemented the BIBDB system to simplify collaborative authoring by providing a shared, cooperatively maintained bibliographic database. BIBDB uses existing networking technology and merges seamlessly into the LATEX/BIBTEX text processing system [5]. The contributions of BIBDB include a set of user interface policies and software implementation techniques that support cooperative database maintenance. %M C.CSCW.92.394 %T Supporting Communication between Designers with Artifact-Centered Evolving Information Spaces %S Domain Specific Collaborative Tools %A Brent Reeves %A Frank Shipman %B Proceedings of ACM CSCW'92 Conference on Computer-Supported Cooperative Work %D 1992 %P 394-401 %K Artifact based communication, Information spaces, Asynchronous collaboration, Design environments %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/143457/p394-reeves/p394-reeves.pdf %X The interaction of various design decisions and the communication of the rationale for decisions between designers are two problems that have not been solved by current systems supporting design. Through the observation of computer network designers we have developed a framework, system architecture, and prototype implementation for supporting this type of communication within an evolving information space centered around the artifact being designed. The importance of our approach is in the integration of the design of the artifact and the communication between the designers. XNETWORK, a knowledge-based design environment for computer network design, incorporates this artifact-centered communication as a method for the easy addition of network designers' understanding about the design task. %M C.CSCW.94.1 %T CSCW'94 Workshops %S Workshops %A Prasun Dewan %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 1 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p1-dewan/p1-dewan.pdf %X A large number of workshops were organized this year to allow attendees to explore in-depth the many sub-areas emerging within CSCW. Some of them such as the work analysis, communication spaces and software architecture, workshops were continuations of CSCW '92 workshops while others such as the workflow, video, and cobbler's children workshops addressed new topics. Some of these workshops broadened the scope of the conference by exploring the relationships between CSCW and related disciplines such as software process, hypermedia, and distributed systems. A few topics were addressed by multiple workshops to allow these workshops to focus on different levels and subareas within the topic. For instance, one workshop on CSCW system design explored the range of useful design techniques while another focussed on a particular design technique. Summaries of the workshops are provided below, together with the e-mail address of the primary contact person. %M C.CSCW.94.1 %T Workflow = Office Information Systems? %S Workshops %A Dirk Mahling %A Carson Woo %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 1 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p1-dewan/p1-dewan.pdf %X Current workflow systems and their application in business process reengineering seem to resemble previous work in office information systems (OIS). The purpose of this workshop was to revisit and summarize experiences gained from OIS and to discuss how the workflow field can take advantage of some of the results gathered in office information systems. Commonalities and differences between workflow and office information system were addressed. With connections established, workflow systems and their deployment should be spared some of the problems office information systems encountered. Conceptual problems common to both types of systems might point at unresolved issues that are not yet fully understood in workflow systems. %M C.CSCW.94.1 %T Relationships between CSCW and Software Process %S Workshops %A Balachander Krishnamurthy %A K. Narayanaswamy %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 1 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p1-dewan/p1-dewan.pdf %X For several years, much research has been done independently in both CSCW and Software Process (broadly, support for the collaborative activity of producing software). There is now increased interest in the links between these two research areas. This one-day workshop brought together about 20 leading researchers (with about half from each discipline) to discuss the relationships between CSCW and Software Process. The different research concerns and approaches in Software Process and CSCW were examined. The workshop was the starting point for discussions on relating the research agendas in CSCW and Software Process in such areas as the use of formalized process descriptions, process visualization, style of user interaction with the support environment, monitoring of actual performance of the formal process, and CSCW frameworks for the software process. %M C.CSCW.94.1 %T Collaborative Realtime Process Management %S Workshops %A Yvonne Waern %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 1 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p1-dewan/p1-dewan.pdf %X Several situations in modern working life imply that people have to cooperate in order to handle dynamic systems in real time. Traffic control, emergency management, military command and control as well as process control in industrial plants are the most important examples of such situations. Approaches to such situations require expertise in several domains, particularly social, psychological, educational, and computer science, as well as the domains to be covered. A European COST project has started collecting research experience within this field. The one-day workshop identified key features of, critical needs of and opportunities for integrating computer support into collaborative realtime process management. %M C.CSCW.94.1 %T Approaches to Work Analysis for CSCW Systems Design %S Workshops %A John A. Hughes %A Kjeld Schmidt %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 1-2 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p1-dewan/p1-dewan.pdf %X CSCW has brought in a number of disciplines new to system design, such as sociology and anthropology, as well as encouraging further developments in cognitive science, such as distributed cognition, and in organizational studies, such as activity theory. This has also been associated with the development of 'new' methods for carrying out work analysis to inform design, most notably ethnography. However, approaches need to demonstrate what it is they inform designers of and which aspects of the design process they contribute to. Attendees discussed a range of approaches outlining the theoretical and methodological principles of each and illustrated them from field studies drawn from a variety of domains. %M C.CSCW.94.2 %T Scenario-Based Design Workshop %S Workshops %A Wendy E. Mackay %A Susanne Bodker %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 2 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p1-dewan/p1-dewan.pdf %X This workshop addressed a critique of participatory design: that observational field studies of individual work settings cannot be adequately generalized to provide input for general-purpose CSCW tools. The workshop brought together a diverse group of people who have studied users engaged in real-world cooperative work settings. The participants began by comparing scenarios drawn from their individual experiences and identified both common and unique work practices. They then produced generalized scenarios that highlighted areas most amenable to a general purpose solution, i.e., activities common across work settings, regardless of context. They also identified another, largely overlooked, set of scenarios that require individualized solutions or customizable interfaces, because the activities are more strongly influenced by local work context. The set of generalized scenarios provided a sound basis for designing technology to support these work practices, which can then be improved and extended through participatory design studies. We were interested both in testing the scenario-based design method and in producing useful results that can be incorporated into the ongoing EuroCODE design project. %M C.CSCW.94.2 %T Critical Considerations in the Creation and Control of Personal/Collective Communication Spaces %S Workshops %A Andrew Clement %A Lucy Suchman %A Ina Wagner %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 2 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p1-dewan/p1-dewan.pdf %X The development of CSCW applications generally implies new ways of recording and making available information about individual users' behaviour. Frequently, this is associated with new forms of interpersonal access. This is the case for those working in settings as diverse as team based manufacturing environments and the "media spaces" of research labs. The workshop explored theoretical and practical considerations in developing various forms of communications spaces under the control of the individuals and groups concerned. It began with detailed examination of several realistic scenarios involving privacy/accessibility issues and later identified some general principles that can guide the design of technologies and inform working practices. %M C.CSCW.94.2 %T Video-Mediated Communication: Testing, Evaluation, and Design Implications %S Workshops %A Kate Finn %A Abi Sellen %A Sylvia Wilbur %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 2 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p1-dewan/p1-dewan.pdf %X Video-mediated communication (VMC) has been touted as an invaluable tool for such applications as distance learning, collaboration, and communication. In trying to compare, evaluate, or improve upon these systems, various studies have found widely conflicting conclusions, marked by the absence of a common language or set of metrics. There were two main goals of this workshop: (1) to resolve discrepancies in research findings by comparing methods, metrics, and interpretations of results; and (2) to draft a set of guidelines for designers of VMC systems based on the results of our analysis of the research. The main topics addressed were: VMC evaluation methods, metrics, and terminology; interpretation of research results and assessment of impact of VMC on conversation and collaboration; and implications for design. %M C.CSCW.94.2 %T Where the Rubber Meets the Road: Human Interaction Issues in Technology Supported Environments %S Workshops %A K. C. Burgess Yakemovic %A Michael Harris %A Rebecca Stephens %A Welyne Thomas %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 2-3 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p1-dewan/p1-dewan.pdf %X Several years ago there were few commercially available tools specifically meant to support people working together in group settings. Today there are many, with more becoming available almost daily. However, both developers and users of this technology have pointed to "the people problem" as a significant barrier to achieving the potential effectiveness and efficiency improvements. There are at least two major sources of human interaction problems: pre-existing conditions that the technology reveals, and problems created by the technology. This workshop explored the human issues surrounding the use of technology to support groups and teams. The workshop provided a forum where people with experience using and designing group support technology could identify the "people problems" experienced in the use of group support technology; categorize and, where reasonable, prioritize, these problems; and identify possible solutions or research actions. %M C.CSCW.94.3 %T The Cobbler's Children: How Can and Should We Use CSCW Tools in Our Own Work? %S Workshops %A Robert Halperin %A Kevin Crowston %A Jintae Lee %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 3 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p1-dewan/p1-dewan.pdf %X This year, Lotus Notes and World Wide Web were used as an information sharing and communication vehicle among a large number of the CSCW Program Committee members to support the paper review process. Approximately 45 committee members in 14 states and 7 countries were connected to a Lotus Notes server at the MIT Center for Coordination Science. The committee members used a Lotus Notes application to access information about the approximately 200 papers submitted to CSCW'94, and to compose reviews of assigned papers. Subcommittee chairs then collated the reviews, and carried on a structured discussion in Notes regarding which papers should be accepted, and how the conference and proceedings should be structured. One of the subcommittees experimented with Mosaic for similar tasks. The purpose of this workshop was to explore the practical ways CSCW tools are already being used or might be used by the CSCW research community itself. Participants discussed how CSCW tools can be used to support the research life cycle and how existing research practices and incentive systems promote or impede the wider adoption of CSCW tools in our own work. Several collaborative applications already in use in the CSCW research community were discussed, and debated, and their applicability to the CSCW community considered. %M C.CSCW.94.3 %T Collaborative Hypermedia Systems %S Workshops %A Joerg M. Haake %A Cathy Marshall %A Douglas E. Shackelford %A Uffe K. Wiil %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 3 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p1-dewan/p1-dewan.pdf %X The topic of this workshop was collaborative hypermedia systems and their impact/relevance for CSCW systems. To make hypermedia systems group aware or to exploit hypermedia techniques in collaborative systems, four areas need to be explored: work practice and collaborative hypermedia, layers and services in collaborative hypermedia system architectures, persistent object management in collaborative hypermedia systems, and collaborative hypermedia systems in a larger system context. The above four areas are not completely independent. Rather, they provide different foci for collaborative hypermedia systems. The goal of the workshop was to discuss these issues and thereby to produce a better understanding of the topic as well as to produce an agenda of open research questions together with an indication of possible directions to go, and a list of further areas to be explored. %M C.CSCW.94.3 %T Distributed Systems, Multimedia, and Infrastructure Support in CSCW %S Workshops %A Atul Prakash %A John Riedl %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 3 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p1-dewan/p1-dewan.pdf %X The goal of this workshop was to identify common services needed by CSCW systems and to explore whether the support provided by current generation of distributed systems is satisfactory for developing robust CSCW applications. The topics included design of specific services to support collaborative applications; communication and group membership services to support CSCW systems; access control and security in synchronous and asynchronous CSCW systems; concurrency control and replicated data management in collaborative applications; incorporation of multimedia in CSCW systems; window systems support for building CSCW applications and extensions for supporting multiple media. %M C.CSCW.94.3 %T Software Architectures for Cooperative Systems %S Workshops %A Tom Rodden %A Steve Benford %A Philip Johnson %A Alan Dix %A Simon Kaplan %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 3 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p1-dewan/p1-dewan.pdf %X This workshop focused broadly on architectural issues in CSCW systems, including CSCW frameworks and mechanisms for interoperability. The topics included theoretical models of collaboration that inform the architecture of CSCW systems; issues relating to the architecture of both individual collaboration tools and larger composite collaboration systems; and problem-specific aspects of collaboration architectures such as collaborative user interfaces, new transaction models for collaboration servers and mechanisms for awareness support. %M C.CSCW.94.5 %T CSCW'94 Tutorials %S Tutorials %A Lee Sproull %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 5 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X As we learn more about CSCW, education and professional development can help leverage our knowledge and experience. CSCW'94 tutorials provide a key to this leverage. They cover some of the most important topics in CSCW today, in formats designed for managers, practitioners, educators and researchers. %M C.CSCW.94.5 %T Computer Supported Cooperative Work and Groupware: A Survey of Systems and the Behavioral and Social Issues that Affect Development and Use %S Tutorials %A Jonathan Grudin %A Steven Poltrock %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 5 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X Objective: To survey the definition and scope of the field; the current state of research and development in several application areas; design and evaluation issues, including problems and promising approaches for addressing them. Content: How do we ensure that changes in communication and coordination enhance productivity and job satisfaction? We describe specific challenges that have led to groupware failures and research and development approaches that address them. We illustrate applications through descriptions and numerous videotapes of prototype and commercial systems. We focus on the interplay between technology and group work. %M C.CSCW.94.5 %T Designing Groupware for Realtime Collaboration %S Tutorials %A Tom Brinck %A Ralph D. Hill %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 5 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X Objective: To present an overview of issues involved in designing and implementing synchronous groupware applications. Content: An overview of different types of synchronous groupware applications will be presented, followed by a taxonomy of design issues, with case studies demonstrating alternative architectural choices. Participants will acquire experience through an extensive small-group design exercise. %M C.CSCW.94.5 %T Working Through Meetings: A Framework for Designing Meeting Support %S Tutorials %A John L. Bennett %A John Karat %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 5 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X Objective: Through this tutorial, participants will: understand the importance of partnership for achieving team results in meetings; understand distinctions among various types of meetings and the role of various types of conversations in successful meetings; formulate plans for successful technological support of meetings. Content: Through joining in a series of connected exercises, participants will experience an ad hoc meeting designed to highlight what is important about meetings. Out of this experience, various theories that apply to meetings will become relevant. From an integration of experience and theory, we will explore how technology can be used innovatively and effectively to support meetings. %M C.CSCW.94.5 %T Designing and Implementing Collaborative Applications %S Tutorials %A Prasun Dewan %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 5-6 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X Objective: To summarize important parts of the collaboration design space, and identify and compare collaborative architectures and tools. Content: Survey and examples of collaborative applications, architectures, and tools. %M C.CSCW.94.6 %T Applications of Distributed Hypermedia Technology %S Tutorials %A Rob Akscyn %A Don McCracken %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 6 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X Objective: To provide an in-depth look at how distributed hypermedia technology can be applied to a number of important application areas -- including document development, online publishing, software engineering, law, issue analysis, database engineering and access, and education/training -- with a focus on how to support collaboration work in these areas. Content: Lessons and principles relevant to the development and use of hypermedia will be described both in general terms and by case studies that highlight actual applications developed in a broad range of areas and clientele. %M C.CSCW.94.6 %T Computer Support for Collaborative Learning: Theoretical Foundations %S Tutorials %A Timothy Koschmann %A Claire O'Malley %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 6 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X Objective: To familiarize participants with relevant theories of collaboration in psychology and education and to describe possible roles technology could serve in supporting these theories. Content: Survey of leading theoretical traditions within CSCL including Piagetian sociocognitive learning, constructivist learning, Vygotsky's sociocultural learning, and theories of situated learning. Discussion will highlight the implications of these theories for instruction and technology. %M C.CSCW.94.6 %T Ethnography and Collaborative Systems Development Part 1: Learning to Work Together %S Tutorials %A Dave Randall %A Richard Bentley %A Michael Twidale %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 6 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X Objective: To introduce participants to the nature of ethnographic analysis, its relevance in the collaborative domain, and its use in systems development. Content: An overview of ethnographic methods, issues related to ethnographic practice in the CSCW community, issues related to integrating ethnography and collaborative systems development. %M C.CSCW.94.6 %T "Bifocals" for Participatory Analysis, Design, and Assessment of Work and Computer Systems %S Tutorials %A Michael J. Muller %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 6 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X Objective: To provide hands-on experience in techniques for participatory analysis, design, and assessment. Content: Practicum exercises through which participants will learn both broad-focus and narrow-focus techniques for participatory analysis, design, and assessment. %M C.CSCW.94.6 %T Computer Supported Cooperative Learning: Making it Happen %S Tutorials %A Starr Roxanne Hiltz %A Murray Turoff %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 6-7 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X Objective: To provide examples and practical advice on the promises and pitfalls of asynchronous learning networks. Content: Extended case example of designing, teaching in, and evaluating a collaborative learning environment constructed within a computer conferencing system, steps for putting your classes online, probable developments in the next ten years. %M C.CSCW.94.7 %T CSCW in the Real World: A Management Information Systems Perspective on CSCW %S Tutorials %A M. Lynne Markus %A J. D. Eveland %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 7 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X Objective: To distill insights from the field of Management Information Systems into a form readily accessible to software developers, computer scientists and specialists in computer-human interaction. Content: How the MIS expert sees the world, how organizations acquire and manage information technology, how people in organizations use information technology, and what these realities have to do with the development, purchase, and use of CSCW applications. %M C.CSCW.94.7 %T Networking for Collaboration: Video Telephony and Media Conferencing %S Tutorials %A Robert S. Fish %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 7 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X Objective: To provide a grounding in the fundamentals -- both technical and social -- of video/audio conferencing. Content: This tutorial will offer an introduction to the concepts and terminology of video, audio, digital compression, transmission networks, and station equipment. It will also describe what people like and dislike about these systems and how these networks fit within an organizational context. %M C.CSCW.94.7 %T Collaborative Writing: Practical Problems and Prospective Solutions %S Tutorials %A Jolene Galegher %A Christine Neuwirth %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 7 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X Objective: To describe recent research in collaborative writing; to analyze software designed to solve specific problems in collaborative writing and to make possible new writing relationships. Content: The instructors will interweave contemporary analyses of problems in writing with demonstrations and descriptions of software intended to confront these problems. %M C.CSCW.94.7 %T Computer Support for Collaborative Learning: Applications %S Tutorials %A Timothy Koschmann %A Claire O'Malley %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 7 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X Objective: To offer a detailed survey of types of CSCL applications and to highlight current research issues in CSCL. Content: A series of CSCL applications will be organized and presented via a taxonomy based on the role of the technology and the locus of use. Each application will serve as a case study for discussion. The tutorial will conclude with a survey of current research issues in CSCL. %M C.CSCW.94.7 %T Ethnography and Collaborative Systems Development Part 2: Practical Application in a Commercial Context %S Tutorials %A Dave Randall %A Richard Bentley %A Michael Twidale %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 7-8 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X Objective: To understand the pragmatics of ethnographic analysis in a commercial context. Content: We will extend the ideas embodied in the use of ethnography as a tool for research to consider additional factors necessary for its practical application. We will discuss the complicating factors which influence the form and focus of ethnographic studies in this context, and show how such studies can usefully be applied to needs analysis, system development, system evaluation, and training. %M C.CSCW.94.8 %T Behavioral Evaluation of CSCW Technologies %S Tutorials %A Gary M. Olson %A Judith S. Olson %A Tom Finholt %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 8 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X Objective: To survey techniques of behavioral evaluation that can be used to improve user-centered design, choice among competing applications, and assessment of performance. Content: How to frame behavioral questions in the context of group applications, how to collect data to answer those questions, costs and benefits of alternative methods. %M C.CSCW.94.8 %T Strategies for Encouraging Adoption of Group Technologies %S Tutorials %A Susan E. Rudman %A Ellen Francik %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 8 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X Objective: To provide detailed practical advice for introducing innovative communication systems into organizations. Content: In-depth case studies of the introduction of voice mail in the early 1980's and more recent introduction of multimedia mail and desktop conferencing systems will be used to illustrate the issues. Participants will evaluate a case study for the introduction of desktop video conferencing and are encouraged to bring their own case studies for discussion. %M C.CSCW.94.8 %T The Law of Computer Communications and Networked Communities %S Tutorials %A David Johnson %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 8 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p5-sproull/p5-sproull.pdf %X Objective: To describe the legal environment in which networked communities currently operate and to highlight problem areas in this environment. Content: The tutorial will explore such issues as privacy, piracy, pornography, defamation, liability for negligent behavior, intellectual property rights, protection of proprietary interests in factual data, on line discussions and computer conferencing. %M C.CSCW.94.9 %T CSCW'94 Formal Video Program %S Formal Video Program %A Saul Greenberg %A Beverly Harrison %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 9 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p9-greenberg/p9-greenberg.pdf %X Much of the experimental work in CSCW involves highly interactive systems and complex group interactions. While paper can convey the academic details of CSCW work, video is far more appropriate for capturing the true flavor and details of interactions. The CSCW conference has recognized the importance of video by including a refereed formal video program. These are published as videotapes in the SIGGRAPH Video Review series -- this year's program is in Issue 106, while the CSCW'92 program was in Issue 87. %M C.CSCW.94.9 %T Montage: Multimedia Glances for Distributed Groups %S Formal Video Program: Prototypes and Enabling Technologies %A John C. Tang %A Monica Rua %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 9 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p9-greenberg/p9-greenberg.pdf %X Montage is a research prototype that uses video to help remote collaborators find opportune times to interact with each other. Montage uses momentary, reciprocal glances among networked workstations to make it easy to peek into someone's office. From a Montage glance, users can quickly start a full-featured desktop video conference. If the glance shows that the person is not in her office, Montage provides quick access to browse her on-line calendar, send her e-mail, or send her an electronic note that pops up on her screen. In this way, Montage supports the pre-interaction coordination that is often needed to negotiate a time to establish contact. Montage tries to provide lightweight access to group members while also conveying enough visual and aural cues to enable users to protect their privacy [9]. %M C.CSCW.94.9 %T GroupKit -- A Groupware Toolkit %S Formal Video Program: Prototypes and Enabling Technologies %A Saul Greenberg %A Mark Roseman %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 9 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p9-greenberg/p9-greenberg.pdf %X GroupKit is a toolkit for developing real-time groupware for desktop conferencing. GroupKit developers build groupware applications, such as shared text and graphics editors, games, and meeting support tools. They also build registration interfaces that allow participants to create, join and monitor meetings. The scenes in this video describe GroupKit's design goals, show what an end-user of GroupKit applications may see, step through GroupKit's run-time architecture, illustrate its main programming constructs (multicast remote procedure calls, conference event handling, and groupware widgets), and display different registration interfaces. By presenting a variety of GroupKit applications and discussing their code complexity, we argue that building groupware in GroupKit is only slightly harder than building conventional applications [8]. GroupKit is based upon the Tcl/TK language. It is available via anonymous ftp from: ftp.cpsc.ucalgary.ca /pub/projects/grouplab/software/groupkit %M C.CSCW.94.9 %T Teleporting -- Making Applications Mobile %S Formal Video Program: Prototypes and Enabling Technologies %A Tristan Richardson %A Frazer Bennett %A Glenford Mapp %A Andy Harter %A Andy Hopper %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 9-10 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p9-greenberg/p9-greenberg.pdf %X The ORL TELEPORTING SYSTEM augments the standard X Window System with a mechanism for migrating an individual's computer environment between X displays. TELEPORTING allows people to be mobile within the workplace yet maintain full access to their complete applications environment. TELEPORTING also provides a simple way in which people can share information and work together. The system makes use of ORL's ACTIVE BADGE, which provides location information about personnel and equipment within a building. TELEPORTING is in daily use both within the organisation and in suitably equipped homes. In this way, teleporting makes the movement of an individual's application environment between work and home a simple process. This is a step towards realising universal "follow-me" applications. [7] %M C.CSCW.94.10 %T Courtyard: Integrating a Shared Large Screen and Individual Screens %S Formal Video Program: Applications and Methodologies %A Masayuki Tani %A Masato Horita %A Kimiya Yamaashi %A Koichiro Tanikoshi %A Masayasu Futakawa %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 10 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p9-greenberg/p9-greenberg.pdf %X The operation of complex real-world systems requires that multiple users cooperate in monitoring and controlling large amounts of information. The Courtyard system supports such cooperative work by integrating an overview on a shared large display and per-user detail on individual displays. Courtyard allows a user to move a mouse pointer between the shared and individual screens as though they were contiguous, and to access per-user detailed information on the user's individual screen simply by pointing to an object on the shared screen. Courtyard selects the detailed information according to the tasks assigned to the point user [10]. %M C.CSCW.94.10 %T Combining Reatime Multimedia Conferencing with Hypertext Archives in Distance Education %S Formal Video Program: Applications and Methodologies %A Per Einar Dybvik %A Hakon W. Lie %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 10 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p9-greenberg/p9-greenberg.pdf %X The video demonstrates how real-time multimedia conferencing systems are combined with hypertext archives in a course offered at the University of Oslo. Traditional video conferencing systems transfer audio and video information between sties. However, this is only a limited part of the communication that naturally takes place during a course. Handouts, copies of transparencies and high-quality images are examples of data that are not easily transferable over a video link. By adding a networked hypertext system (World Wide Web) to this setup, we are able to render higher quality text and images in the electronic classrooms. Also, presentations are available for review by students at any time. By combining a hypertext system with real-time multimedia communication, we are seeing the contours of a rich, distributed groupware environment where distance education will thrive [4]. %M C.CSCW.94.10 %T CSCW for Government Work: Polikom-Video %S Formal Video Program: Applications and Methodologies %A Uta Pankoke-Babatz %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 10 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p9-greenberg/p9-greenberg.pdf %X This video is a live performance of a scenario demonstrating telecommunication and telecooperation in a work setting. The scenario shows several geographically distributed members -- located in Bonn and Berlin -- of a government construction commission working on modifications to the parliament building. The integrated use of a variety of system prototypes supporting both asynchronous and real-time cooperation is illustrated. Access and interaction security are managed by SECUDE using smart-card technology. The ACTIVITY ASSISTANT facilitates asynchronous cooperation through coordination of shared to-do lists. The SEPIA hypertext system allows asynchronous and real-time joint editing of documents. Detailed discussions are supported using the LIVE video-conferencing tool. Orientation assistance is provided by the TOSCA organization information system which handles user queries concerning an organization's regulations and responsible cooperation partners [3]. %M C.CSCW.94.10 %T Multimedia Folklore: Capturing Design History and Rationale with Raison d'Etre %S Formal Video Program: Applications and Methodologies %A John M. Carroll %A Mary S. Van Deusen %A Geoff Wheeler %A Sherman Alpert %A John Karat %A Mary Beth Rosson %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 10 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p9-greenberg/p9-greenberg.pdf %X Raison d'Etre is a multimedia design history application. It provides access to a database of video clips containing stories and personal perspectives of design team members, recorded at various times through the course of a project. The system is intended to provide a simple framework for capturing and organizing the informal history and rationale that design teams create and share in the course of their collaboration. Raison d'Etre makes possible a richer and more engaging kind of history and rationale: the personalities and attitudes of the design team members are directly observed and experienced by the user, not merely inferred from the disembodied textual content [1]. %M C.CSCW.94.11 %T Historic Video: A Research Center for Augmenting Human Intellect %S Formal Video Program: Historical Records and Retrospectives %A Douglas C. Engelbart %A William K. English %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 11 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p9-greenberg/p9-greenberg.pdf %X This invited video is an edited record of Douglas Engelbart's historic presentation of the NLS system at the Fall Joint Computer Conference in San Francisco, December 8, 1968. Many concepts in today's interfaces were first introduced and/or demonstrated in NLS. These include word processing, outlining, hierarchical hypermedia, mouse and one-hand keyboards, shared documents, messaging, electronic mail and filtering, video conferencing, and desktop conferencing through shared displays. The video captures what was projected onto a very large screen at the convention center. On stage was Engelbart at the control of NLS, whose output was displayed onto the public screen. Behind the scenes, Bill English and crew manned cameras and signal switchers connecting the convention center to their Menlo Park laboratory 30 miles away [2]. Engelbart's original 1.5 hour presentation was edited for the CSCW'94 video program by Saul Greenberg. %M C.CSCW.94.11 %T CAVECAT: Computer Audio Video Enhanced Collaboration at Toronto %S Formal Video Program: Historical Records and Retrospectives %A Gifford Louie %A Marilyn Mantei %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 11 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p9-greenberg/p9-greenberg.pdf %X The CAVECAT video contains a retrospective of the media space research conducted by the University of Toronto from 1989-1992. The CAVECAT project focused on understanding underlying human communication processes in order to build tools to support these processes at a distance. As such, the tape details the research on meetings and making contact that was done to support conversation, the research on shared work tools that was done to support collaboration, and the research on evaluation tools that were needed to analyze the user communication data we were collecting [6]. %M C.CSCW.94.11 %T Seamless Media Design %S Formal Video Program: Future Visions %A Hiroshi Ishii %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 11 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p9-greenberg/p9-greenberg.pdf %X This is a vision video that illustrates our dreams of the future of ClearBoard for creative collaborative tasks. Our focus of interest is not on the technology, but on how future collaboration media can empower the dynamic process of collaborative creation by people. This video presents three scenes of collaborative creation: a joint drawing by kids, a design session by engineers, and an artistic session by a musician and a painter. The philosophy of "seamless media design" is also described in this video. The envisionment is based on our design experience of the ClearBoard-1 and ClearBoard-2 systems that were presented at CSCW'92 as a paper and a video [5]. %M C.CSCW.94.11 %S Formal Video Program: References %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 11 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p9-greenberg/p9-greenberg.pdf %X See Greenberg & Harrison, p. 9: 1. Carroll, J. M., Alpert, S. R., Karat, J., Van Deusen, M. D., and Rosson, M. B. (1994). Capturing design history and rationale in multimedia narratives. In Proceedings of CHI'94, Boston, April 24-28, pp. 192-197. 2. Engelbart, D. C. and English, W. K. (1968). A research center for augmenting human intellect. Proceedings of the Fall Joint Computer Conference, 33(1), ASIPS Press. Reprinted in Greif, I. (ed.) Computer Supported Cooperative Work: A book of readings. Morgan-Kaufmann, 1988. 3. Hoschka, P., Butscher, B., and Streitz, N. (1992). Telecooperation and telepresence: Technical challenges of a government distributed between Bonn and Berlin. Informatization and the Public Sector, Vol. 2, No. 4, pp. 269-299. 4. Hovig, I. and Lie, H. W. (1993). Teleteaching in a graduate seminar: Practical experiences and a look ahead. In Proceedings of the IFIP TC3 International Conference: Teleteaching 93, Trondheim, Norway, 1993. 5. Ishii, H., Kobayashi, M. and Grudin, J. (1993). Integration of Interpersonal Space and Shared Workspace: ClearBoard Design and Experiments. ACM Transactions on Information Systems, Vol. 11, No. 4, October 1993, ACM, New York, pp. 349-375. 6. Mantei, M. M., Baecker, R. M., Sellen, A. J., Buxton, W. A. S., Milligan, T., and Wellman, B. (1991). Experiences in the use of a media space. In Proceedings of CHI'91, New Orleans, April 28-May 2, pp. 127-138. 7. Richardson, T., Bennett, F., Mapp, G., Hopper, A. (1994). Teleporting in an X Window System Environment. IEEE Personal Communications Magazine, Third Quarter 1994. 8. Roseman, M. and Greenberg, S. (1992). GROUPKIT: A groupware toolkit for building real-time conferencing applications. In Proceedings of the ACM CSCW Conference on Computer Supported Cooperative Work, Toronto, Nov 1-4, pp. 43-50. 9. Tang, J. and Rua, M. (1994). Montage: Providing teleproximity for distributed groups. In Proceedings of CHI'94, Boston, April 24-28, pp. 37-43. 10. Tani, M., Horita, M., Yamaashi, K., Tanikoshi, K. and Futakawa, M. (1994). Courtyard: Integrating shared overview on a large screen and per-user detail on individual screens. In Proceedings of CHI'94, Boston, April 24-28, pp. 44-49. %M C.CSCW.94.13 %T Life and Death of New Technology: Task, Utility and Social Influences on the Use of a Communication Medium %S From Video Phoning to Video Interacting %A Robert E. Kraut %A Colleen Cool %A Ronald E. Rice %A Robert S. Fish %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 13-21 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p13-kraut/p13-kraut.pdf %X This field experiment investigates individual, structural and social influences on the use of two video telephone systems. One system flourished, while an equivalent system died. We use a time series design and multiple data sources to test media richness theory, critical mass theory, and social influence theories about new media use. Results show that the fit between tasks and features of the communications medium influences use to a degree, but cannot explain why only one system survived. Critical mass -- the numbers of people one can reach on a system -- and social influence -- the norms that grow up around a new medium -- can explain this phenomenon. %M C.CSCW.94.23 %T Supporting Distributed Groups with a Montage of Lightweight Interactions %S From Video Phoning to Video Interacting %A John C. Tang %A Ellen A. Isaacs %A Monica Rua %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 23-34 %K Awareness, Media space, Informal communication, Video, Remote collaboration %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p23-tang/p23-tang.pdf %X The Montage prototype provides lightweight audio-video glances among distributed collaborators and integrates other applications for coordinating future contact. We studied a distributed group across three conditions: before installing Montage, with Montage, and after removing Montage. We collected quantitative measures of usage as well as videotape and user perception data. We found that the group used Montage glances for short, lightweight interactions that were like face-to-face conversations in many respects. Yet like the phone, Montage offered convenient access to other people without leaving the office. Most glances revealed that the person was not available, so it was important to integrate other tools for coordinating future interaction. Montage did not appear to displace the use of e-mail, voice-mail, or scheduled meetings. %M C.CSCW.94.35 %T GestureCam: A Video Communication System for Sympathetic Remote Collaboration %S From Video Phoning to Video Interacting %A Hideaki Kuzuoka %A Toshio Kosuge %A Masatomo Tanaka %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 35-43 %K Remote collaboration, CSCW, Groupware, Field of view, Video-mediated communication, Confidence in transmission, Sympathy, SharedView, GestureCam %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p35-kuzuoka/p35-kuzuoka.pdf %X An approach supporting spatial workspace collaboration via a video-mediated communication system is described. Based on experimental results, the following were determined to be the system requirements to support spatial workspace collaboration: independency of a field of view, predictability, confidence in transmission and sympathy toward the system. Additionally, a newly developed camera system, the GestureCam System, is introduced. A camera is mounted on an actuator with three degrees of freedom. It is controlled by master-slave method or by a touch-sensitive CRT. Also, a laser pointer is mounted to assist with remote pointing. Preliminary experiments were conducted and the results are described herein. %M C.CSCW.94.45 %T From Implementation to Design: Tailoring and the Emergence of Systematization in CSCW %S Tailoring CSCW Systems to Organizations %A Randall H. Trigg %A Susanne Bodker %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 45-54 %K Tailoring, Customization, Emergent use of standard technology, Development and use of shared standards %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p45-trigg/p45-trigg.pdf %X In this paper, we look at how people working in a governmental labor inspection agency tailor their shared PC environment. Starting with standard off-the-shelf software, the tailors adapt that software to the particular workplace in which they are embedded, at the same time that they modify and extend the practices of that workplace. Over time, their adaptations and the tailoring processes themselves become structured and systematized within the organization. This tendency toward systematization is in part a response to the requirement that the results of tailoring be sharable across groups of users. Our study focuses on several dimensions of the work of tailoring: construction, organizational change, learning, and politics. We draw two kinds of lessons for system development: how better to support the work of tailors, and how system developers can learn from and cooperate with tailors. %M C.CSCW.94.55 %T Helping CSCW Applications Succeed: The Role of Mediators in the Context of Use %S Tailoring CSCW Systems to Organizations %A Kazuo Okamura %A Masayo Fujimoto %A Wanda J. Orlikowski %A JoAnne Yates %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 55-65 %K Computer conferencing system, Contextualizing technology, Intervention, Technology use %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p55-okamura/p55-okamura.pdf %X This study found that the use of a computer conferencing system in an R&D lab was significantly shaped by a set of intervening actors -- mediators -- who actively guided and manipulated the technology and its use over time. These mediators adapted the technology to its initial context and shaped user interaction with it; over time, they continued to modify the technology and influence use patterns to respond to changing circumstances. We argue that well-managed mediation may be a useful mechanism for shaping technologies to evolving contexts of use, and that it extends our understanding of the powerful role that intervenors can play in helping CSCW applications succeed. %M C.CSCW.94.67 %T Exploring Obstacles: Integrating CSCW in Evolving Organisations %S Tailoring CSCW Systems to Organizations %A Yvonne Rogers %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 67-77 %K CSCW systems, Implementation, Evaluation, Situation use, Conceptual framework, Field studies %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p67-rogers/p67-rogers.pdf %X Integrating CSCW systems to organisations is highly complex. This paper examines the co-evolution process involved in tailoring a CSCW system to fit in with the current organisational structure, whilst concurrently adapting the working practices to enable the system to support collaboration. A study is presented which analyses the various obstacles and inequities that ensue when a multi-user system is implemented in a company. To facilitate the management and resolution of the emergent problems, a preliminary conceptual framework is outlined. Finally, a case is presented for involving intermediaries in helping companies customise CSCW systems and adapt their work practices. %M C.CSCW.94.79 %T A Conceptual Model of Groupware %S Models of Cooperative Work %A Clarence (Skip) Ellis %A Jacques Wainer %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 79-88 %K Groupware, CSCW, Collaboration technology, System modelling, Ontological model, Coordination model, User interface model %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p79-ellis/p79-ellis.pdf %X This paper discusses a conceptual model of groupware consisting of three complementary components or models: a description of the objects and operations on these objects available in the system; a description of the activities (and their orderings) that the users of the system can perform; and a description of the interface of users with the system, and with other users. %M C.CSCW.94.89 %T Situating Conversations within the Language/Action Perspective: The Milan Conversation Model %S Models of Cooperative Work %A Giorgio De Michelis %A M. Antonietta Grasso %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 89-100 %K Language/action perspective, Conversation, Work process, Commitment %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p89-de_michelis/p89-de_michelis.pdf %X The debate on the language/action perspective has been receiving attention in the CSCW field for almost ten years. In this paper, we recall the most relevant issues raised during this debate, and propose a new exploitation of the language/action perspective by considering it from the viewpoint of understanding the complexity of communication within work processes and the situatedness of work practices. On this basis, we have defined a new conversation model, the Milan Conversation Model, and we are designing a new conversation handler to implement it. %M C.CSCW.94.101 %T The Organization of Cooperative Work: Beyond the "Leviathan" Conception of the Organization of Cooperative Work %S Models of Cooperative Work %A Kjeld Schmidt %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 101-112 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p101-schmidt/p101-schmidt.pdf %X This paper examines the relationship between cooperative work and the wider organizational context. The purpose of the exploration is not to contribute to organizational theory in general, but to critique the transaction cost approach to organizational theory from the point of view of cooperative work. The paper posits that the formal conception of organization -- organization conceived of in terms of "common ownership" -- is inadequate as a conceptual foundation for embedding CSCW systems in a wider organizational context. The design of CSCW systems for real-world application must move beyond the bounds of organizational forms conceived of in terms of "common ownership." %M C.CSCW.94.113 %T Experiences with Workflow Management: Issues for the Next Generation %S Workflow and Information Sharing %A Kenneth R. Abbott %A Sunil K. Sarin %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 113-120 %K Workflow, Business process reengineering %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p113-abbott/p113-abbott.pdf %X Workflow management is a technology that is considered strategically important by many businesses, and its market growth shows no signs of abating. It is, however, often viewed with skepticism by the research community, conjuring up visions of oppressed workers performing rigidly-defined tasks on an assembly line. Although the potential for abuse no doubt exists, workflow management can instead be used to help individuals manage their work and to provide a clear context for performing that work. A key challenge in the realization of this ideal is the reconciliation of workflow process models and software with the rich variety of activities and behaviors that comprise "real" work. Our experiences with the InConcert workflow management system are used as a basis for outlining several issues that will need to be addressed in meeting this challenge. This is intended as an invitation to CSCW researchers to influence this important technology in a constructive manner by drawing on research and experience. %M C.CSCW.94.121 %T Interpreted Collaboration Protocols and Their Use in Groupware Prototyping %S Workflow and Information Sharing %A Richard Furuta %A P. David Stotts %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 121-131 %K Dynamic protocol, Moderated meeting, Trellis, Process-based hypertext/hypermedia, Colored Petri net, Coordination structure, Formal methods %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p121-furuta/p121-furuta.pdf %X The correct and timely creation of systems for coordination of group work depends on the ability to express, analyze, and experiment with protocols for managing multiple work threads. We present an evolution of the Trellis model that provides a formal basis for prototyping the coordination structure of a collaboration system. In Trellis, group interaction protocols are represented separately from the interface processes that use them for coordination. Protocols are interpreted (rather than compiled into applications) so group interactions can be changed as a collaborative task progresses. Changes can be made either by a person editing the protocol specification "on the fly" or by a silent "observation" process that participates in an application solely to perform behavioral adaptations. Trellis uniquely mixes hypermedia browsing with collaboration support. We term this combination a hyperprogram, and we say that a hyperprogram integrates the description of a collaborative task with the information required for that task. As illustration, we describe a protocol for a moderated meeting and show a Trellis prototype conference tool controlled by this protocol. %M C.CSCW.94.133 %T Experience with the Virtual Notebook System: Abstraction in Hypertext %S Workflow and Information Sharing %A Jerry Fowler %A Donald G. Baker %A Ross Dargahi %A Vram Kouramajian %A Hillary Gilson %A Kevin Brook Long %A Cynthia Petermann %A G. Anthony Gorry %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 133-143 %K CSCW, Collaboration, Consortium, Dexter model, Hypertext, Memento, Metaphor, VNS, VOM %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p133-fowler/p133-fowler.pdf %X The Virtual Notebook System (VNS) is a distributed collaborative hypertext system that has made a successful transition from research prototype to commercial product. Experience in developing and deploying the VNS in diverse settings including biomedical research, undergraduate education, and collaborative system prototyping has developed insight into the use of systems for computer-supported cooperative work (CSCW). This paper provides a brief overview of the VNS, discusses some of its strengths and weaknesses with respect to collaboration, and draws some conclusions about the impact of metaphor and extensibility on the collaborative process. %M C.CSCW.94.145 %T Computer Support for Distributed Collaborative Writing: Defining Parameters of Interaction %S Collaborative Editing and Reviewing %A Christine M. Neuwirth %A David S. Kaufer %A Ravinder Chandhok %A James H. Morris %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 145-152 %K Parameters of interaction, Synchronous/asynchronous, Collaborative writing, Computer-supported cooperative work %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p145-neuwirth/p145-neuwirth.pdf %X This paper reports research to define a sat of interaction parameters that collaborative writers will find useful. Our approach is to provide parameters of interaction and to locate the decision of how to set the parameters with the users. What is new in this paper is the progress we have made outlining task management parameters, notification, scenarios of use, as well as some implementation architectures. %M C.CSCW.94.153 %T DistView: Support for Building Efficient Collaborative Applications using Replicated Active Objects %S Collaborative Editing and Reviewing %A Atul Prakash %A Hyong Sop Shim %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 153-164 %K Groupware, Multi-user interfaces, Collaboration technology, Shared windows, Active objects, Distributed objects, Replicated objects, Concurrency control %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p153-prakash/p153-prakash.pdf %X The ability to share synchronized views of interactions with an application is critical to supporting synchronous collaboration. This paper suggests a simple synchronous collaboration paradigm in which the sharing of the views of user/application interactions occurs at the window level within a multi-user, multi-window application. The paradigm is incorporated in a toolkit, DistView, that allows some of the application windows to be shared at a fine-level of granularity, while still allowing other application windows to be private. The toolkit is intended for supporting synchronous collaboration over wide-area networks. To keep bandwidth requirements and interactive response time low in such networks, DistView uses an object-level replication scheme, in which the application and interface objects that need to be shared among users are replicated. We discuss the design of DistView and present our preliminary experience with a prototype version of the system. %M C.CSCW.94.165 %T Duplex: A Distributed Collaborative Editing Environment in Large Scale %S Collaborative Editing and Reviewing %A Francois Pacull %A Alain Sandoz %A Andre Schiper %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 165-173 %K Collaborative editing, Distributed groupware, Large scale networks, Concurrency control %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p165-pacull/p165-pacull.pdf %X DUPLEX is a distributed collaborative editor for users connected through a large-scale environment such as the Internet. Large-scale implies heterogeneity, unpredictable communication delays and failures, and inefficient implementations of techniques traditionally used for collaborative editing in local area networks. To cope with these unfavorable conditions, DUPLEX proposes a model based on splitting the document into independent parts, maintained individually and replicated by a kernel. Users act on document parts and interact with co-authors using a local environment providing a safe store and recovery mechanisms against failures or divergence with co-authors. Communication is reduced to a minimum, allowing disconnected operation. Atomicity, concurrency, and replica control are confined to a manageable small context. %M C.CSCW.94.175 %T GroupLens: An Open Architecture for Collaborative Filtering of Netnews %S Sharing Information and Creating Meaning %A Paul Resnick %A Neophytos Iacovou %A Mitesh Suchak %A Peter Bergstrom %A John Riedl %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 175-186 %K Collaborative filtering, Information filtering, Electronic bulletin boards, Social filtering, Usenet, Netnews, User model, Selective dissemination of information %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p175-resnick/p175-resnick.pdf %X Collaborative filters help people make choices based on the opinions of other people. GroupLens is a system for collaborative filtering of netnews, to help people find articles they will like in the huge stream of available articles. News reader clients display predicted scores and make it easy for users to rate articles after they read them. Rating servers, called Better Bit Bureaus, gather and disseminate the ratings. The rating servers predict scores based on the heuristic that people who agreed in the past will probably agree again. Users can protect their privacy by entering ratings under pseudonyms, without reducing the effectiveness of the score prediction. The entire architecture is open: alternative software for news clients and Better Bit Bureaus can be developed independently and can interoperate with the components we have developed. %M C.CSCW.94.187 %T Computer Supported Collaborative Learning Using CLARE: The Approach and Experimental Findings %S Sharing Information and Creating Meaning %A Dadong Wan %A Philip M. Johnson %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 187-198 %K Computer supported collaborative learning, collaborative work, Knowledge representation, Knowledge construction, Meaningful learning %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p187-wan/p187-wan.pdf %X Current collaborative learning systems focus on maximizing shared information. However, "meaningful learning" is not simply information sharing but, more importantly, knowledge construction. CLARE is a computer-supported learning environment that facilitates meaningful learning through collaborative knowledge construction. CLARE provides a semi-formal representation language called RESRA and an explicit process model called SECAI. Experimental evaluation through 300 hours of classroom usage indicates that CLARE does support meaningful learning, and that a major bottleneck to computer-mediated knowledge construction is summarization. Lessons learned through the design and evaluation of CLARE provide new insights into both collaborative learning systems and collaborative learning theories. %M C.CSCW.94.199 %T Meaning-Making in the Creation of Useful Summary Reports %S Sharing Information and Creating Meaning %A Barbara Katzenberg %A John McDermott %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 199-206 %K Summary reports, Spreadsheets, Meaning-making, Conversation analysis, Ethnography %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p199-katzenberg/p199-katzenberg.pdf %X Summary reports are the periodic assemblings of text, numbers, and other data, drawn from diverse sources to present a picture of some aspect of an organization's state. They have become ubiquitous in organizations with the advent of computers, but are not always as useful as their readers would like them to be. This paper focuses on the meaning-making work that report contributors and readers must do in order for reports to be useful and presents some examples drawn from everyday interactions in a business unit of a large corporation. The paper uses these examples as a foundation for asking what it might mean to purposefully support meaning-making in organizational reporting. %M C.CSCW.94.207 %T Real Time Groupware as a Distributed System: Concurrency Control and its Effect on the Interface %S Technologies for Sharing I %A Saul Greenberg %A David Marwood %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 207-217 %K Real time groupware, Computer supported cooperative work, Distributed systems, Concurrency control algorithms %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p207-greenberg/p207-greenberg.pdf %X This paper exposes the concurrency control problem in groupware when it is implemented as a distributed system. Traditional concurrency control methods cannot be applied directly to groupware because system interactions include people as well as computers. Methods, such as locking, serialization, and their degree of optimism, are shown to have quite different impacts on the interface and how operations are displayed and perceived by group members. The paper considers both human and technical considerations that designers should ponder before choosing a particular concurrency control method. It also reviews our work-in-progress designing and implementing a library of concurrency schemes in GROUPKIT, a groupware toolkit. %M C.CSCW.94.219 %T The Use of Adapters to Support Cooperative Sharing %S Technologies for Sharing I %A Jonathan Trevor %A Tom Rodden %A John Mariani %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 219-230 %K Information sharing, Distributed systems support, Cooperative systems infrastructure %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p219-trevor/p219-trevor.pdf %X This paper examines the importance of providing effective management of sharing in cooperative systems and argues for a specialised service to support the cooperative aspects of information sharing. The relationship between features of the cooperative shared object service and existing services is briefly examined. A number of management services of particular importance to CSCW systems are identified. The paper presents a technique of realising a shared object service by augmenting existing object facilities to provide management of their cooperative use. These facilities are realised through object adapters that provide additional cooperative facilities and greater control over the supporting infrastructure. %M C.CSCW.94.231 %T A Flexible Object Merging Framework %S Technologies for Sharing I %A Jonathan P. Munson %A Prasun Dewan %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 231-242 %K Diff, Flexible coupling, Optimistic concurrency control, Merging, Undo, Versions %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p231-munson/p231-munson.pdf %X The need to merge different versions of an object to a common state arises in collaborative computing due to several reasons including optimistic concurrency control, asynchronous coupling, and absence of access control. We have developed a flexible object merging framework that allows definition of the merge policy based on the particular application and the context of the collaborative activity. It performs automatic, semi-automatic, and interactive merges, supports semantics-determined merges, operates on objects with arbitrary structure and semantics, and allows fine-grained specification of merge policies. It is based on an existing collaborative applications framework and consists of a merge matrix, which defines merge functions and their parameters and allows definition of multiple merge policies, and a merge algorithm, which performs the merge based on the results computed by the merge functions. In conjunction with our framework we introduce a set of merge policies for several useful kinds of merges we have identified. This paper motivates the need for a general approach to merging, identifies some important merging issues, surveys previous research in merging, identifies a list of merge requirements, describes our merging framework and illustrates it with examples, and evaluates the framework with respect to the requirements and other research efforts in merging objects. %M C.CSCW.94.243 %T Augmenting the Organizational Memory: A Field Study of Answer Garden %S Studies of Cooperative Work I %A Mark S. Ackerman %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 243-252 %K Computer-supported cooperative work, Organizational memory, Corporate memory, Group Memory, Information retrieval, Information access, Information systems, CSCW %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p243-ackerman/p243-ackerman.pdf %X A growing concern for organizations and groups has been to augment their knowledge and expertise. One such augmentation is to provide an organizational memory, some record of the organization's knowledge. However, relatively little is known about how computer systems might enhance organizational, group, or community memory. This paper presents findings from a field study of one such organizational memory system, the Answer Garden. The paper discusses the usage data and qualitative evaluations from the field study, and then draws a set of lessons for next-generation organizational memory systems. %M C.CSCW.94.253 %T Steps Towards an Ecology of Infrastructure: Complex Problems in Design and Access for Large-Scale Collaborative Systems %S Studies of Cooperative Work I %A Susan Leigh Star %A Karen Ruhleder %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 253-264 %K Infrastructure, Collaboratory, Organizational computing, Participatory design, Ethnography %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p253-star/p253-star.pdf %X This paper analyzes the initial phases of a large-scale custom software effort, the Worm Community System (WCS), a collaborative system designed for a geographically dispersed community of geneticists. Despite high user satisfaction with the system and interface, and extensive user feedback and analysis, many users experienced difficulties in signing on and use, ranging from simple lack of resources to complex organizational and intellectual tradeoffs. Using Bateson's levels of learning, we characterize these as levels of infrastructural complexity which challenge both users and developers. Usage problems may result from different perceptions of this complexity in different organizational contexts. %M C.CSCW.94.265 %T The Role of "Help Networks" in Facilitating Use of CSCW Tools %S Studies of Cooperative Work I %A J. D. Eveland %A Anita Blanchard %A William Brown %A Jennifer Mattocks %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 265-274 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p265-eveland/p265-eveland.pdf %X The pattern of CSCW system users helping other users to resolve problems and make more effective use of such tools has been observed in a variety of settings, but little is known about how help patterns develop or their effects. Results from a pre-post study of the implementation of CSCW tools among university faculty, staff and administration indicate that the network of helping relationships is largely disaggregated and generally follows work group alignments rather than technical specialization. A relatively small group of "high providers" is responsible for most help to users, and tends to act as a liaison between central support staff and work group members. These providers are not systematically different from other personnel except in terms of their expertise. Implications of these findings for the development and cultivation of help relationships in support of CSCW are developed. %M C.CSCW.94.275 %T Working with "Constant Interruption": CSCW and the Small Office %S Studies of Cooperative Work II %A Mark Rouncefield %A John A. Hughes %A Tom Rodden %A Stephen Viller %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 275-286 %K Cooperative systems, Information sharing, Observational studies of work, Systems development %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p275-rouncefield/p275-rouncefield.pdf %X Ethnographic studies of CSCW have often seemed to involve the investigation of relatively large-scale and highly specific systems, consequently ignoring the small office within which many people spend much of their working lives and which is a major site for the introduction and implementation of IT. This paper is concerned with a "quick and dirty" ethnographic study of a small office that was considering the introduction of greater levels of IT. Generic features of office work are outlined: the process of work in a small office and its recurrent features, notably the massive volume of paperwork; the importance of local knowledge in the accomplishment of work; and the phenomenon of "constant interruption." This paper suggests that despite the obvious contrasts with work settings analysed in other ethnographic studies, similar features of cooperative work can be observed in the small office. It further suggests that the issues of cooperation and the sociality of work cannot be ignored even in small-scale system design. %M C.CSCW.94.287 %T The Work to Make a Network Work: Studying CSCW in Action %S Studies of Cooperative Work II %A John Bowers %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 287-298 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p287-bowers/p287-bowers.pdf %X This paper reports on a field study of the procurement, implementation and use of a local area network devoted to running CSCW-related applications in an organization within the U.K.'s central government. In this particular case, the network ran into a number of difficulties, was resisted by its potential users for a variety of reasons, was faced with being withdrawn from service on a number of occasions and (at the time of writing) remains only partly used. The study points to the kinds of problems that a project to introduce computer support for cooperative work to an actual organization is likely to face and a series of concepts are offered to help manage the complexity of these problems. In so doing, this paper adds to and extends previous studies of CSCW tools in action but also argues that experience from the field should be used to re-organise the research agenda of CSCW. %M C.CSCW.94.299 %T The Effects of Interactive Graphics and Text on Social Influence in Computer-Mediated Small Groups %S Studies of Cooperative Work II %A Jozsef A. Toth %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 299-310 %K Computer-mediated small group, Discourse analysis, Human factors, Interactive computer graphics, Perceptual and cognitive persistence, Small group decision-making, Social influence %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p299-toth/p299-toth.pdf %X Computer-mediated small group research has focused efforts on the medium of electronically networked text-based messages. An experiment which instead combines a synchronous text-based messaging medium with two-dimensional interactive computer graphics is detailed. Three-person groups participated in a risk-taking choice-dilemma task involving a discussion of the dilemma and consensus attainment. The groups' prediscussion and postdiscussion opinions were collected. Two conditions, one where groups received graphics-based feedback of their individual prediscussion opinions, and a second, which included a graphical representation of the prediscussion average, were coupled with a text-based communication medium. The text-based medium, without interactive graphics, served as control. In the condition involving the graphical prediscussion opinions and average, groups sent proportionately more messages containing persuasive-style arguments and proportionately fewer messages containing normative-style arguments. In the graphical condition without the average, roughly the inverse was found to occur. In the control, the discussion parameters fell proportionately between the two graphics conditions. In both graphics conditions, the first discussant to advocate a decision proposal had a stronger influence on the group decision than in the control. The data suggests that the inclusion of two-dimensional graphics can either augment or inhibit normative and informational forms of social influence during the group decision-making process. %M C.CSCW.94.311 %T Communication Control in Computer Supported Cooperative Work Systems %S Technologies for Sharing II %A Robert Simon %A Robert Sclabassi %A Taieb Znati %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 311-321 %K CSCW, Group communication, Multimedia, Network connection management %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p311-simon/p311-simon.pdf %X This paper presents AlphaDeltaPhi-groups (ADP-group) as a communication tool for connection level management in distributed CSCW systems. In order to accurately model CSCW communication patterns, an ADP-group is a related set of cooperating processes whose communication is supported by allowing a spectrum of quality-of-service, message delivery reliability, atomicity and causal ordering options to co-exist within the same group. ADP-group communication provides appropriate connection management support and network control within distributed CSCW environments characterized by a heterogeneous mixture of equipment types, network performance and user activity levels. This efficiency is achieved by defining a small set of canonical group communication operations, by automatically making appropriate connections between data sources and sinks, and by using a receiver-based method of connection specification, monitoring and modification. %M C.CSCW.94.323 %T Session Management for Collaborative Applications %S Technologies for Sharing II %A W. Keith Edwards %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 323-330 %K Computer-supported cooperative work, Collaboration support environments, Session management, Itermezzo %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p323-edwards/p323-edwards.pdf %X Session management systems for collaborative applications have required a great deal of reimplementation work by developers because they have been typically created on a case-by-case basis. Further, artifacts of this development process have limited the flexibility of session management systems and their ability to cooperate across applications, resulting in the fairly formalized, heavy-weight session management found in most collaborative systems today. We present a model for a light-weight form of session management, the theoretical foundation for this model (based on the sharing of information about user and system activity), and details of a collaboration support environment which implements our session management model. %M C.CSCW.94.331 %T Integrating Communication, Cooperation and Awareness: The DIVA Virtual Office Environment %S Technologies for Sharing II %A Markus Sohlenkamp %A Greg Chwelos %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 331-343 %K Groupware, Communication, Cooperation, Awareness, Synchronous/asynchronous, Virtual office, Integration, CSCW %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p331-sohlenkamp/p331-sohlenkamp.pdf %X DIVA, a novel environment for group work, is presented. This prototype virtual office environment provides support for communication, cooperation, and awareness in both the synchronous and asynchronous modes, smoothly integrated into a simple and intuitive interface which may be viewed as a replacement for the standard graphical user interface desktop. In order to utilize the skills that people have acquired through years of shared work in real offices, DIVA is modeled after the standard office, abstracting elements of physical offices required to support collaborative work: people, rooms, desks, and documents. %M C.CSCW.94.345 %T DOLPHIN: Integrated Meeting Support Across Local and Remote Desktop Environments and LiveBoards %S Supporting Meetings %A Norbert A. Streitz %A Jorg Geissler %A Jorg M. Haake %A Jeroen Hol %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 345-358 %K Electronic meeting rooms, Document-based cooperation, Shared workspaces, Collaborative writing/drawing, Brainstorming, Planning, Hypermedia, Pen-based interaction, Interactive whiteboards %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p345-streitz/p345-streitz.pdf %X This paper describes DOLPHIN, a fully group aware application designed to provide computer support for different types of meetings: face-to-face meetings with a large interactive electronic whiteboard with or without networked computers provided for the participants, extensions of these meetings with remote participants at their desktop computers connected via computer and audio/video networks, and/or participants in a second meeting room also provided with an electronic whiteboard as well as networked computers. DOLPHIN supports the creation and manipulation of informal structures (e.g., freehand drawings, handwritten scribbles), formal structures (e.g., hypermedia documents with typed nodes and links), their coexistence, and their transformation. %M C.CSCW.94.359 %T Meet Your Destiny: A Non-Manipulable Meeting Scheduler %S Supporting Meetings %A Eithan Ephrati %A Gilad Zlotkin %A Jeffrey S. Rosenschein %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 359-371 %K Meetings scheduling, Game theory %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p359-ephrati/p359-ephrati.pdf %X In this paper we present three scheduling mechanisms that are manipulation-proof for closed systems. The amount of information that each user must encode in the mechanism increases with the complexity of the mechanism. On the other hand, the more complex the mechanism is, the more it maintains the privacy of the users. The first mechanism is a centralized, calendar-oriented one. It is the least computationally complex of the three, but does not maintain user privacy. The second is a distributed meeting-oriented mechanism that maintains user privacy, but at the cost of greater computational complexity. The third mechanism, while being the most complex, maintains user privacy (for the most part) and allows users to have the greatest influence on the resulting schedule. %M C.CSCW.94.373 %T Automated Assistance for the Telemeeting Lifecycle %S Supporting Meetings %A Neil W. Bergmann %A J. Craig Mudge %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 373-384 %K CSCW, Group work, Automated assistance %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p373-bergmann/p373-bergmann.pdf %X We analyse eighteen months of national and international deployment of a prototype telemeeting system supporting synchronous remote meetings which make extensive use of shared documents as well as video and audio conferencing. Logistics of a telemeeting include scheduling people and equipment, document format conversion, pre-sending documents, training, equipment and call setup, and meeting followup. The logistics burden is much larger than expected and can be a barrier to adoption of telemeeting technology. Using a process model that recognises moving between solo and group, asynchronous and synchronous work modes, the paper explores the amenability of individual logistics tasks to automated assistance, proposes a framework for such assistance, and develops a set of design principles. %M C.CSCW.94.385 %T Multiparty Videoconferencing at Virtual Social Distance: MAJIC Design %S Video Conferencing %A Ken-ichi Okada %A Fumihiko Maeda %A Yusuke Ichikawaa %A Yutaka Matsushita %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 385-393 %K MAJIC, Multi-party videoconferencing, Multiple eye contact, Gaze awareness, Groupware, Networked realities, Tele-presence %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p385-okada/p385-okada.pdf %X This paper describes the design and implementation of MAJIC, a multi-party videoconferencing system that projects life-size video images of participants onto a large curved screen as if users in various locations are attending a meeting together and sitting around a table. MAJIC also supports multiple eye contact among the participants and awareness of the direction of the participants' gaze. Hence, users can carry on a discussion in a manner comparable to face-to-face meetings. We made video-tape recordings of about twenty visitors who used the prototype of MAJIC at the Nikkei Collaboration Fair in Tokyo. Our initial observations based on this experiment are also reported in this paper. %M C.CSCW.94.395 %T High Performance Infrastructure for Visually-Intensive CSCW Applications %S Video Conferencing %A Stephen Zabele %A Steven L. Rohall %A Ralph L. Vinciguerra %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 395-403 %K CSCW infrastructure, Reliable multicast, Scalable architecture %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p395-zabele/p395-zabele.pdf %X We describe a scalable CSCW infrastructure designed to handle heavy-weight data sets, such as extremely large images and video. Scalability is achieved through exclusive use of reliable and unreliable multicast protocols. The infrastructure uses a replicated architecture rather than a centralized architecture, both to reduce latency and to improve responsiveness. Use of 1) reliable (multicast) transport of absolute, rather than relative, information sets, 2) time stamps, and 3) a last-in-wins policy provide coherency often lacking in replicated architectures. The infrastructure allows users to toggle between WYSIWIS and non-WYSIWIS modes. That, coupled with effective use of multicast groups, allows greatly improved responsiveness and performance for managing heavy-weight data. %M C.CSCW.94.405 %T A Forum for Supporting Interactive Presentations to Distributed Audiences %S Video Conferencing %A Ellen A. Isaacs %A Trevor Morris %A Thomas K. Rodriguez %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 405-416 %K Broadcast video, Distributed presentations, Distance learning, Remote collaboration, User interface design, Multimedia %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p405-isaacs/p405-isaacs.pdf %X Computer technology is available to build video-based tools for supporting presentations to distributed audiences, but it is unclear how such an environment affects participants' ability to interact and to learn. We built and tested a tool called Forum that broadcasts live audio, video and slides from a speaker, and enables audiences to interact with the speaker and other audience members in a variety of ways. The challenge was to enable effective interactions while overcoming obstacles introduced by the distributed nature of the environment, the large size of the group, and the asymmetric roles of the participants. Forum was most successful in enabling effective presentations in cases when the topic sparked a great deal of audience participation or when the purpose of the talk was mostly informational and did not require a great deal of interaction. We are exploring ways to enhance Forum to expand the effectiveness of this technology. %M C.CSCW.94.417 %T The Limits of Ethnography: Combining Social Sciences for CSCW %S Ethnographic Methodologies %A Dan Shapiro %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 417-428 %K CSCW, Interdisciplinary relations, Ethnography, Ethnomethodology, Cognitive science, Participative design, Distributed cognition %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p417-shapiro/p417-shapiro.pdf %X This paper addresses some of the divergences between social sciences, and proposes the development of hybrid forms of participation in CSCW. It offers a critique of the theoretical isolationism of some ethnomethodological ethnography. It reviews the prospects for interdisciplinary collaboration, and seeks to motivate it with some "core propositions" which expose the inescapable character of the problems (although not necessarily of the solutions) which are "owned" by different disciplines. It illustrates hybrid forms with discussion of some issues in two areas: the cognitive versus the ethnographic; it further describes the politics of participation. %M C.CSCW.94.429 %T Moving Out from the Control Room: Ethnography in System Design %S Ethnographic Methodologies %A John Hughes %A Val King %A Tom Rodden %A Hans Andersen %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 429-439 %K Systems design and development, Ethnographic study, Design methods, Studies of work %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p429-hughes/p429-hughes.pdf %X Ethnography has gained considerable prominence as a technique for informing CSCW systems development of the nature of work. Experiences of ethnography reported to date have focused on the use of prolonged on-going ethnography to inform systems design. A considerable number of these studies have taken place within constrained and focused work domain. This paper reflects more generally on the experiences of using ethnography across a number of different projects and in a variety of domains of study. We identify a number of ways in which we have used ethnography to inform design and consider the benefits and problems of each. %M C.CSCW.94.441 %T Situated Evaluation for Cooperative Systems %S Ethnographic Methodologies %A Michael Twidale %A David Randall %A Richard Bentley %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 441-452 %K Evaluation, Ethnographic observation, Rapid prototyping, Multi-user interface design, Air traffic control %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p441-twidale/p441-twidale.pdf %X This paper discusses an evaluation of the MEAD prototype, a multi-user interface generator tool particularly for use in the context of Air Traffic Control (ATC). The procedures we adopted took the form of opportunistic and informal evaluation sessions with small user groups, including Air Traffic Controllers (ATCOs). We argue that informal procedures are a powerful and cost effective method for dealing with specific evaluation issues in the context of CSCW but that wider issues are more problematic. Most notably, identifying the "validity" or otherwise of CSCW systems requires that the context of use be taken seriously, necessitating a fundamental re-appraisal of the concept of evaluation. %M C.CSCW.94.453 %T The Role of CSCW Technology in Ad Hoc Groups %S Special Session Panel %A Kate Ehrlich %A Sara Bly %A Jonathan Grudin %A Chris Schmandt %A Andrea Saveri %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 453-454 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p453-ehrlich/p453-ehrlich.pdf %M C.CSCW.94.455 %T Corporate Memory: What Does it Mean in Today's Organizations? %S Panels %A Joanne Yates %A Jeff Conklin %A Marjorie Horton %A Gerardine DeSanctis %A Peter Rothstein %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 455-456 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p455-yates/p455-yates.pdf %M C.CSCW.94.457 %T Groupware and Open Information Networks: Are They Ready to Merge or are They Competing for the Same Turf? %S Plenary Panel %A Terry Winograd %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 457 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p457-winograd/p457-winograd.pdf %M C.CSCW.94.459 %T CSCW and K-12 Education: Will Technology "Take Off" Once it's Used for Collaboration? %S Panels %A Irene Greif %A Beverly Hunter %A D. Midian Kurland %A Peter Rowley %A Steve Reder %B Proceedings of ACM CSCW'94 Conference on Computer-Supported Cooperative Work %D 1994 %P 459-460 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/192844/p459-greif/p459-greif.pdf %M C.CSCW.96.1 %T CSCW'96 Workshops %S Workshops %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %E Simon Kaplan %E Lisa Neal %D 1996 %P 1-2 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p1-kaplan/p1-kaplan.pdf %M C.CSCW.96.1 %T Extending CSCW into Domestic Environments %S Workshops %A Jon O'Brien %A John Hughes %A Mark Ackerman %A Debby Hindus %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 1 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p1-kaplan/p1-kaplan.pdf %X This half-day workshop will aim to build a community of interest and research agenda around extending CSCW methods and technologies to home settings. Relevant issues include the coordination of activities in public and private spaces; shared resource technologies; distributed coordination in and between households and the role of technology in everyday life. %M C.CSCW.96.1 %T Approaches for Distributed Learning through Computer Supported Collaborative Learning %S Workshops %A Marla Capozzi %A Peter Rothstein %A Kathleen Curley %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 1 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p1-kaplan/p1-kaplan.pdf %X This half-day workshop will explore current and future CSCW tools, approaches, and methodologies for distributed learning through Computer Supported Cooperative Learning. We'll focus on understanding distributed learning in comparison with other forms of traditional and technology-supported learning as well as understanding social and cultural structures, facilitation and other factors that affect effective learning processes. %M C.CSCW.96.1 %T CSCW and Organizational Learning %S Workshops %A Liam Bannon %A Giorgio De Michelis %A Paal Soergaard %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 1 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p1-kaplan/p1-kaplan.pdf %X This workshop aims to bring together people engaged in the study of the relationships between organizational learning and CSCW to present and discuss their ideas and findings. Issues will include conceptual frameworks; the role of organizational learning in getting the work done; empirical studies of the relation between organizational learning and CSCW; methods for developing applications that support organizational learning; and the relationship between studies of organizational learning and studies of organizational memory. %M C.CSCW.96.1 %T CSCW and the Internet %S Workshops %A Sara Bly %A Susan Anderson %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 1 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p1-kaplan/p1-kaplan.pdf %X This full-day workshop will focus on understanding the range of ways in which the Internet and the Web are being used for collaboration, on the communities using it, and on how (and what) CSCW tools are appearing in this domain. The workshop will strive to characterize current on-line collaborations and their underlying technologies and to outline the implications of these for CSCW and distributed groups more generally. %M C.CSCW.96.1 %T Commercial Use of Meetingware %S Workshops %A Michele Cresmen %A Robin Lampert %A Kathy Ryan %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 1 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p1-kaplan/p1-kaplan.pdf %X This full-day workshop focuses on applications of meetingware within commercial settings. Our aim is to share information among people with experience in implementing groupware within organizations, and to share our knowledge about new meeting technologies and practices. %M C.CSCW.96.2 %T Introducing Groupware into Organizations: What Leads to Successes and Failures? %S Workshops %A Gloria Mark %A Wolfgang Prinz %A Volker Wulf %A Vidar Hepsoe %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 2 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p1-kaplan/p1-kaplan.pdf %X This full-day workshop is intended for designers, researchers, and decision-makers to discuss and compare their experiences with designing and introducing groupware in an organizational context. Considering the impact that groupware has had on collaboration in recent years, there are relatively few published studies on experiences with introducing groupware. With so few comparisons, it is difficult to develop an appropriate framework which could guide its introduction. Yet it is important not only to understand successes and failures with methods, but also design and methodology compromises that groupware implementers must live with. Workshop participants shall present and discuss their experiences with requirement analysis, design and realization, training, user support/mediation, roles in the design team, and user acceptance. One goal of the workshop is to identify commonalities between different methods associated with successes and problems in order to move in the direction of developing approaches that will benefit users in system adaptation. An important issue here will be to view the introduction of groupware as an integrated organizational and technological development, i.e., a design of technology, work, and organizations. %M C.CSCW.96.2 %T Integrating Personal and Community Recommendations in Collaborative Filtering %S Workshops %A Joseph A. Konstan %A Krishna Bharat %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 2 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p1-kaplan/p1-kaplan.pdf %X This full-day workshop will bring together researchers and practitioners to explore techniques for integrating personal and community recommendations into CSCW systems. Personal recommendations are tailored to an individual user, while community recommendations reflect the values or tastes of a broader community of users. %M C.CSCW.96.2 %T Tacit Knowledge: Icebergs in Collaborative Design %S Workshops %A Brent N. Reeves %A Frank Shipman %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 2 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p1-kaplan/p1-kaplan.pdf %X This full-day workshop provides a forum for discussing experiences and issues related to tacit knowledge in the use and design of collaborative systems. We invite attendees to discuss how to elicit tacit knowledge; the value of tacit knowledge to social practices; systems which support identifying, facilitating and revealing tacit knowledge; and difficulties and successes pertaining to the topic. %M C.CSCW.96.2 %T Strategies for Collaborative Modeling and Simulation %S Workshops %A Albert M. Selvin %A Maarten Sierhuis %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 2 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p1-kaplan/p1-kaplan.pdf %X Participants will explore methods of increasing the quality and depth of cross-functional team participation in collaborative computer-supported modeling and simulation efforts. The workshop will focus on improving collaboration in approaches such as discrete event simulation, system dynamics, workflow modeling, and others. %M C.CSCW.96.2 %T Design and Use of MUDs for Serious Purposes %S Workshops %A Yvonne Waern %A Daniel Pargman %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 2 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p1-kaplan/p1-kaplan.pdf %X This workshop will investigate MUDs and their relationship to other CSCW systems, with a special focus on design issues. We will explore MUDs now available on the Internet, the role of users in MUD design, evaluation methods, and visions of the future. %M C.CSCW.96.2 %T Widening the Net: The Theory and Practice of Physical and Electronic Communities %S Workshops %A Steve Whittaker %A Ellen Isaacs %A Vicki O'Day %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 2 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p1-kaplan/p1-kaplan.pdf %X This 1.5 day workshop will bring together designers and researchers working on on-line communities, to discuss: (a) Existing understanding of real-world communities; (b) Experiences with the behaviour, implementation and design of on-line communities; (c) Lessons from "traditional" CSCW systems. We will develop design goals for such communities and identify outstanding research issues. %M C.CSCW.96.3 %T CSCW'96 Tutorials %S Tutorials %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %E Lee Sproull %E Amy Pearl %D 1996 %P 3-6 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %M C.CSCW.96.3 %T An Introduction to the Internet and How It Can be Used for Collaboration for K-12 Teachers %S Tutorials %A Nicole Yankelovich %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 3 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %X This tutorial will provide a simple overview of the Internet for K-12 teachers with no Internet experience. It will demonstrate many useful resources that teachers can find on the Internet to use directly in their classrooms or in working with other teachers. It will explain how to get started using the Internet and will provide free admission to The Boston Computer Museum. %M C.CSCW.96.3 %T CSCW Overview %S Tutorials %A Jonathan Grudin %A Steven E. Poltrock %A John Patterson %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 3 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %X To provide an organized and entertaining overview of the world of CSCW for newcomers to the field. We will offer a framework for understanding CSCW as a research domain, a management opportunity, and a business challenge. We will analyze some of the great successes and great disasters in CSCW. We will provide an overview of the CSCW conference, including Sunday's tutorial program, and will suggest how to learn more about CSCW. We will conclude with refreshments and an opportunity to meet many of the conference participants. %M C.CSCW.96.3 %T CSCW, Groupware and Workflow: Experiences, State of Art and Future Trends %S Tutorials %A Steven E. Poltrock %A Jonathan Grudin %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 3 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %X This tutorial draws on the experiences of the participants and instructors with groupware and workflow technologies, and with CSCW issues and methods, to construct an informed picture of what is happening and possible. To lectures and video-taped illustrations of commercial systems and research prototypes we have added structured subgroup activity by participants. We cover the multi-disciplinary nature of CSCW; emerging groupware products and research that support communication, collaboration, and coordination; and behavioral, social, and organizational challenges to developing, acquiring, or using these technologies, and approaches that can lead to success. %M C.CSCW.96.3 %T Using the Java Programming Environment to Build Collaborative Applications %S Tutorials %A Jim Waldo %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 3 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %X The morning session will focus on the Java language, Java safety and security, and the Java object model. The afternoon session will focus on doing collaborative applications in the Java environment, emphasizing such class libraries as those for remote method invocation, object serialization, and multi-media presentation and collaboration. %M C.CSCW.96.4 %T Designing and Implementing Collaborative Applications %S Tutorials %A Prasun Dewan %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 4 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %X This tutorial will address the design and implementation of collaborative applications. The design space will be described using the dimensions of session management, coupling, user awareness, and undo/redo. We will examine tools for building collaborative applications including shared window systems, toolkits, and object-oriented frameworks. Then we will examine the implementation space of collaborative applications using the dimensions of layering, replication, distribution, concurrency, collaboration awareness, and algorithms for supporting consistency. At the end of the tutorial, the audience will be able to understand the motivation for collaborative applications, summarize important parts of the collaboration design and implementation space, and identify and compare collaborative architectures and tools. %M C.CSCW.96.4 %T Developing Collaborative Applications Using the World Wide Web Shell %S Tutorials %A Alison Lee %A Andreas Girgensohn %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 4 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %X The tutorial discusses how to develop collaborative applications using the WWW Shell as a rapid prototyping and development platform. Using an example collaborative application, we introduce particular development topics to illustrate the suitability of the WWW Shell and its use. Also, we discuss recent additions in functionality as well as constraints with the WWW Shell approach. %M C.CSCW.96.4 %T An Introduction to Distributed Cognition: Analyzing the Organizational, the Social and the Cognitive for Designing and Implementing CSCW Applications %S Tutorials %A Christine Halverson %A Yvonne Rogers %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 4 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %X This tutorial will give a detailed overview of the theoretical and methodological framework of distributed cognition. Detailed case studies will be presented to demonstrate how it can be applied to the design and implementation of CSCW systems. Participants will then put into practice the theory and methodology through hands-on group exercises using video material of actual and hypothetical work settings. %M C.CSCW.96.4 %T Working through Meetings: A Framework for Designing Meeting Support %S Tutorials %A John Bennett %A John Karat %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 4 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %X Through this tutorial, participants will: understand distinctions among various types of meetings and the role of various types of conversations in successful meetings; understand the importance of partnership for achieving team results in meetings; formulate plans for successful technological support for meetings. Participants will experience, through a series of connected exercises, an ad hoc meeting designed to highlight what is important about meetings. Out of this experience, various theories that apply to meetings will become relevant. From an integration of experience and theory, we will explore how technology can be used innovatively and effectively to support meetings. %M C.CSCW.96.5 %T Asynchronous Learning Networks: The Theory and Practice of Collaborative Learning Online %S Tutorials %A Starr Roxanne Hiltz %A Murray Turoff %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 5 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %X This tutorial will survey major efforts in asynchronous learning networks and will explore detailed examples of successful projects at the college and K-12 levels. It will then consider a variety of practical issues including steps for putting classes on-line; how to function as an "electronic professor"; how to handle logistical issues. The tutorial will conclude with a discussion of probable developments in the next ten years. %M C.CSCW.96.5 %T Ethnography and Systems Development: Bounding the Intersection %S Tutorials %A Dave Randall %A Mark Roucefield %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 5 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %X Participants will learn the relevance of ethnographic analysis for capturing social complexity and its relationship to other social investigation methods for systems development in cooperative environments in the morning session. The afternoon session will specify and elaborate the problems inherent in integrating ethnographic methods with systems development. These problems will be highlighted through examination of data from the instructors' own research in air traffic control and retail financial services. %M C.CSCW.96.5 %T A Hands-On Introduction to Collaborative Filtering %S Tutorials %A Brad Miller %A John Riedl %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 5 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %X The morning session will introduce the concepts of information filtering develop a taxonomy of the techniques used and take a detailed look at present and historical applications of collaborative filtering technology. The afternoon session will investigate design issues including algorithms for making recommendations, obtaining user ratings, privacy, communications, and data storage. %M C.CSCW.96.5 %T Cooperative Information Systems: A Research Agenda %S Tutorials %A Matthais Jarke %A John Mylopoulos %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 5 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %X The tutorial proposes a generic architecture for Cooperative Information Systems which consists of four layers: the system layer which includes legacy systems, a system integration layer, a human cooperation layer, and an organizational layer. For each, the tutorial will review fundamental concepts, promising research directions, and open questions. The concepts will be illustrated with detailed case studies from production and service industries and with results from ongoing research efforts. %M C.CSCW.96.5 %T Behavioral Evaluation of CSCW Technologies %S Tutorials %A Tom Finholt %A Gary Olson %A Judy Olson %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 5 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %X Evaluating CSCW systems is much more difficult than evaluating single-user systems because of the additional group and organizational factors. Behavioral evaluation consists of having people use CSCW technologies under appropriate conditions and gathering either qualitative or quantitative information about their behavior. We will examine a variety of methods, including case studies, large scale field studies, surveys, and laboratory studies. %M C.CSCW.96.6 %T Community Networks %S Tutorials %A John Carroll %A Carmen Sears %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 6 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %X This tutorial will survey community networks (such as Berkeley community Memory and the Cleveland Freenet) focusing on how they may impact human activities and institutions. The tutorial offers a tour of the Blacksburg Electronic Village both to demonstrate one networked community in action and to illustrate important design decisions for any networked community. %M C.CSCW.96.6 %T Networking for Collaboration: Video Telephony and Media Conferencing %S Tutorials %A Rob Fish %A Bob Kraut %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 6 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %X This tutorial will explain how video/audio networks are built and how they are typically used. An introduction to the concepts and terminology of video, audio, digital compression, transmission networks, and station equipment is provided. Participants can expect to learn what people like and dislike about these systems, and the avenues that are being explored to overcome their shortcomings. %M C.CSCW.96.6 %T Law in Cyberspace %S Tutorials %A David Post %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 6 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %X The tutorial will explore the following issues regarding law on the global network: copyright and trademark law, privacy, free speech and "obscenity," defamation, protection of proprietary interests in factual data, and computer contracts. %M C.CSCW.96.6 %T Business Process Reengineering and its Role in Developing CSCW Applications %S Tutorials %A Frank von Martial %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 6 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p3-sproull/p3-sproull.pdf %X This tutorial provides an introduction into Business Process Reengineering (BPR) on its own and as a technique for developing CSCW applications. It will address such questions as: How can the workflow in a customer oriented organization be modeled? What are the implications for business process management systems? %M C.CSCW.96.7 %T GroupWeb: A Groupware Web Browser %S Video Program %A Saul Greenberg %A Mark Roseman %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 7 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p7-greenberg/p7-greenberg.pdf %X GroupWeb is a prototype browser that allows group members to visually share and navigate World Wide Web pages in real time. Its groupware features include document and view slaving for synchronizing information sharing, telepointers for enacting gestures, and relaxed "what you see is what I see" views to handle display differences. A groupware text editor lets groups create and attach annotations to pages. An immediate application of GroupWeb is as a presentation tool for real time distance education and conferencing. The video illustrates GroupWeb and all its features. %M C.CSCW.96.7 %T ARGUS: An Active Awareness System Using Computer-Controlled Multiple Cameras %S Video Program %A Tomoaki Kawai %A Yuichi Bannai %A Hideyuki Tamura %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 7 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p7-greenberg/p7-greenberg.pdf %X ARGUS is a prototype system which achieves awareness before starting face-to-face communication by utilizing multiple far-end controllable cameras on a broadband network. A user desiring awareness information can change camera directions and angular fields of view at will in order to get the desired image. We call this active control of cameras to acquire awareness information "active awareness." Camera locations and viewing fields can be quickly grasped by camera icons on the Map Viewer, which shows the actual office layout. ARGUS has a merit to provide both wide area views and close, detailed views via the control of remote cameras. However, the privacy of people may be violated, for example, through extreme magnification. Therefore, it is very important to carefully consider the camera placement and usage. We have modeled office environments and have introduced two camera types: private cameras and public cameras. The aim of the former type is to catch a personal view whereas the aim of the latter type is to monitor common spaces. To protect privacy, ARGUS has several levels of access restrictions for each of these camera types. In this video, we describe the policy and implementation of ARGUS from the viewpoints of user interface and privacy. %M C.CSCW.96.7 %T InterSpace Project -- CyberCampus %S Video Program %A Shohei Sugawara %A Norihiko Matsuura %A Yoichi Kato %A Keiichi Sasaki %A Michita Imai %A Takashi Yamana %A Yasuyuki Kiyosue %A Kazunori Shimamura %A Tomoaki Tanaka %A Takashi Nishimura %A Carol Leick %A Tim Takeuchi %A Gen Suzuki %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 7 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p7-greenberg/p7-greenberg.pdf %X InterSpace is a revolutionary communication environment that allows users the flexibility of multi-modal interaction. People in InterSpace communicate using audio as well as video interaction in a three dimensional world. Remote terminals are connected to a central server via networks. Facial image, audio, and proximity, are processed and sent out to the remote terminals to enable multi-modal communication in a virtual world. InterSpace technology comes a step closer to bridging the gap between virtual reality and real world experiences. We conducted a trial service, CyberCampus, based on the InterSpace platform. Individual actions can now be shared with other users as you explore, talk, shop, learn, and experience the many facets of CyberCampus. Environments related to entertainment, distance learning, on-line shopping, and advertisement are currently being explored in CyberCampus with unlimited expansion capabilities. CyberCampus debuted in September 1995 and has been hosted by several universities and businesses in the San Francisco area. Preliminary usage suggests that multi-user, multi-modal interaction has a prominent role in the future of telecommunications. %M C.CSCW.96.8 %T Prairie: A Conceptual Framework for a Virtual Organization %S Video Program %A Stephen H. Sato %A Anatole V. Gershman %A Kishore S. Swaminathan %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 8 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p7-greenberg/p7-greenberg.pdf %X Prairie is a simulation prototype or vision, demonstrating how individuals may work together in a virtual work environment designed for a whole enterprise. Prairie addresses various organizational and social issues exacerbated by distance and time. By using the concept of communities and by extending physical interaction cues to others across distance and time, we demonstrate possible solutions to these issues. In Prairie, people and information are organized into communities. The communities are organized into mission-based (organizational units), goal-based (project teams) and interest-based (special interest groups) hierarchies for ease of navigation. A worker may alternately navigate to communities by using personal links from their private virtual desktops. Each community has two areas. One area contains the information germane to a community, that is pushed or pulled depending on the nature of the information. Each community also has an area with a shared view where community members can meet or congregate. Presence in these community areas range from seeing thumbnail photos to holding a video-conference. The shared view facilitates ad hoc, informal interactions which are important for maintaining and building social networks and organizational culture. We believe the framework for Prairie is flexible, integrated, and scaleable so it can be adapted to model other organizations, communities, and processes. %M C.CSCW.96.8 %T Supporting Workspace Awareness in Groupware %S Video Program %A Carl Gutwin %A Saul Greenberg %A Mark Roseman %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 8 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p7-greenberg/p7-greenberg.pdf %X Real-time groupware systems often let each participant control their own view into a shared workspace. However, when collaborators do not share the same view they lose their awareness about where and how others are interacting with the workspace artifacts. We have designed a number of add-on awareness windows that help people regain this awareness. Two general strategies and several variations are illustrated in this video that extend work done in a few other groupware systems. First, radar overviews shrink the entire workspace to fit within a single window. Awareness is indicated by overlaying the overview with boxes representing others' viewports, by telepointers that show where they are working, and by seeing changes to objects in the workspace as they are made. The workspace can be represented within the radar overview as a scaled miniature, by stylized objects, or by its semantic structure. Second, two types of detailed views show some or all of what another person can see, providing awareness of fine-grained details of others' actions. %M C.CSCW.96.8 %T Applying Distortion-Oriented Displays to Groupware %S Video Program %A Saul Greenberg %A Carl Gutwin %A Andrew Cockburn %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 8-9 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p7-greenberg/p7-greenberg.pdf %X Real time groupware systems are now moving away from strict view-sharing and towards relaxed "what-you-see-is-what-I-see" interfaces, where distributed participants in a real time session can view different parts of a shared visual workspace. As with strict view-sharing, people using relaxed-WYSIWIS require a sense of workspace awareness -- the up-to-the-minute knowledge about another person's interactions with the shared workspace. The problem is deciding how to provide a user with an appropriate level of awareness of what other participants are doing when they are working in different areas of the workspace. In this video, we illustrate distortion oriented displays as a novel way of providing this awareness. These displays, which employ magnification lenses and fisheye view techniques, show global context and local detail within a single window, provide both peripheral and detailed awareness of other participants' actions. Three prototypes are presented as examples of groupware distortion-oriented displays. The head-up lens uses a see-through lens to show full-sized local detail in the foreground, and a miniature overview showing global context in the background. The offset lens employs a magnifying lens to show detail over a miniature overview. The fisheye text viewer provides people with detail of what everyone is doing through multiple focal points, one for each participant. %M C.CSCW.96.9 %T GestureCam: A Video Communication System to Support Spatial Workspace Collaboration %S Video Program %A Hideaki Kuzuoka %A Gen Ishimoda %A Yushi Nishimura %A Yoshihiro Nakada %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 9 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p7-greenberg/p7-greenberg.pdf %X In this paper, the collaboration in the real three-dimensional environment is defined as spatial workspace collaboration, and an experimental system, GestureCam, is presented which supports spatial workspace collaboration via a video-mediated communication. The GestureCam system has an ability to look around a remote site, an ability of remote pointing, and an ability to support gaze awareness, all of which are the essential system requirements for spatial workspace collaboration. The GestureCam consists of an actuator with three degrees of freedom and a video camera mounted on the actuator. The actuators can be controlled by a master-slave method, by a touch-sensitive CRT, or by a gyro sensor. Also, a laser pointer is mounted on an actuator to assist remote pointing. The experiments with human subjects are also shown in the video. %M C.CSCW.96.9 %T MAJIC and DesktopMAJIC Conferencing System %S Video Program %A Ken-ichi Okada %A Shunsuke Tanaka %A Yutaka Matsushita %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 9 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p7-greenberg/p7-greenberg.pdf %X This video shows a multiparty videoconferencing system "MAJIC" and a multiparty desktop conferencing system "DesktopMAJIC". MAJIC is composed of 2 video cameras, 2 video projectors, a one-way transparent screen, and a tilted workstation forming a desk. Life-size video images of participants are projected without boundaries onto a large curved screen as if users in remote locations are sitting around a table attending a meeting together. MAJIC supports gaze awareness and multiple eye-contact among the participants. Moreover, a shared work space is provided at the center, enabling users to carry on a discussion in a manner comparable to face-to-face meetings. Although MAJIC is very effective, it needs a high speed network and special facilities. DesktopMAJIC is implemented on a conventional computer workstation, and supports pseudo gaze awareness and pseudo hand action. Still-picture portraits of the user in 9 different gaze directions are sent to every DesktopMAJIC in advance, and an appropriate one is dynamically selected during the conference to reflect where the user is paying attention. Moreover, other participants' mouse cursors on the shared application window are linked to their portrait window, allowing each user to intuitively see which cursor belongs to whom. Since DesktopMAJIC does not need a high speed network, it may work smoothly even in a telephone or wireless network environment. %M C.CSCW.96.9 %T Collaborative Wearable Systems Research and Evaluation %S Video Program %A Jane Siegel %A Robert E. Kraut %A Mark D. Miller %A David J. Kaplan %A Malcolm Bauer %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 9-10 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p7-greenberg/p7-greenberg.pdf %X An interdisciplinary research group at Carnegie Mellon University (CMU) is investigating the design and usefulness of mobile CSCW systems for the support of distributed diagnosis, repair, and redesign of large vehicles, such as aircraft and trains. These systems incorporate diagnostic aids, online maintenance manuals, schematic drawings, and telecommunications that allow workers to access both stored information and interactive help from remote experts. This videotape illustrates the problem area and some wearable computer prototypes. It describes some of the field work we have done documenting the value of collaboration when workers are diagnosing and repairing complex equipment. Our laboratory experiments investigate whether wireless video capabilities are useful. One prototype incorporates both shared computer-based information (an on-line repair manual) and a shared view of the non-computerized work space (a video feed from a head-mounted camera). Experiments so far show that communication with a remote expert improves the speed and quality of repairs, but that shared video does not. Video does, however, affect how collaborators coordinate their behavior, for example by allowing a pair to be less verbally explicit. The videotape illustrates how a collaborative pair can exploit both shared data sources to communicate more effectively. %M C.CSCW.96.10 %T The MIT Design Studio of the Future: Virtual Design Review %S Video Program %A Seraj Bharwani %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 10 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p7-greenberg/p7-greenberg.pdf %X The MIT Design Studio of the Future is an interdisciplinary effort to focus on geographically distributed electronic design and work group collaboration issues. The physical elements of this virtual studio comprise networked computer and videoconferencing connections among electronic design studios at MIT in Civil and Environmental Engineering, Architecture and Planning, Mechanical Engineering, the Lab for Computer Science, and the Rapid Prototyping Lab, with WAN and other electronic connections to industry partners and sponsors to take advantage of non-local expertise and to introduce real design and construction and manufacturing problems into the equation. This prototype collaborative design network is known as StudioNet. The project is looking at aspects of the design process to determine how advanced technologies impact the process. The first experiment within the electronic studio setting was the "virtual design review", wherein jurors for the final design review were located in geographically distributed sites. The video captures the results of that project, as does a paper recently published in the journal Architectural Research Quarterly (Cambridge, UK; Vol. 1, No. 2; Dec. 1995). %M C.CSCW.96.10 %T From Electronic Whiteboards to Distributed Meetings: Extending the Scope of DOLPHIN %S Video Program %A Ajit Bapat %A Jorg Geisler %A David Hicks %A Norbert Streitz %A Daniel Tietze %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 10 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p7-greenberg/p7-greenberg.pdf %X This video demonstrates different aspects of the DOLPHIN cooperative hypermedia environment in the context of electronic meeting rooms. There are three parts. First, the basic functionality of DOLPHIN for electronic whiteboards is demonstrated. This includes the pen-based user-interface for creating informal structures such as scribbling, freehand sketching, and the creation of nodes and links. Interaction for frequently used operations is based on gesture-recognition. Second, it shows how DOLPHIN supports different aspects of meetings including the processes in the pre-, in-, and post-meeting phases. During the meeting, participants can use computers mounted in the meeting room table. Thus, everybody can access and modify information on the public space displayed on the whiteboard while sitting at the table. They can also engage in parallel private work which can be shared with the group later on. The third part demonstrates how DOLPHIN can be used to support meetings between two groups in physically distributed meeting rooms. Shared workspaces are complemented by audio/ video connections between the rooms. It is noted that DOLPHIN can also be used in distributed desktop-based situations. Streitz, N., Geissler, J. Haake, J., Hol, J. (1994). DOLPHIN: Integrated meeting support across LiveBoards, local and remote desktop environments. Proceedings of CSCW'94, pp.345-358. %M C.CSCW.96.11 %T Policies and Roles in Collaborative Applications %S Language Support for Groupware %A W. Keith Edwards %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 11-20 %K Computer-supported cooperative work, Policies, Roles, Infrastructure, Access control, Intermezzo %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p11-edwards/p11-edwards.pdf %X Collaborative systems provide a rich but potentially chaotic environment for their users. This paper presents a system that allows users to control collaboration by enacting policies that serve as general guidelines to restrict and define the behavior of the system in reaction to the state of the world. Policies are described in terms of access control rights on data objects, and are assigned to groups of users called roles. Roles represent not only statically-defined collections of users, but also dynamic descriptions of users that are evaluated as applications are run. This run-time aspect of roles allows them to react flexibly to the dynamism inherent in collaboration. We present a specification language for describing roles and policies, as well as a number of common "real-world" policies that can be applied to collaborative settings. %M C.CSCW.96.21 %T DCWPL: A Programming Language for Describing Collaborative Work %S Language Support for Groupware %A Mauricio Cortes %A Prateek Mishra %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 21-29 %K CSCW, Groupware, Programming languages, Coordination, Reengineering, Distributed systems %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p21-cortes/p21-cortes.pdf %X A difficult issue in the development of groupware applications is the specification of control and coordination mechanisms to handle the execution of common tasks on shared resources. The definition of these mechanisms depend on several factors, such as the current group of participants, their shared resources, tasks, and goals. These factors can change dynamically requiring coordination mechanisms to be updated at runtime. We propose that a collaborative program be divided into two main components, a computational program that models the shareable artifacts (e.g. pen, blackboard), and a coordination program that specifies the way these artifacts need to be shared. The main advantage of this approach is that coordination programs can be easily modified, often without any change to the computational program. We are developing a coordination language and its runtime interpreter that allows the specification of coordination mechanisms separately from computational programs. %M C.CSCW.96.30 %T Designing Object-Oriented Synchronous Groupware with COAST %S Language Support for Groupware %A Christian Schuckmann %A Lutz Kirchner %A Jan Schummer %A Jorg M. Haake %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 30-38 %K Toolkit, Synchronous collaboration, Groupware, Replicated objects, Sessions, Display updating, Concurrency control %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p30-schuckmann/p30-schuckmann.pdf %X This paper introduces COAST, an object-oriented toolkit for the development of synchronous groupware, which enhances the usability and simplifies the development of such applications. COAST offers basic and generic components for the design of synchronous groupware and is complemented by a methodology for groupware development. Basic features of the toolkit include transaction-controlled access to replicated shared objects, transparent replication management, and a fully optimistic concurrency control. Development support is provided by a session concept supporting the flexible coupling of shared objects' aspects between concurrent users and by a fully transparent updating concept for displays which is based on declarative programming. %M C.CSCW.96.39 %T Identifying and Analyzing Multiple Threads in Computer-Mediated and Face-to-Face Conversations %S Synchronous Work I %A Susan E. McDaniel %A Gary M. Olson %A Joseph C. Magee %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 39-47 %K Collaboratory, Computer-mediated communication, Multiple threads of discourse %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p39-mcdaniel/p39-mcdaniel.pdf %X We compared face-to-face (FTF) and computer-mediated (CMC) conversations among small groups of scientists carrying out data collection campaigns. We found multiple threads of conversation in both settings, but this was much more extensive in the CMC cases. The two kinds of conversation were very similar in content and nature of participation, but differed in their temporal flow. The software that supported the CMC conversations allowed interactions that were quite similar in character to the FTF situations. The low incidence of thread confusions and the potential value of overhearing useful conversations does not seem to warrant providing technology in the CMC situation to split apart conversational threads. %M C.CSCW.96.48 %T Voice Loops as Cooperative Aids in Space Shuttle Mission Control %S Synchronous Work I %A Jennifer C. Watts %A David D. Woods %A James M. Corban %A Emily S. Patterson %A Ronald L. Kerr %A LaDessa C. Hicks %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 48-56 %K Voice loops, Space shuttle mission control, Control rooms, Coordination, Ethnography %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p48-watts/p48-watts.pdf %X In domains like air traffic management, aircraft carrier operations, and space mission control, practitioners coordinate their activities through voice loops that allow communication among groups of people who are spatially separate. Voice loops have evolved into essential coordination support tools for experienced practitioners in space shuttle mission control, as well as other domains. We describe how voice loops support the coordination of activities and cognitive processes in event-driven domains like space shuttle mission control. We discuss how the loops help flight controllers synchronize their activities and integrate information, and how they facilitate directed communication and support the negotiation of interruptions. In addition, we suggest factors like attentional cues, implicit protocols, and the structure and features of the loops, which might govern the success of voice loops in the mission control domain. Our results should provide insight into the important functions that should be considered in the development of systems intended to support cooperative work. %M C.CSCW.96.57 %T Collaboration in Performance of Physical Tasks: Effects on Outcomes and Communication %S Synchronous Work I %A Robert E. Kraut %A Mark D. Miller %A Jane Siegel %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 57-66 %K Wearable computers, Empirical studies, Collaborative work, Conversation, Media effects, Vehicle maintenance %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p57-kraut/p57-kraut.pdf %X We report an empirical study of people using mobile collaborative systems to support maintenance tasks on a bicycle. Results show that field workers make repairs more quickly and accurately when they have a remote expert helping them. Some pairs were connected by a shared video system, where the video camera focused on the active workspace and they communicated with full duplex audio. For other pairs, either the video was eliminated or the audio was reduced to half duplex (but not both). Pairs' success at collaboration did not vary with the communication technology. However, the manner in which they coordinated advice-giving did vary with the communication technology. In particular, help was more proactive and coordination was less explicit when the pairs had video connections. The results show the value of collaboration, but raise questions about the interaction of communication media and conversational coordination on task performance. %M C.CSCW.96.67 %T Re-Place-ing Space: The Roles of Place and Space in Collaborative Systems %S Learning from Space and Place %A Steve Harrison %A Paul Dourish %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 67-76 %K Space, Place, Media space, Virtual reality, MUDs, Metaphor %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p67-harrison/p67-harrison.pdf %X Many collaborative and communicative environments use notions of "space" and spatial organisation to facilitate and structure interaction. We argue that a focus on spatial models is misplaced. Drawing on understandings from architecture and urban design, as well as from our own research findings, we highlight the critical distinction between "space" and "place". While designers use spatial models to support interaction, we show how it is actually a notion of "place" which frames interactive behaviour. This leads us to re-evaluate spatial systems, and discuss how "place", rather than "space", can support CSCW design. %M C.CSCW.96.77 %T Shared Spaces: Transportation, Artificiality, and Spatiality %S Learning from Space and Place %A Steve Benford %A Chris Brown %A Gail Reynard %A Chris Greenhalgh %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 77-86 %K Shared spaces, Virtual reality, Mediaspaces %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p77-benford/p77-benford.pdf %X We review current spatial approaches to CSCW (mediaspaces, spatial video conferencing, collaborative virtual environments and telepresence) and classify them along the proposed dimensions of transportation, artificiality and spatiality. This classification leads us to identify new shared space applications; so called mixed realities. We present an example of a mixed reality called the Internet Foyer, an application which provides a unified entry point into an organisation's physical and electronic environments and which supports awareness and chance encounters between the occupants of physical and synthetic space. %M C.CSCW.96.87 %T Populating the Application: A Model of Awareness for Cooperative Applications %S Learning from Space and Place %A Tom Rodden %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 87-96 %K Information sharing, Awareness, Cooperative systems infrastructure %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p87-rodden/p87-rodden.pdf %X This paper presents a model of awareness for shared cooperative applications. The model developed in this paper takes as its starting point a previous spatial model of interaction. A more general model is suggested that allows the action of users to be represented and made available to other users of the application. The developed model exploits the partitioning of space inherent within the spatial model to allow its application to non-spatial applications. The general applicability of the model is demonstrated by considering a range of different interpretations across a number of cooperative applications. %M C.CSCW.96.97 %T Answer Garden 2: Merging Organizational Memory with Collaborative Help %S Filtering & Sharing %A Mark S. Ackerman %A David W. McDonald %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 97-105 %K Computer-supported cooperative work, Organizational memory, Community memory, Corporate memory, Group memory, Information refining, Information retrieval, Information access, Information systems, CMC, Computer-mediated communications, Help, Collaborative help, CSCW %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p97-ackerman/p97-ackerman.pdf %X This research examines a collaborative solution to a common problem, that of providing help to distributed users. The Answer Garden 2 system provides a second-generation architecture for organizational and community memory applications. After describing the need for Answer Garden 2's functionality, we describe the architecture of the system and two underlying systems, the Cafe ConstructionKit and Collaborative Refinery. We also present detailed descriptions of the collaborative help and collaborative refining facilities in the Answer Garden 2 system. %M C.CSCW.96.106 %T Using Frequency-of-Mention in Public Conversations for Social Filtering %S Filtering & Sharing %A Will Hill %A Loren Terveen %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 106-112 %K Human-computer interaction, Human interface, Computer-supported cooperative work, Organizational computing, Social filtering, Collaborative filtering, Browsing, Resource discovery, World Wide Web, Usenet, Netnews %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p106-hill/p106-hill.pdf %X We report on an investigation of using Usenet newsgroups for social filtering of Web resources. Our main empirical results are: (1) for the period of May '96 to Jul '96, about 23% of Usenet news messages mention Web resources, (2) 19% of resource mentions are recommendations (as opposed, e.g., to home pages), (3) we can automatically recognize recommendations with at least 90% accuracy, and (4) in some newsgroups, certain resources are mentioned significantly more frequently than others and thus appear to play a central role for that community. We have created a Web site that summarizes the most frequently and recently mentioned Web resources for 1400 newsgroups. %M C.CSCW.96.113 %T CLUES: Dynamic Personalized Message Filtering %S Filtering & Sharing %A Matthew Marx %A Chris Schmandt %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 113-121 %K Messaging, Electronic mail, Voice mail, Filtering, Personal information management %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p113-marx/p113-marx.pdf %X Workgroups that defy traditional boundaries require successful communication among people whose interests, schedules, and locations may differ and are likely to change rapidly. CLUES is a dynamic personalized message filter that facilitates effective communication by prioritizing voice and text messages using personal information found in an individual's work environment. CLUES infers message timeliness by considering calendar appointments, outgoing messages and phone calls, and by correlating these "clues" via a personal rolodex. Experience shows that CLUES can be especially useful to mobile users with high message traffic who often access their messages over the telephone. %M C.CSCW.96.122 %T Notification Servers for Synchronous Groupware %S Protocols for Groupware %A John F. Patterson %A Mark Day %A Jakov Kucan %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 122-129 %K Synchronous groupware, Multi-user applications, Groupware infrastructure, Client server architectures, Notification, Protocol, Design principles, Performance, State sharing %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p122-patterson/p122-patterson.pdf %X We introduce the Notification Service Transfer Protocol (NSTP), which provides a simple, common service for sharing state in synchronous multi-user applications. A Notification Server provides items of shared state to a collection of clients and notifies the clients whenever one of the items changes. The division between client and server in this system is unusual; the centralized state is uninterpreted by the server. Instead, the responsibility for semantics and processing falls on the clients, which collude to implement the application. After describing NSTP, we differentiate it from other systems in terms of the four design principles that have guided its development. %M C.CSCW.96.130 %T A Protocol for User Awareness on the World Wide Web %S Protocols for Groupware %A Kevin Palfreyman %A Tom Rodden %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 130-139 %K Protocol, World Wide Web, Awareness, Client-server, CSCW %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p130-palfreyman/p130-palfreyman.pdf %X This paper presents the development of an open awareness protocol for the world wide web. The protocol is intended to convey the presence of users to other web users. To encourage uptake of the systems the protocol adheres to the principles that made the world wide web a success, simplicity and openness. An initial version of the protocol is presented along with servers realising the protocol. The paper concludes by showing how the awareness information can support both 2D and 3D presentations of the World Wide Web. %M C.CSCW.96.140 %T Corona: A Communication Service for Scalable, Reliable Group Collaboration Systems %S Protocols for Groupware %A Robert W. Hall %A Amit Mathur %A Farnam Jahanian %A Atul Prakash %A Craig Rasmussen %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 140-149 %K CSCW, Awareness, Groupware, Communication services, Publish-subscribe, Peer group, Multicast, Java %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p140-hall/p140-hall.pdf %X We consider the problem of providing communication protocol support for large-scale group collaboration systems for use in environments such as the Internet which are subject to packet loss, wide variations in end-to-end delays, and transient partitions. We identify a set of requirements that are critical for the design of such group collaboration systems. These include dynamic awareness notifications, reliable data delivery, and scalability to large numbers of users. We present a communication service, Corona, that attempts to meet these requirements. Corona supports two communication paradigms: the publish-subscribe paradigm and the peer group paradigm. We present the interfaces provided by Corona to applications which are based on these paradigms. We describe the semantics of each interface method call and show how they can help meet the above requirements. %M C.CSCW.96.150 %T Evolutionary Engagement in an Ongoing Collaborative Work Process: A Case Study %S Synchronous Work II %A Thomas P. Moran %A Patrick Chiu %A Steve Harrison %A Gordon Kurtenbach %A Scott Minneman %A William van Melle %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 150-159 %K Activity capture, Audio recording, Co-development, Evolutionary engagement, LiveBoard, Meeting support tools, Notetaking, Salvaging, Work process support %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p150-moran/p150-moran.pdf %X We describe a case study in which experimental collaboration technologies was used for over two years in the real, ongoing work process of intellectual property management (IPM) at Xerox PARC. The technologies include LiveBoard-based meeting support tools, laptop notetaking tools, digital audio recording, and workstation tools to later access and replay the meeting activities. In cooperation with the IPM manager, both the work process and the tools were continuously evolved to improve the process. We supported and observed over 60 meetings, leading to a rich set of empirical observations of the meeting activities. We note some practical lessons for this research approach. %M C.CSCW.96.160 %T The Social-Technical Design Circle %S Synchronous Work II %A Vicki L. O'Day %A Daniel G. Bobrow %A Mark Shirley %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 160-169 %K Network community, Educational MOO, CSCW design, Work practice, Participatory design %* (c) Copyright 1996 Association for Computing Machinery %X Computer systems developed for groups of people often have built-in social imperatives, either explicitly or implicitly brought to bear during technology design and use. Even when users are active, ongoing participants in design, conflicts can arise between the social assumptions inscribed in technical mechanisms and those in existing or proposed social practices, resulting in changes to both. This paper describes the joint evolution of tools and social practices in Pueblo, a school-centered learning community supported by a MOO (an Internet-accessible virtual world). Examples illustrate how one can design and use a social practice to simplify a technical implementation, and how one can make a choice in technical implementation to work towards a desirable social goal. Social and technical practices in a network community co-evolve as social values and policies become clearer and as growth in the community pushes it toward changes in the distribution of authority and power. %M C.CSCW.96.170 %T Hypermedia Structures and the Division of Labor in Meeting Room Collaboration %S Synchronous Work II %A Gloria Mark %A Jorg M. Haake %A Norbert A. Streitz %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 170-179 %K Collaborative work, Collaborative style, Electronic meeting room, Electronic whiteboard, Hypermedia user-interface, Group process, Task division, Empirical studies %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p170-mark/p170-mark.pdf %X The type of collaboration for a group, whether working in parallel or collectively, is a style for a group influenced by many factors, among them the technology that the group works with. In an empirical study using the DOLPHIN system, we focused on the effect that using hypermedia structures in an electronic meeting room had on collaborative style. We found that groups who created documents using hypermedia were: 1) more likely to divide up their labor and work in parallel, and 2) to have a slower frequency of switching between the task phases of planning and developing ideas. We present a model to explain this effect of hypermedia on task division which suggests the involvement of mechanical and semantic components. We also discuss how DOLPHIN supports awareness of others people's activities for a parallel collaborative style. %M C.CSCW.96.180 %T Generalized Process Structure Grammars (GPSG) for Flexible Representations of Work %S Beyond Workflow Systems %A Natalie S. Glance %A Daniele S. Pagani %A Remo Pareschi %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 180-189 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p180-glance/p180-glance.pdf %X The promise of workflow solutions for coordinating organizational processes is currently being obscured by strong criticism of the rigidity of their work representations. This rigidity arises in part from viewing work processes as unfolding along a single line of temporally chained activities. In reality, work evolves both horizontally, in the cooperation of causally unrelated, but information-sharing tasks, and vertically, in the coordination of causally-dependent activities. In this paper, we present our process modeling approach which (1) views documents and tasks as duals of each other, capturing horizontal cooperation; and (2) exploits constraints to express the soft dependencies among related activities and documents within the framework of generative rule-based grammars for processes, thus handling vertical coordination. %M C.CSCW.96.190 %T Freeflow: Mediating Between Representation and Action in Workflow Systems %S Beyond Workflow Systems %A Paul Dourish %A Jim Holmes %A Allan MacLean %A Pernille Marqvardsen %A Alex Zbyslaw %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 190-198 %K Workflow, Process support, Process description, Constraints, Dependencies, Temporal organisation %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p190-dourish/p190-dourish.pdf %X In order to understand some problems associated with workflow, we set out an analysis of workflow systems, identifying a number of basic issues in the underlying technology. This points to the conflation of temporal and dependency information as the source of a number of these problems. We describe Freeflow, a prototype which addresses these problems using a variety of technical innovations, including a rich constraint-based process modelling formalism, and the use of declarative dependency relationships. Its focus is on mediation between process and action, rather than the enactment of a process. We outline the system and its design principles, and illustrate the features of our approach with examples from ongoing work. %M C.CSCW.96.199 %T Support for Workflows in a Ministerial Environment %S Beyond Workflow Systems %A Wolfgang Prinz %A Sabine Kolvenbach %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 199-208 %K Workflow, Electronic circulation folder, Shared workspaces, Digital signatures, Participatory design %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p199-prinz/p199-prinz.pdf %X This paper presents the POLITeam solutions and experiences with the support of ministerial workflows by electronic circulation folders. An application scenario is presented that illustrates the user actions and cooperation that occur during the processing of a ministerial workflow. This scenario is afterwards examined to identify essential requirements for a computer based support of such processes. Based on that this paper describes the design of an electronic circulation folder and how this is augmented by a support for digital signatures, the integration of paper documents and a video conferencing system to satisfy the major user requirements. %M C.CSCW.96.209 %T Walking Away from the Desktop Computer: Distributed Collaboration and Mobility in a Product Design Team %S Work Practices %A Victoria Bellotti %A Sara Bly %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 209-218 %K Distributed collaboration, Field study, Mobility, Communication, Awareness %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p209-bellotti/p209-bellotti.pdf %X A study of a spatially distributed product design team shows that most members are rarely at their individual desks. Mobility is essential for the use of shared resources and for communication. It facilitates informal interactions and awareness unavailable to colleagues at remote sites. Implications for technology design include portable and distributed computing resources, in particular moving beyond individual workstation-centric CSCW applications. %M C.CSCW.96.219 %T Getting Others to Get It Right: An Ethnography of Design Work in the Fashion Industry %S Work Practices %A James Pycock %A John Bowers %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 219-228 %K Ethnography, Studies of work, CSCW, Virtual reality, Field studies, Design, The fashion industry %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p219-pycock/p219-pycock.pdf %X This paper reports an ethnographic study of design work in the fashion industry. Contrary to many images of fashion design, in this setting, it is essentially tied to organizational and inter-organizational coordination, and the demands of manufacture and supply chain management. Relatively little design work involves artistic drawing, much requires retrieval from databases, data analysis, information gathering and matters which members themselves call 'technological'. Experiences collaborating with developers and the relevance of advanced 3D design tools and Virtual Reality for CSCW are considered on the basis of these findings and in the light of debates over ethnography in system development. %M C.CSCW.96.229 %T Back to Labor: Returning to Labor Process Discussions in the Study of Work %S Work Practices %A Joan Greenbaum %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 229-237 %K Distributed work, Division of labor, Employment, Interdependent work, Jobs, Labor process, Skill, Use, Work %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p229-greenbaum/p229-greenbaum.pdf %X This paper argues that the CSCW focus on work needs to be expanded to include labor issues. Specifically it examines the role of labor issues such as wages, working conditions and division of labor in analyzing the consequences of information system design for white-collar jobs. It offers suggestions for including labor issues in the study of both current work practices and in the analysis of future design. A labor process perspective can offer the advantage of being able to design complex and interdependent systems while more clearly viewing current jobs and the consequences of planned systems for different interest groups. %M C.CSCW.96.238 %T Thunderwire: A Field Study of an Audio-Only Media Space %S Techniques for Awareness %A Debby Hindus %A Mark S. Ackerman %A Scott Mainwaring %A Brian Starr %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 238-247 %K Audio, Audio spaces, Media spaces, Electronic social spaces, Social presence, Speech interactions, Mediated communication, Computer-mediated communication, CMC, Telepresence, Social interactions, Rich interactions, Norms %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p238-hindus/p238-hindus.pdf %X To explore the potential of using audio by itself in a shared media system, we studied a workgroup using an audio-only media space. This media space, called Thunderwire, combined high-quality audio with open connections to create a shared space for its users. The two-month field study provided a richly nuanced understanding of this audio space's social use. The system afforded rich sociable interactions. Indeed, within the field study, audio by itself afforded a telepresent environment for its users. However while a usable media space and a useful social space, Thunderwire required its users to adapt to many audio-only conditions. %M C.CSCW.96.248 %T Techniques for Addressing Fundamental Privacy and Disruption Tradeoffs in Awareness Support Systems %S Techniques for Awareness %A Scott E. Hudson %A Ian Smith %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 248-257 %K Distributed work groups, Awareness support, Privacy, Audio, Video, Visualization, Media spaces %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p248-hudson/p248-hudson.pdf %X This paper describes a fundamental dual tradeoff that occurs in systems supporting awareness for distributed work groups, and presents several specific new techniques which illustrate good compromise points within this tradeoff space. This dual tradeoff is between privacy and awareness, and between awareness and disturbance. Simply stated, the more information about oneself that leaves your work area, the more potential for awareness of you exists for your colleagues. Unfortunately, this also represents the greatest potential for intrusion on your privacy. Similarly, the more information that is received about the activities of colleagues, the more potential awareness we have of them. However, at the same time, the more information we receive, the greater the chance that the information will become a disturbance to our normal work. This dual tradeoff seems to be a fundamental one. However, by carefully examining awareness problems in the light of this tradeoff it is possible to devise techniques which expose new points in the design space. These new points provide different types and quantities of information so that awareness can be achieved without invading the privacy of the sender, or creating a disturbance for the receiver. This paper presents four such techniques, each based on a careful selection of the information transmitted. %M C.CSCW.96.258 %T A Usability Study of Awareness Widgets in a Shared Workspace Groupware System %S Techniques for Awareness %A Carl Gutwin %A Mark Roseman %A Saul Greenberg %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 258-267 %K Workspace awareness, Shared workspaces, Usability study %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p258-gutwin/p258-gutwin.pdf %X Workspace awareness is knowledge about others' interaction with a shared workspace. Groupware systems provide only limited information about other participants, often compromising workspace awareness. This paper describes a usability study of several widgets designed to help maintain awareness in groupware workspaces. These widgets included a miniature view, a radar view, a multi-user scrollbar, a glance function, and a "what you see is what I do" view. The study examined the widgets' information content, how easily people could interpret them, and whether they were distracting. Observations, questionnaires, and interviews indicate that the miniature and radar views are valuable for spatial manipulation tasks. The results also suggest new design requirements for awareness widgets: they should support both shared and individual work, provide familiar representations, and link perception and action. %M C.CSCW.96.268 %T Consistency Guarantees: Exploiting Application Semantics for Consistency Management in a Collaboration Toolkit %S Concurrency %A Paul Dourish %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 268-277 %K Application control, CSCW toolkits, Prospero, Consistency management, Consistency guarantees %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p268-dourish/p268-dourish.pdf %X CSCW toolkits are designed to ease development of CSCW applications. They provide common, reusable components for cooperative system design, allowing application programmers to concentrate on the details of their particular applications. The underlying assumption is that toolkit components can be designed and implemented independently of the details of particular applications. However, there is good evidence to suggest that this is not true. This paper presents a new technique which allows programmers to express application requirements, so that toolkit structures can be adapted to different circumstances. Prospero is a toolkit which uses this technique to meet different application needs flexibly. %M C.CSCW.96.278 %T A Concurrency Control Framework for Collaborative Systems %S Concurrency %A Jonathan Munson %A Prasun Dewan %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 278-287 %K Concurrency control, Collaborative systems, Consistency criteria, Coupling, Merging, Transactions %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p278-munson/p278-munson.pdf %X We have developed a new framework for supporting concurrency control in collaborative applications. It supports multiple degrees of consistency and allows users to choose concurrency control policies based on the objects they are manipulating, the tasks they are performing, and the coupling and merge policies they are using. Concurrency control policies are embodied in hierarchical, constructor-based lock compatibility tables. Entries in these tables may be specified explicitly or derived automatically from coupling and merge policies. In this paper, we motivate and describe the framework, identify several useful concurrency control policies it can support, evaluate its flexibility, and give conclusions and directions for future work. %M C.CSCW.96.288 %T An Integrating, Transformation-Oriented Approach to Concurrency Control and Undo in Group Editors %S Concurrency %A Matthias Ressel %A Doris Nitsche-Ruhland %A Rul Gunzenhauser %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 288-297 %K Concurrency control, Group editors, Group undo, Groupware, Interaction model, Operation transformation %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p288-ressel/p288-ressel.pdf %X Concurrency control and group undo are important issues in the design of groupware, especially for interactive group editors. We present an improved version of an existing distributed algorithm for concurrency control that is based on operation transformations. Since the usability of the algorithm relies on its formal correctness, we present a set of necessary and sufficient conditions to be satisfied in order to ensure consistency in a replicated architecture. We identify desirable properties of operation transformations and show how our approach can be employed to implement group undo. The approach has been applied to build a prototypical group editor for text; some experiences gained are presented. %M C.CSCW.96.298 %T Supporting Social Awareness @ Work, Design, and Experience %S Setting up Encounters %A Konrad Tollmar %A Ovidiu Sandor %A Anna Schomer %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 298-307 %K Computer supported cooperative work, Awareness, User centered design, Participatory design %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p298-tollmar/p298-tollmar.pdf %X During the last year we have been designing and studying a computer based tool intended to strengthen social group awareness within a research laboratory. While awareness has been a subject of previous research it is still unclear how it should be conceptualized and how it can be provided for a CSCW system. In order to investigate this, and hence to attempt to create a system that would gain acceptance in the user community, we have been using a mixture of user-centered and participatory design methods. This paper presents the design process, the resulting system as well as users' comments on it. Based on all this, issues related to awareness are discussed and ideas for further studies are suggested. %M C.CSCW.96.308 %T FreeWalk: Supporting Casual Meetings in a Network %S Setting up Encounters %A Hideyuki Nakanishi %A Chikara Yoshida %A Toshikazu Nishimura %A Toru Ishida %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 308-314 %K Video conference, Casual meetings, Informal communication, Tele-presence, 3-D space, Shared space, Community common, Communityware, CSCW %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p308-nakanishi/p308-nakanishi.pdf %X FreeWalk is a desktop meeting environment to support informal communication. FreeWalk provides a 3-D community common where everybody can meet and can behave just as they do in real life. Each participant is represented as a pyramid of 3-D polygons on which his/her live video is mapped, and can move freely. Voice volume is proportional to the distance between sender and recipient so that many participants can talk without confusion. Various behaviors have been noted so far, such as approaching a talking couple from a distance to secretly listen to their conversation. %M C.CSCW.96.315 %T Piazza: A Desktop Environment Supporting Impromptu and Planned Interactions %S Setting up Encounters %A Ellen Isaacs %A John C. Tang %A Trevor Morris %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 315-324 %K Informal communication, Unintended interactions, Awareness, Networkers, Enterprise-wide communication %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p315-isaacs/p315-isaacs.pdf %X Much of the support for communication across distributed communities has focused on meetings and intentional contact. However, most interactions within co-located groups occur when people happen to run into each other. Such unintended interactions should also be supported among distributed communities. We conducted a study of the communication patterns of a large, distributed organization and found that people tend to disseminate information using formal techniques, even though people usually receive information informally. We then designed a system called Piazza that is intended to support the range of communication styles evident in large communities, paying particular attention to addressing the problems revealed in our study. Piazza allows people to be aware of others who are doing similar tasks when they are using their computers, thereby enabling unintended interactions. It also supports intentional contacts and planned meetings. We discuss issues for analysis in an upcoming use study. %M C.CSCW.96.325 %T TeamRooms: Network Places for Collaboration %S Places for Collaboration %A Mark Roseman %A Saul Greenberg %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 325-333 %K Groupware, Shared electronic spaces, GroupKit %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p325-roseman/p325-roseman.pdf %X Teams whose members are in close physical proximity often rely on team rooms to serve both as meeting places and repositories of the documents and artifacts that support their projects. TeamRooms is a groupware system that fills the role of a team room for groups whose members can work both co-located and at a distance. Facilities in TeamRooms allow team members to collaborate either in real-time or asynchronously, and to customize their shared electronic space with tools to suit their needs. Unlike many groupware systems, all TeamRooms documents and artifacts are fully persistent. %M C.CSCW.96.334 %T Physical Spaces, Virtual Places and Social Worlds: A Study of Work in the Virtual %S Places for Collaboration %A Geraldine Fitzpatrick %A Simon Kaplan %A Tim Mansfield %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 334-343 %K Ethnography, Grounded theory, Systems administration, Social worlds, Spatial metaphors, CSCW %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p334-fitzpatrick/p334-fitzpatrick.pdf %X This case study explores the nature of work for one group of systems administrators. Their virtual work domain offered little support for collaboration and mechanisms in the physical domain were often used instead. However, the way that group members were able to make sense of their complex virtual work environment suggests a new interpretation of spatial metaphors for the design of collaborative systems. This is one based on 'place' or 'locale', and 'centres', taking into account the observation that people work in multiple social worlds simultaneously, that these social worlds provide a structuring over the work domain, and that the individual draws from this structure elements relevant to their tasks. %M C.CSCW.96.344 %T Supporting Multi-User, Multi-Applet Workspaces in CBE %S Places for Collaboration %A Jang Ho Lee %A Atul Prakash %A Trent Jaeger %A Gwobaw Wu %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 344-353 %K Groupware, CSCW toolkits, Shared electronic workspaces, Web-based collaboration, Group communication, DistView, Access control %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p344-lee/p344-lee.pdf %X Our experience with Internet-based scientific collaboratories indicates that they need to be user-extensible, allow users to add tools and objects dynamically to shared workspaces, permit users to move work dynamically between private and shared workspaces, and be easily accessible over a network. We present the software architecture of an environment, called CBE, for building collaboratories to meet such needs. CBE provides user-extensibility by allowing a collaboratory to be constructed as a coordinated collection of group-aware applets. To support dynamic reconfiguration of shared workspaces and to allow access over the Internet, CBE uses the metaphor of rooms as the high-level grouping mechanism for applets and users. Rooms may contain applets, users, and arbitrary data objects. Rooms can be used for both asynchronous and synchronous collaboration because their state persists across synchronous sessions. Room participants may have different roles in a room (such as administrator, member and observer), with appropriate access rights. A prototype of the model has been implemented in Java and can be run from a Java-enabled Web browser. %M C.CSCW.96.354 %T Documents and Professional Practice: 'Bad' Organizational Reasons for 'Good' Clinical Records %S Work & Records %A Christian Heath %A Paul Luff %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 354-363 %K Documentary practices, Categorisation, Record keeping %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p354-heath/p354-heath.pdf %X Despite the widespread introduction of information technology into primary health care within the United Kingdom, medical practitioners continue to use the more traditional paper medical record often alongside the computerised system. The resilience of the paper document is not simply a consequence of an impoverished design, but rather a product of the socially organised practices and reasoning which surround the use of the record within day to day consultative work. The practices that underpin the use of the medical records may have a range of important implications, not only for the general design of systems to support collaborative work, but also for our conceptions of 'writers', 'readers', 'objects' and 'records' utilised in those designs. %M C.CSCW.96.364 %T Computer Support for Clinical Practice: Embedding and Evolving Protocols of Care %S Work & Records %A Barbara Katzenberg %A Fred Pickard %A John McDermott %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 364-369 %K Standardization, Clinical information systems, Care management, Protocol-based care, Guidelines, Coordination technologies %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p364-katzenberg/p364-katzenberg.pdf %X Protocols of care are representations of practice that specify how patients should be treated given specified conditions. We have been exploring ways that protocols of care can be encoded in computers so that they can actively structure work people do in clinics to accord with standards of care. We describe one such implementation called the Care Manager. Because a protocol's power to suggest action lies in people's alignment to it, and because organizational change can make such standards obsolete overnight, means for keeping protocols in sync with work practice are a necessary accompaniment to any implementation of protocol-based care. %M C.CSCW.96.370 %T Paperwork At 78kph %S Work & Records %A Esa Auramaki %A Mike Robinson %A Anne Aaltonen %A Mikko Kovalainen %A Arja Liinamaa %A Taina Tuuna-Vaiska %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 370-379 %K CSCW, Paper mills, Process automation, Organisational memory, Indexing %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p370-auramaki/p370-auramaki.pdf %X In Finnish paper mills the stream of paper being produced can, and does break. A major concern is when these breaks are recurrent or prolonged. Downtime is expensive. The causes and remedies for problem breaks in a sophisticated and highly automated process can be hard to find. The paper reports on research from a CSCW perspective into the work activities of production crews, the social and information infrastructures that support them. It makes design recommendations for enhanced support for Organisational Memory and ways it might be differentially indexed to suit production crews. %M C.CSCW.96.380 %T Practically Accomplishing Immersion: Cooperation In and For Virtual Environments %S Virtual Environment %A John Bowers %A Jon O'Brien %A James Pycock %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 380-389 %K Virtual reality, CSCW, Studies of work, Ethnography, Interaction analysis, Research methods, Evaluation %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p380-bowers/p380-bowers.pdf %X Collaborative virtual environments (CVEs) employ virtual reality technology to support cooperative work. Building on ethnographic and interaction analyses of CVEs in use, we argue that many and varied activities are required to set up, maintain and troubleshoot CVEs. These activities cross-over between virtual worlds and the real, physical environments which meeting participants inhabit. Thus, an understanding of CVEs must attend to the relations between cooperation within a CVE and for it to be established as an arena for intelligible social action. These findings suggest a social scientifically informed respecification of what it is to be 'immersed' in a CVE. %M C.CSCW.96.390 %T Cooperative Virtual Environments: Lessons from 2D Multi User Interfaces %S Virtual Environment %A Gareth Smith %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 390-398 %K WYSIWIS, Shared interfaces, View coupling, VR %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p390-smith/p390-smith.pdf %X Existing Cooperative Virtual Environments present the same shared world to each of the cooperating users. This is analogous to the use of strict-WYSIWIS in early 2D interfaces. Research in the area of shared 2D interfaces has shown a strong trend to support individual tailoring of the shared views, and move away from the strict-WYSIWIS abstraction. This paper argues that the development of Cooperative Virtual Environments can gain from the experience of research into in shared 2D interface systems, and presents a model to manage the use of subjective views in Cooperative Virtual Environments. %M C.CSCW.96.399 %T My Partner is a Real Dog: Cooperation with Social Agents %S Virtual Environment %A Salvatore Parise %A Sara Kiesler %A Lee Sproull %A Keith Waters %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 399-408 %K Cooperation, Social agents, Social behavior, Interface design %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p399-parise/p399-parise.pdf %X We investigated how cooperation with a computer agent was affected by the agent's pictorial realism, human-likeness, and likability. Participants played a social dilemma game with a talking computer agent that resembled a person, a dog, or a cartoon dog, or with a confederate interacting through a video link. Participants cooperated highly with the person computer agent and with the confederate. They loved the dog and dog cartoon agents, but (excepting dog owners), they cooperated significantly less with the dog agents. Behavioral and questionnaire results suggest likability is less important than respect in prompting cooperation with a computer agent. %M C.CSCW.96.409 %T Talking to Strangers: An Evaluation of the Factors Affecting Electronic Collaboration %S Groupware Usage %A Steve Whittaker %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 409-418 %K Asynchronous communications, Newsgroups, Group memory, Empirical studies, Workplace interaction, Interpersonal communication %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p409-whittaker/p409-whittaker.pdf %X This empirical study examines factors influencing the success of a commercial groupware system in creating group archives and supporting asynchronous communication. The study investigates the use of Lotus Notes in a workplace setting. We interviewed 21 Notes users and identified three factors that they thought contributed to the successful use of Notes databases for archiving and communication. We then tested the effect of these factors on 15,571 documents in 20 different databases. Contrary to our users' beliefs, we found the presence of an active database moderator actually inhibited discussions, and reduced browsing. Further paradoxical results were that conversations and the creation of group archives were more successful in databases with large numbers of diverse participants. Conversations and archiving were less successful in smaller, more homogeneous, project teams. Database size was also important: a large database containing huge amounts of information was more likely to be used for further conversations and archiving, than a small one. This result again ran counter to users' beliefs that small databases are superior. We discuss possible reasons for these findings in terms of critical mass and media competition and conclude with implications for design. %M C.CSCW.96.419 %T Groupware in the Wild: Lessons Learned from a Year of Virtual Collocation %S Groupware Usage %A Judith S. Olson %A Stephanie Teasley %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 419-427 %K Groupware, Remote work, Analysis of work, Lotus Notes, Shared-X, Video on the desktop %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p419-olson/p419-olson.pdf %X Current research on CSCW for remote groups focuses on one technology at a time: shared editing on the desktop, video conferencing, glancing at others' offices, email, etc. When a real group sets out to work remotely, however, they need to consider all aspects of work, synchronous, asynchronous, and the transitions to and from. This paper explores the planning, implementation, and use of a suite of groupware tools over the course of a year in a real group with remote members. We found that groupware affected people's commitments and the nature of the work distribution. %M C.CSCW.96.428 %T Groupware Implementation: Reinvention in the Sociotechnical Frame %S Groupware Usage %A Tora K. Bikson %A JD Eveland %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 428-437 %K Groupware, Innovation, Implementation, Technological change, Sociotechnical design %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p428-bikson/p428-bikson.pdf %X Sociotechnical systems theory suggests several themes about implementation, including continuous mutual adaptation of tool and context, task emphasis, the priority of process, and changes in evaluative criteria over time. The effectiveness of these ideas is illustrated in the experience of the World Bank in its implementation of a group decision support system, GroupSystems. %M C.CSCW.96.438 %T Groupware at Work: It's Here Now, But Do We Know What It Is Yet? %S Panels %A Gianfranco Bazzigaluppi %A Shoshana Zuboff %A Claudio Ciborra %A Wanda J. Orlikowski %A Eleanor Wynn %A Tora Bikson %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 438-439 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p438-bazzigaluppi/p438-bazzigaluppi.pdf %X Given the rapidly expanding deployment of groupware, do we now have an improved, empirically corroborated understanding of what groupware is? Each panelist has recently completed a case study of an implementation of groupware. Each offers a different answer to the question. %M C.CSCW.96.440 %T From Retrospective to Prospective: The Next Research Agenda for CSCW %S Panels %A Liam Bannon %A Lucy Suchman %A Terry Winograd %A Giorgio de Michelis %A John Bowers %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 440 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p440-bannon/p440-bannon.pdf %X It is nearly a decade since the appearance of the enormously influential "Understanding Computers and Cognition" by Terry Winograd and Fernando Flores and "Plans and Situated Actions" by Lucy Suchman. This panel offers a continuation of the lively and often impassioned debate over some of the foundational issues in CSCW and the premises upon which we act as researchers, designers, developers and potential users of collaborative work systems. %M C.CSCW.96.441 %T Peopled Online Virtual Worlds: A New Home for Cooperating Communities, a New Frontier for Interaction Design %S Panels %A Bruce Damer %A Amy Bruckman %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 441-442 %K Virtual worlds, Social computing, Avatars, Collaborative workspaces, VRML, Three dimensional interfaces, Multi-user virtual reality, Internet %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p441-damer/p441-damer.pdf %X Multi-user virtual worlds are proliferating on the Internet. These are two and three dimensional graphical environments inhabited by users represented as digital actors called "avatars". Through this new medium for cooperating communities, a wide variety of Internet users are participating in a large scale social experiment and collaborating on a variety of projects. The inhabited virtual world is an exciting new medium for HCI professionals including interaction and graphic designers, and educators and researchers focused on distance learning and teleworking. It also appeals to children and ordinary users of the Internet as a vast new digital playground and a venue for personal expression. This panel will present a brief overview the inhabited virtual world medium and then discuss its merits and limitations as a medium for cooperating communities and interaction design. %M C.CSCW.96.443 %T Red Light, Green Light: Using Peripheral Awareness of Availability to Improve the Timing of Spontaneous Communication %S Short Papers %A Trace Wax %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 443 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p443-wax/p443-wax.pdf %M C.CSCW.96.443 %T A Group-Oriented Method of Interaction for Informal Communication %S Short Papers %A Akihiko Obata %A Kazuo Sasaki %A Yoshiharu Sato %A Hideo Ueno %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 443 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p443-wax/p443-wax.pdf %M C.CSCW.96.443 %T Desktopconferencing System Using Multiple Still-Pictures: Desktop MAJIC %S Short Papers %A Shunsuke Tanaka %A Ken-ichi Okada %A Shukei Kurihara %A Yutaka Matsushita %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 443 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p443-wax/p443-wax.pdf %M C.CSCW.96.443 %T Facilitating Collaborative Problem Solving with Distant Mentor %S Short Papers %A Patricia Schank %A Mark Schlager %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 443 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p443-wax/p443-wax.pdf %M C.CSCW.96.443 %T Video Contact Affects the Learning of Organizational Routines in Laboratory Studies %S Short Papers %A Daniel B. Horn %A Michael Cohen %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 443 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p443-wax/p443-wax.pdf %M C.CSCW.96.443 %T COBRA-Based Cooperative Learning System Using Three-Dimensional Shared Space %S Short Papers %A Katsumi Hosoya %A Akihisa Kawanobe %A Susumu Kakuta %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 443 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p443-wax/p443-wax.pdf %M C.CSCW.96.443 %T Prairie: Supporting Navigation and Social Networks in a Virtualized Organization %S Short Papers %A Stephen H. Sato %A Anatole V. Gershman %A Kishore S. Swaminathan %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 443 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p443-wax/p443-wax.pdf %M C.CSCW.96.443 %T Enhanced Mailing Lists Server: Active Circulation of Comments on Web Pages %S Short Papers %A Shinichi Hiraiwa %A Youji Kohda %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 443 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p443-wax/p443-wax.pdf %M C.CSCW.96.443 %T Patterns of Communication between Reporters and University PR Professionals: The Role of New Communication Technologies in the Rhetorical Practice of Institutional Agents %S Short Papers %A Jolene Galegher %A Gilbert Wilkes %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 443 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p443-wax/p443-wax.pdf %M C.CSCW.96.444 %T Medicine in the Dark: Obtaining Design Requirements for a Medical Collaboratory from Observation of Radiologists at Work %S Short Papers %A Elizabeth Yakel %A Stephane Cote %A Thomas Finholt %A Michael Cohen %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 444 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p443-wax/p443-wax.pdf %M C.CSCW.96.444 %T Collaborative Interfaces for Customer Service %S Short Papers %A Catherine Wolf %A Shuang Chen %A Shahrokh Daijavad %A Tong Fin %A Tetsu Fujiasaki %A Eric Roffman %A Maroun Touma %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 444 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p443-wax/p443-wax.pdf %M C.CSCW.96.444 %T Experiences with Distributed, Asynchronous Software Inspection %S Short Papers %A Michael Stein %A Vahid Mashayekhi %A John Riedl %A Soren Harner %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 444 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p443-wax/p443-wax.pdf %M C.CSCW.96.444 %T To Cook or Not to Cook: A Case Study of Decision Aiding in Quick-Service Restaurant Environments %S Short Papers %A Ann M. Bisantz %A Sally M. Cohen %A Michael Gravelle %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 444 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p443-wax/p443-wax.pdf %M C.CSCW.96.444 %T Towards the Definition of a Design Space for Collaborative Systems %S Short Papers %A M. Teresa Soriano %A Jesus Favela %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 444 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p443-wax/p443-wax.pdf %M C.CSCW.96.444 %T Feather, Scent, and Shaker: Supporting Simple Intimacy %S Short Papers %A Rob Strong %A Bill Gaver %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 444 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p443-wax/p443-wax.pdf %M C.CSCW.96.444 %T An Active Microphone Method for CSCW Systems -- Toward Open Co-Operative Work Space %S Short Papers %A Takashi Endo %A Masayuki Nakazawa %A Toshiro Mukai %A Shigeki Nagaya %A Ryuichi Oka %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 444 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p443-wax/p443-wax.pdf %M C.CSCW.96.445 %T CSCW'96 Doctoral Colloquium %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %E JoAnne Yates %E Barbara Dickmann %D 1996 %P 445-447 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p445-yates/p445-yates.pdf %M C.CSCW.96.445 %T Conflict and Cooperation in the Courts: Case Study of How CSCW Alters Work %S Doctoral Colloquium %A Margaret S. Elliott %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 445 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p445-yates/p445-yates.pdf %X Cooperative work has been studied by social scientists since the 19th century. Recently, computer scientists have explored cooperative work to understand how to best design computer supported cooperative work (CSCW) systems for effective use in organizations. Less attention has been focused on the study of conflict within cooperative work settings. This qualitative study addresses conflict within cooperative work in the California criminal courts where attorneys and judges work cooperatively to resolve disputes in an adversarial setting. The CSCW applications being studied are computer-aided realtime transcription and legal research digital libraries. Results will contribute to our understanding of the nature of conflict in cooperative work and of the use of production level CSCW embedded in complex work. %M C.CSCW.96.445 %T Group Memories: A Knowledge Medium for Communities of Practice %S Doctoral Colloquium %A Stefanie N. Lindstaedt %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 445 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p445-yates/p445-yates.pdf %X Designing domain-oriented systems requires knowledge both in system and in the domain to be supported. Communication between domain experts and system developers is essential to elicit or "activate" this knowledge. Contextualized information, conveyed in ongoing communication and evaluation, sheds light on problems and solutions that may otherwise remain uncovered. This information is valuable beyond the particular situation in which it originates. Experiences of our L3D research group with industries and universities have shown that the tasks of activating and capturing communication about system design, relating it to prior experiences, and feeding new insights back into a group memory face a number of challenges. I am developing an interactive group memory management system called GIMMe for growing diverse group memories during software design to explore the issues surrounding these challenges. %M C.CSCW.96.445 %T Metonymy as an Organising Principle of IT Communities %S Doctoral Colloquium %A Olaf Boettger %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 445 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p445-yates/p445-yates.pdf %X This research suggests two ways of examining 'technologies-in-community' assemblages: a local-horizontal approach (similar to anthropology) and a global-vertical approach (theory). Both approaches as well as the movement between them are assembled according to organising principles. My PhD research specifically examines the role of metonymy as an organising principle. Metonymy has been neglected in research when compared with metaphor but is one of the main mechanisms for human categorisation, i.e. for making sense of complexity and instability. Examining metonymy leads us back to basic cybernetic concerns about the nature of information and its influence in structuring our ways of thinking about information (technology). These insights can then be used to link the two approaches mentioned above and apply this knowledge to practical issues such as e.g. the development of genres or questions of design. %M C.CSCW.96.446 %T How Organizational Structure and Culture Shape CSCW %S Doctoral Colloquium %A Angela Lin %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 446 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p445-yates/p445-yates.pdf %X This research project investigates how organizational structure and culture shape the experience of CSCW applications. The project aims to explore how computer support for work is implemented and how it evolves through time. The research is given a strong theoretical basis through a carefully structured analysis of motivating theories within the CSCW literature. This analysis reveals areas of (relative) strength in terms of theoretical and empirical work to date, as well as areas of (relative) weakness. The research is intended to contribute in particular to these 'weaker' areas. The empirical element of the research is to be carried out through multiple case studies using an interpretive approach, and seeks to provide rich description and insight, rather than tested hypotheses. The negotiation of case study location is currently under way, but one main intention is to undertake studies in organizational settings with significant cultural and physical distance, as for example in multi-national organizations working around the globe. %M C.CSCW.96.446 %T Providing Awareness Information in Remote Computer-Mediated Collaboration %S Doctoral Colloquium %A Susan E. McDaniel %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 446 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p445-yates/p445-yates.pdf %X When people are working together from remote locations, they have much less awareness of each others' activities, presence, and availability than if they were co-located. I present a summary of a plan designed to determine the information people want and need about colleagues, the information they find useful, the information they use, and how the provision of such information changes their work and communication processes. %M C.CSCW.96.446 %T Computer Supported Cooperative Work in Clinical Practice %S Doctoral Colloquium %A Jakob E. Bardram %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 446 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p445-yates/p445-yates.pdf %X The primary objective of this Ph.D.-project is to provide an understanding of the close-knit cooperation between healthcare professionals within hospitals and utilise this knowledge to design a prototype for supporting this cooperation. This prototype will become a substantial part of the design requirements for a major re-design of a large mainframe-based Hospital Information System. From a research perspective the objectives are to engage in a Participatory Design (PD) effort in product development and to learn how the cooperative design strategies can be brought into play in such a development project. Furthermore, the objective is to investigate how ideas and theories from the research field of CSCW can become more design-oriented. CSCW shares with PD the emphasis on understanding the work-practices of an organisation in order to develop computer support for this work, which seems very promising from a design perspective. %M C.CSCW.96.446 %T The Language of Coordination: A Method for the Distributed Design of Complex Organizations %S Doctoral Colloquium %A George M. Wyner %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 446 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p445-yates/p445-yates.pdf %X A critical problem facing any organization is the task of coordinating its disparate components so that they function together as a coherent, effective whole. A limitation of existing approaches to coordination is the assumption that this problem can be solved using an a priori centralized design process. Such an assumption is problematic given the enormous complexity of even the smallest organization. In this dissertation I propose a coordination design method which supports an iterative design process distributed over multiple independent designers. The method centers on a coordination design language which can be used to systematically generate possible solutions to a given coordination problem. The method supports distributed design by using the design language to resolve and integrate a series of local coordination solutions into a globally coherent coordination strategy. I evaluate this method by means of a distributed design scenario based on interviews and observation in an actual organization. %M C.CSCW.96.447 %T Temporal Interface Issues and Software Architecture for Remote Cooperative Work %S Doctoral Colloquium %A Devina Ramduny %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 447 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p445-yates/p445-yates.pdf %X The rapid growth in world-wide communications enable cooperative users to collaborate and access shared resources when distributed remotely. Most current systems assume that network communications are fast enough to give the illusion of communicating over local networks. However, these assumptions do not always hold and this may give rise to unexpected behaviour for the users. Together with temporal problems which occur as a result of communication channels, the very nature of cooperative work introduces delays and lags. Although these temporal properties are theoretically important, they have been poorly investigated with the exception of a few studies. The aim of this research is to develop the existing theoretical analysis of these temporal problems and to use this analysis to drive the development of software architectures for widely distributed groupware systems. The need for feedthrough and the way that awareness issues are affected by communication delays will be investigated. %M C.CSCW.96.447 %T Groupware Support for Workspace Awareness %S Doctoral Colloquium %A Carl Gutwin %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 447 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p445-yates/p445-yates.pdf %X Maintaining awareness of others is a normal part of everyday collaboration, but when group work is distributed, people are less able to keep track of one another. In particular, real-time groupware systems often do not help people maintain workspace awareness, the understanding of others' interaction with a shared workspace. The goal of this research is to provide effective and general support for maintaining workspace awareness in groupware. This overview discusses workspace awareness and the steps being taken to understand how it can be supported. I describe four areas of the research: the identification of critical elements of information, its transformation to a groupware context, the development of display principles for presenting the information, and the evaluation of systems built according to those principles. %M C.CSCW.96.447 %T Research in Communication Services for Collaborative Systems %S Doctoral Colloquium %A Robert W. Hall %B Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work %D 1996 %P 447 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/cscw/240080/p445-yates/p445-yates.pdf %X My research considers the problem of providing communication protocol support for large-scale group collaboration systems for use in environments such as the Internet which are subject to packet loss, wide variations in end-to-end delays, and transient partitions. The Corona Communication Services framework supports two communication paradigms: the publish/subscribe paradigm and the peer group paradigm. In the publish/subscribe paradigm one or more data sources or publishers send data to multiple subscribers. This paradigm is characterized by the anonymous nature of communication, where a publisher is aware of the set of subscribers, but the subscribers are unaware of each other and only aware about the publisher that they are receiving data from. In the peer group paradigm of communication on the other hand, all the group members are aware of each other, and can send and receive data directly to each other. From this initial implementation, my research is moving towards a more general frame-work of communication services with the emphasis of providing mechanisms to support different policies that may be specified by open distributed collaborative systems while addressing fundamental problems in providing such scalable, reliable services. %M C.CSCW.98.1 %T OfficeWalker: A Virtual Visiting System Based on Proxemics %S Awareness of Others and Their Actions %A Akihiko Obata %A Kazuo Sasaki %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 1-10 %K Informal communication, Video, Awareness, Glance, Privacy %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p1-obata/p1-obata.pdf %X We propose an interaction model for video mediated communication systems that support informal communication among distributed groups. We focused on two issues raised in previous research, the problem of intrusiveness that occurs when a caller glances at a recipient prior to conversation, and the failure of facilitating unintended interactions with unexpected partners. The proposed model addresses these problems by introducing "interactional distance" among users. We developed our prototype system that embodied this model, and examined these problems by conducting a user experiment. We confirmed that the problem of intrusiveness was reduced, and unintended interactions were partially supported. %M C.CSCW.98.11 %T Evaluating Image Filtering Based Techniques in Media Space Applications %S Awareness of Others and Their Actions %A Qiang Alex Zhao %A John T. Stasko %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 11-18 %K Informal group awareness, Privacy, Video, Image, Filter, Media space, Real-time groupware %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p11-zhao/p11-zhao.pdf %X Media space applications that promote informal awareness in an organization confront an inevitable paradox: the shared video connections between offices and rooms that promote informal awareness also can rob individuals of privacy. An important open problem in this area is how to foster awareness of colleagues while minimizing the accompanying loss of privacy. One proposal put forward is to filter the communicated video streams rather than broadcasting clear video. Such a scheme may facilitate awareness while helping to alleviate some aspects of the privacy loss. In this article, we describe several image filtering techniques that provide awareness in informal group communication applications while blurring the details of an individual's activities, thus potentially preserving more privacy. We describe studies to quantitatively and qualitatively assess the degrees of awareness and accuracy that these filtering techniques provide. %M C.CSCW.98.19 %T Interlocus: Workspace Configuration Mechanisms for Activity Awareness %S Awareness of Others and Their Actions %A Takahiko Nomura %A Koichi Hayashi %A Tan Hazama %A Stephan Gudmundson %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 19-28 %K Shared workspace, Awareness, Common information space, Contextual information sharing, World Wide Web %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p19-nomura/p19-nomura.pdf %X This paper describes the concept of activity awareness, which enables workspace awareness without employing shared workspaces, and our framework for supporting activity awareness. Activity awareness extends the concept of asynchronous workspace awareness to provide asynchronous progress notifications and collective perspectives on related activities. Our framework adopts the temporally threaded workspace model, which tracks an activity in each individual's workspace by storing a sequence of snapshots of their workspace, and uses workspace configuration mechanisms to provide awareness functions. We then present Interlocus, an implementation of the framework in the WWW environment. %M C.CSCW.98.29 %T The Long and Winding Road: Collaborative IT and Organisational Change %S Organizational Culture: Memory and Change %A Helena Karsten %A Matthew Jones %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 29-38 %K Small business, Professional service organisations, Organisational change, Collaboration, Collaborative information technology, Lotus Notes %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p29-karsten/p29-karsten.pdf %X The role of collaborative information technology in organisational changes continues to be a source of controversy in the CSCW literature. We report organisational changes in a Finnish computer consultancy accompanying the introduction and use of Lotus Notes over a period of three years. The case shows that collaborative information technologies, such as Lotus Notes, are capable of supporting a variety forms of organisation. The uptake and use of Notes appeared to be more strongly influenced by aspects of the organisational context, internal social structure and the users' capabilities -- in this case economic recession, changing foci of control and the role changes in the company -- than by any intrinsic logic of the technology. %M C.CSCW.98.39 %T Considering an Organization's Memory %S Organizational Culture: Memory and Change %A Mark S. Ackerman %A Christine Halverson %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 39-48 %K Organizational memory, Knowledge management, Collective memory, Group memory, Information sharing, Distributed cognition, CSCW, Computer-supported cooperative work %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p39-ackerman/p39-ackerman.pdf %X The term organizational memory is due for an overhaul. Memory appears to be everywhere in organizations; yet, the term has been limited to a few uses. In this paper we examine what memory in an organization really is. Based on an ethnographic study of a telephone hotline group, this paper presents a micro-level analysis of a hotline call, the work activity surrounding the call, and the memory used in the work activity. We do this analysis from the viewpoint of distributed cognition theory, finding it fruitful for an understanding of an organization's memory. %M C.CSCW.98.49 %T Diaries at Work %S Organizational Culture: Memory and Change %A Mikko Kovalainen %A Mike Robinson %A Esa Auramaki %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 49-58 %K Organisational memory, Papermill, CSCW, Overhearing, Peripheral awareness %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p49-kovalainen/p49-kovalainen.pdf %X Brief critiques of organisational memory as "thing" are pre-sented, and an alternative conceptualisation as artefact mediated process is offered. Within this frame, the paper gives an account of usage of a simple electronic artefact within a process industry: specifically an Electronic Diary on the factory floor of a large modern papermill. Analysis of 3,500 entries made in a year illustrates the multifaceted use of the Diary. These show that Diary entries constitute dialogues within and between work-shifts, and partially with other organisational levels. The dialogues share some properties -- "talking out loud" and "overhearing" -- with work co-ordination in face-to-face situations. %M C.CSCW.98.59 %T Operational Transformation in Real-Time Group Editors: Issues, Algorithms, and Achievements %S Concurrency and Consistency %A Chengzheng Sun %A Clarence (Skip) Ellis %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 59-68 %K Consistency maintenance, Operational transformation, Convergence, Causality preservation, Intention preservation, Group editors, Groupware, Distributed computing %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p59-sun/p59-sun.pdf %X Real-time group editors allow a group of users to view and edit the same document at the same time from geographically dispersed sites connected by communication networks. Consistency maintenance is one of the most significant challenges in the design and implementation of this type of system. Research on real-time group editors in the past decade has invented a non-traditional technique for consistency maintenance, called operational transformation. This paper presents an integrative review of the evolution of operational transformation techniques, with the goals of identifying the major issues, algorithms, achievements, and remaining challenges. In addition, this paper contributes a new optimized generic operational transformation control algorithm. %M C.CSCW.98.69 %T Operation Transforms for a Distributed Shared Spreadsheet %S Concurrency and Consistency %A Christopher R. Palmer %A Gordon V. Cormack %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 69-78 %K Groupware, Operation transforms, Distributed spreadsheets %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p69-palmer/p69-palmer.pdf %X The Distributed Operation Transform (dOPT), proposed by Ellis and Gibbs, is used to define concurrently updatable shared objects. Ellis and Gibbs give the operation transforms that define a simple shared text editor supporting single character insertions and deletions on a linear buffer. We report here on the construction of operation transforms for a more sophisticated groupware application: a shared spreadsheet. We identify a set of abstract operations that characterize the operations on a spreadsheet. Using Cormack's Calculus for Concurrent Update, which extends and corrects dOPT, we give the transforms on these operations necessary to define a shared spreadsheet. We use the transforms to build a shared version of sc, the Unix spreadsheet due to Gosling. %M C.CSCW.98.79 %T Responsiveness and Consistency Tradeoffs in Interactive Groupware %S Concurrency and Consistency %A Sumeer Bhola %A Guruduth Banavar %A Mustaque Ahamad %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 79-88 %K Replication, Consistency, Response time, Performance, Evaluation, Workload %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p79-bhola/p79-bhola.pdf %X Interactive (or Synchronous) groupware is increasingly being deployed in widely distributed environments. Users of such applications are accustomed to direct manipulation interfaces that require fast response time. The state that enables interaction among distributed users can be replicated to provide acceptable response time in the presence of high communication latencies. We describe and evaluate design choices for protocols that maintain consistency of such state. In particular, we develop workloads which model user actions, identify the metrics important from a user's viewpoint, and do detailed simulations of a number of protocols to evaluate how effective they are in meeting user requirements. %M C.CSCW.98.89 %T Designing for the Dynamics of Cooperative Work Activities %S Supporting Customer and Health-Care Service Workers %A Jakob Bardram %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 89-98 %K Cooperative work, Dynamics, Activity theory, Design, Healthcare %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p89-bardram/p89-bardram.pdf %X CSCW seems to have a persistent problem of understanding the ontology of "cooperative work". This paper argues that this problem is a direct result of not looking at the dynamic aspects of work. Based on Activity Theory the paper gives a conceptual frame for understanding the dynamics of collaborative work activities, and argues that the design of computer support should view cooperative breakdowns not as a problem but as an important resource in design. These arguments are based on empirical studies of healthcare work and the design of a computer support for planning and scheduling operations and other activities within a hospital. %M C.CSCW.98.99 %T Collaborative Customer Services Using Synchronous Web Browser Sharing %S Supporting Customer and Health-Care Service Workers %A Makoto Kobayashi %A Masahide Shinozaki %A Takashi Sakairi %A Maroun Touma %A Shahrokh Daijavad %A Catherine Wolf %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 99-108 %K CSCW, Synchronous Web browser sharing, Web-collaboration customer services, Collaboration architecture %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p99-kobayashi/p99-kobayashi.pdf %X In this paper, we describe our experiences in designing two applications for synchronous web browser sharing in the context of Web-based collaborative customer service. Real-world business requirements were the key factors that dictated the design and architecture of these collaborative applications and as such, constitute the foundations for the paper. %M C.CSCW.98.109 %T Talking to Customers on the Web: A Comparison of Three Voice Alternatives %S Supporting Customer and Health-Care Service Workers %A Qiping Zhang %A Catherine G. Wolf %A Shahrokh Daijavad %A Maroun Touma %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 109-117 %K Voice communication, Internet telephony, Web, Customer service, Usability, Collaboration %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p109-zhang/p109-zhang.pdf %X This paper describes an empirical study that compared three alternatives for voice communication in conjunction with Web page collaboration for customer service. Two of the technologies used a single phone line for both voice and data transmission. These technologies were internet telephony and Simultaneous Voice and Data (SVD), a protocol which allows the voice to be routed over the public telephone network, rather than the internet. The study found that SVD was superior to internet telephony in terms of a number of behavioral and subjective measures of conversational interaction. The study also found that task time using internet telephony was 45% greater than with SVD, making the former a costly alternative in terms of human time. %M C.CSCW.98.119 %T Out of This World: An Extensible Session Architecture for Heterogeneous Electronic Landscapes %S Infrastructures for Collaboration %A Jonathan Trevor %A Tom Rodden %A Gareth Smith %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 119-128 %K CSCW, Session management, E-scape, HTTP, Servlet, Java %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p119-trevor/p119-trevor.pdf %X The growth in interest in virtual environments in CSCW has focused on co-operation within these environments. Little consideration has been given to users management of these environments and their movement between them. In this paper we present a session management architecture that supports the management of virtual environments. The developed architecture is built upon the HTTP protocol and is sufficiently general to allow it to support a range of CSCW application. We present the architecture and its use to support both virtual environments and more generic cooperative applications. %M C.CSCW.98.129 %T Ubiquitous Collaboration via Surface Representations %S Infrastructures for Collaboration %A Dan R. Olsen, Jr. %A Scott E. Hudson %A Matt Phelps %A Jeremy Heiner %A Thom Verratti %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 129-138 %K Asynchronous, Collaboration, Ubiquitous Collaboration, Shared artifacts, Pictorial surfaces %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p129-olsen/p129-olsen.pdf %X Essential prerequisites to asynchronous work with shared artifacts include things such as an ability to effectively communicate information, an ability to understand the actions of collaborators, and an ability to integrate work from others. Systems designed to support ubiquitous collaboration -- collaboration that can scale to communities the size of the Internet -- face a number of important challenges in providing these prerequisites. For example, when the set of potential collaborators becomes large, and collaborative media becomes richer, simple interoperability of application programs quickly becomes a difficult issue. Further, various market pressures, along with the rapid growth of a diverse Internet, will, for the most part, make these problems worse rather than better. %M C.CSCW.98.139 %T Rapidly Building Synchronous Collaborative Applications by Direct Manipulation %S Infrastructures for Collaboration %A Guruduth Banavar %A Sri Doddapaneni %A Kevan Miller %A Bodhi Mukherjee %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 139-148 %K Rapid application development, Visual programming, Software components, Java beans, Client-server synchronous communication %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p139-banavar/p139-banavar.pdf %X Existing GUI builder technology supports building user interfaces for interactive applications via direct manipulation. However, it is notoriously difficult to build the underlying data sharing and application logic for multi-user synchronous collaborative applications. This paper describes a collection of very high-level software components, built using the JavaBeans component standard, that enables domain experts and application designers to rapidly build entire collaborative applications via visual programming -- drag-and-drop, customization and wiring. Our component suite supports conference setup, awareness, data sharing, media streaming, access synchronization, and temporally coordinated media and event streams. We illustrate that the task of building non-trivial multi-user applications using this approach is significantly simplified. %M C.CSCW.98.149 %T HyperMirror: Toward Pleasant-to-Use Video Mediated Communication System %S Mirrors to the Future: New Interaction Paradigms %A Osamu Morikawa %A Takanori Maesako %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 149-158 %K HyperMirror, WISIWYS, Mirror image, Awareness, Video conference, Telepresence, Interpersonal communication %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p149-morikawa/p149-morikawa.pdf %X Our purpose in designing the HyperMirror system is to produce a new type of video-image that provides an attractive communication environment with high understandability, rather than imitating face-to-face communication. In the HyperMirror environment, all participants are made to feel they are sharing the same virtual space. In this system, communication is made using images that meet the condition WISIWYS, all the participants become equal and everything on the screen becomes tangible, including objects located in the distance out of reach. It was found that the participants sharing the same screen behaved as if they had been in the same room. %M C.CSCW.98.159 %T Meme Tags and Community Mirrors: Moving from Conferences to Collaboration %S Mirrors to the Future: New Interaction Paradigms %A Richard Borovoy %A Fred Martin %A Sunil Vemuri %A Mitchel Resnick %A Brian Silverman %A Chris Hancock %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 159-168 %K Groupware, Name tag, Community, Meme, Collaboration, Wearable computing, Infrared communication, Interaction design %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p159-borovoy/p159-borovoy.pdf %X Meme Tags are part of a body of research on GroupWear: a wearable technology that supports people in the formative stages of cooperative work. Conference participants wear Meme Tags that allow them to electronically share memes -- succinct ideas or opinions -- with each other. Alongside of the person-to-person transactions, a server system collects information about the memetic exchanges and reflects it back to the conference-goers in Community Mirrors -- large, public video displays that present real-time visualizations of the unfolding community dynamics. This paper presents results from a proof-of-concept trial of the Meme Tag technology undertaken at a MIT Media Laboratory conference. %M C.CSCW.98.169 %T Tangible Interfaces for Remote Collaboration and Communication %S Mirrors to the Future: New Interaction Paradigms %A Scott Brave %A Hiroshi Ishii %A Andrew Dahley %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 169-178 %K Tangible interfaces, Haptic interfaces, Telemanipulation, Force-feedback, Physical presence %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p169-brave/p169-brave.pdf %X Current systems for real-time distributed CSCW are largely rooted in traditional GUI-based groupware and voice/video conferencing methodologies. In these approaches, interactions are limited to visual and auditory media, and shared environments are confined to the digital world. This paper presents a new approach to enhance remote collaboration and communication, based on the idea of Tangible Interfaces, which places a greater emphasis on touch and physicality. The approach is grounded in a concept called Synchronized Distributed Physical Objects, which employs telemanipulation technology to create the illusion that distant users are interacting with shared physical objects. We describe two applications of this approach: PSyBench, a physical shared workspace, and inTouch, a device for haptic interpersonal communication. %M C.CSCW.98.179 %T COCA: Collaborative Objects Coordination Architecture %S Infrastructures for Collaboration %A Du Li %A Richard R. Muntz %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 179-188 %K CSCW, Groupware, Collaboration, Coordination languages, Logic programming, Distributed systems %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p179-li/p179-li.pdf %X Coordination policies vary from collaboration to collaboration and are even subject to evolution in different phases of the same collaboration. It is vital for collaborative systems to be flexible enough to accommodate changes to the coordination policies during development time and their adaptation by end users. Motivated by previous work of separating coordination and computation, we propose COCA as a generic framework for developing collaborative systems and modeling the coordination policies. We explicitly divide participants into different roles, and specify the coordination policies by roles in a logic-based specification language. Policies are interpreted at runtime at each collaboration site by a COCA virtual machine. It is easy to change the coordination policies both during development and at runtime. %M C.CSCW.98.189 %T Artefact: A Framework for Low-Overhead Web-Based Collaborative Systems %S Infrastructures for Collaboration %A Jeff Brandenburg %A Boyce Byerly %A Tom Dobridge %A Jinkun Lin %A Dharmaraja Rajan %A Timothy Roscoe %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 189-196 %K Artefact, Multi-user environment, CSCW, World Wide Web, Groupware, Collaboration, HTTP, CORBA, Update protocols %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p189-brandenburg/p189-brandenburg.pdf %X The Artefact framework is a tool for building collaborative applications that deliver HTML representations of an object-oriented application space to standard browsers. We present some aspects of Artefact's implementation, including HTTP enhancements to support synchronous collaboration, the decoupling of input and output in the interaction protocol, a lightweight general-purpose Java applet, and the user agents that bridge the gap between a browser and an application. We describe some of the characteristics that make it easy to create multi-user applications with Artefact, and illustrate this with a simple example application. Finally, we compare Artefact to some existing distributed application platforms. %M C.CSCW.98.197 %T Supporting Flexible Roles in a Shared Space %S Shared Visual Spaces %A Randall B. Smith %A Ronald Hixon %A Bernard Horan %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 197-206 %K Shared space, Video, Audio, Virtual reality, Roles %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p197-smith/p197-smith.pdf %X We describe the support for roles in a shared space application and programming environment called Kansas. As in reality, the underlying physics of Kansas has no notion of role. However, roles are supported by two features of the system: the spatial character of Kansas (which enables different views for different users) and a capability system that filters user inputs. Spatial positions and capabilities can be easily changed, so the support for roles is dynamic, lightweight, and flexible. Our system is simple, and intentionally limited in scope. %M C.CSCW.98.207 %T Design for Individuals, Design for Groups: Tradeoffs between Power and Workspace Awareness %S Shared Visual Spaces %A Carl Gutwin %A Saul Greenberg %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 207-216 %K Groupware design and usability, Workspace awareness %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p207-gutwin/p207-gutwin.pdf %X Users of synchronous groupware systems act both as individuals and as members of a group, and designers must try to support both roles. However, the requirements of individuals and groups often conflict, forcing designers to support one at the expense of the other. The tradeoff is particularly evident in the design of interaction techniques for shared workspaces. Individuals demand powerful and flexible means for interacting with the workspace and its artifacts, while groups require information about each other to maintain awareness. Although these conflicting requirements present real problems to designers, the tension can be reduced in some cases. We consider the tradeoff in three areas of groupware design: workspace navigation, artifact manipulation, and view representation. We show techniques such as multiple viewports, process feedthrough, action indicators, and view translations that support the needs of both individuals and groups. %M C.CSCW.98.217 %T Fragmented Interaction: Establishing Mutual Orientation in Virtual Environments %S Shared Visual Spaces %A Jon Hindmarsh %A Mike Fraser %A Christian Heath %A Steve Benford %A Chris Greenhalgh %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 217-226 %K Social interaction, Virtual environment, Media spaces, Object-focused work %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p217-hindmarsh/p217-hindmarsh.pdf %X This paper explores and evaluates the support for object-focused collaboration provided by a desktop Collaborative Virtual Environment. The system was used to support an experimental 'design' task. Video recordings of the participants' activities facilitated an observational analysis of interaction in, and through, the virtual world. Observations include: problems due to fragmented views of embodiments in relation to shared objects; participants compensating with spoken accounts of their actions; and difficulties in understanding others' perspectives. Design implications include: more explicit representations of actions than are provided by pseudo-humanoid embodiments; and navigation techniques that are sensitive to the actions of others. %M C.CSCW.98.227 %T Exploring the Design Space for Notification Servers %S Primitives for Building Flexibile Groupware Systems %A Devina Ramduny %A Alan Dix %A Tom Rodden %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 227-235 %K Collaborative applications, Feedthrough, Awareness, Status-even analysis, Initiative, Mediation, Notification server, Protocol, Impedance matching %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p227-ramduny/p227-ramduny.pdf %X Issues of notification and awareness have become increasingly important in CSCW. Notification servers provide a notable mechanism to maintain shared state information of any synchronous or asynchronous groupware system. A taxonomy of the design space for notification servers is presented, based on theoretical results from status-event analysis. This generates a framework and vocabulary to compare and discuss different notification mechanisms to improve design. The paper shows that notification servers are often ideally placed to support impedance matching to give an appropriate pace of feedthrough to the user by allowing them to see changes to shared objects in a timely manner. %M C.CSCW.98.237 %T Re-Coupling Tailored User Interfaces %S Primitives for Building Flexibile Groupware Systems %A Gareth Smith %A Jon O'Brien %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 237-246 %K Shared user interfaces, Awareness, Collaborative virtual environments %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p237-smith/p237-smith.pdf %X The development of shared environments and displays has also seen the emergence of facilities to allow some form of subjective tailoring of shared interfaces. This paper considers the need to dynamically re-couple tailored interfaces as users become increasingly aware of each other. We present a general model to support awareness based re-coupling of shared interfaces and show its implementation in cooperative virtual environments and shared user interfaces. %M C.CSCW.98.247 %T Flexible Meta Access-Control for Collaborative Applications %S Primitives for Building Flexibile Groupware Systems %A Prasun Dewan %A HongHai Shen %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 247-256 %K Access control, Collaboration, Computer supported cooperative work, Groupware, Privacy, Security %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p247-dewan/p247-dewan.pdf %X Meta access-control, also called access administration, ensures that users do not make unauthorized access definitions. Such control in a collaborative system must support fine-grained protection, a flexible scheme for assigning access administrators, joint ownership of shared objects, multiple ownership semantics of varying complexity, delegation of access rights, and both shallow and deep revocation. It should also be easy to implement in a variety of applications, easy to use by users of varying sophistication with different protection needs, and offer a small set of features that can be incrementally learned. We have designed a new model to meet these requirements and implemented and used it in a generic, extensible collaborative system. We have also developed techniques for simulating a large variety of existing policies for meta access-control. In particular, we have developed an implementation-independent technique of indirect roles to support flexible delegation and revocation. In this paper, we identify requirements of meta access control, describe our model together with the techniques for using it, compare it with related work, give our experience with it, and evaluate how well it meets the requirements. %M C.CSCW.98.257 %T The Dynamics of Mass Interaction %S Asynchronous Communication %A Steve Whittaker %A Loren Terveen %A Will Hill %A Lynn Cherny %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 257-264 %K Mass interaction, Usenet, Conversation, Newsgroups, Common ground, Moderation, FAQS, Netiquette, Empirical %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p257-whittaker/p257-whittaker.pdf %X Usenet may be regarded as the world's largest conversational application, with over 17,000 newsgroups and 3 million users. Despite its ubiquity and popularity, however, we know little about the nature of the interactions it supports. This empirical paper investigates mass interaction in Usenet. We analyse over 2.15 million messages from 659,450 posters, collected from 500 newsgroups over 6 months. We first characterise mass interaction, presenting basic data about demographics, conversational strategies and interactivity. Using predictions from the common ground model of interaction, we next conduct causal modelling to determine relations between demographics, conversational strategies and interactivity. We find evidence for moderate conversational threading, but large participation inequalities in Usenet, with a small minority of participants posting a large proportion of messages. Contrary to the common ground model and "Netiquette" guidelines, we also find that "cross-posting" to external newsgroups is highly frequent. Our predictions about the effects of demographics on conversational strategy were largely confirmed, but we found disconfirming evidence about the relations between conversational strategy and interactivity. Contrary to our expectations, both cross-posting and short messages promote interactivity. We conclude that in order to explain mass interaction, the common ground model must be modified to incorporate notions of weak ties and communication overload. %M C.CSCW.98.265 %T Envisioning Communication: Task-Tailorable Representations of Communication in Asynchronous Work %S Asynchronous Communication %A Christine M. Neuwirth %A James H. Morris %A Susan Harkness Regli %A Ravinder Chandhok %A Geoffrey C. Wenger %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 265-274 %K External representations, Visualization, Interfaces, Incremental, Formalization, Awareness, Asynchronous communication, Electronic mail, Collaborative work %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p265-neuwirth/p265-neuwirth.pdf %X This paper reports on our efforts to improve interfaces for asynchronous communication in which a group is communicating to solve a problem. We report results from an observational study and an experiment and use them as a basis for drawing design requirements: task-tailorable representations, emergent representations, emergent sharing, public/private elements in a layout, incremental formalization, and asynchronous awareness. We describe an approach and prototype that embodies some of the key requirements. %M C.CSCW.98.275 %T Coordination, Overload and Team Performance: Effects of Team Communication Strategies %S Asynchronous Communication %A Susan R. Fussell %A Robert E. Kraut %A F. Javier Lerch %A William L. Scherlis %A Matthew M. McNally %A Jonathan J. Cadiz %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 275-284 %K Work groups, Coordination, Cognitive overload, Electronic mail, Computer-mediated communication, Awareness devices %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p275-fussell/p275-fussell.pdf %X The goal of this paper is to identify the communication tactics that allow management teams to successfully coordinate without becoming overloaded, and to see whether successful coordination and freedom from overload independently influence team performance. We found that how much teams communicated, what they communicated about, and the technologies they used to communicate predicted coordination and overload. Team coordination but not overload predicted team success. %M C.CSCW.98.285 %T Collaboration Using Multiple PDAs Connected to a PC %S From Single-Display Groupware to Mobility %A Brad A. Myers %A Herb Stiel %A Robert Gargiulo %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 285-294 %K Personal Digital Assistants (PDAs), PalmPilot, Single display groupware, Pebbles, Amulet %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p285-myers/p285-myers.pdf %X The Pebbles project is creating applications to connect multiple Personal Digital Assistants (PDAs) to a main computer such as a PC. We are using 3Com PalmPilots because they are starting to be ubiquitous. We created the "Remote Commander" application to allow users to take turns sending input from their PalmPilots to the PC as if they were using the PC's mouse and keyboard. "PebblesDraw" is a shared whiteboard application we built that allows all of the users to send input simultaneously while sharing the same PC display. We are investigating the use of these applications in various contexts, such as co-located meetings. %M C.CSCW.98.295 %T Tailorable Domain Objects as Meeting Tools for an Electronic Whiteboard %S From Single-Display Groupware to Mobility %A Thomas P. Moran %A William van Melle %A Patrick Chiu %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 295-304 %K Whiteboard metaphor, Pen-based systems, Freeform interaction, Implicit structure, Informal systems, Recognition-based systems, List structures, Meeting support tools, Gestural interfaces, User interface design, Tailorability, Customization, Object-oriented user interfaces %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p295-moran/p295-moran.pdf %X Our goal is to provide tools to support working meetings on an electronic whiteboard, called Tivoli. This paper describes how we have integrated structured "domain objects" into the whiteboard environment. Domain objects represent the subject matter of meetings and can be exchanged between Tivoli and group databases. Domain objects can be tailored to produce meeting tools that are finely tuned to meeting practices. We describe the facility for tailoring and managing domain objects and the user interface techniques for blending these into the whiteboard environment. We show examples of both specific and generic meeting tools crafted from domain objects, and we describe a long-term case study in which these tools support an ongoing work process. %M C.CSCW.98.305 %T Mobility in Collaboration %S From Single-Display Groupware to Mobility %A Paul Luff %A Christian Heath %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 305-314 %K Mobile communications, Augmented reality, Object-centred interaction %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p305-luff/p305-luff.pdf %X This paper explores an issue that has received little attention within CSCW -- the requirements to support mobility within collaboration activities. By examining three quite different settings each with differing technological support, we reveal ways in which mobility can feature in collaborative work. A focus on such activities may, on the one hand, suggest enhancements to the current support offered for collaborative work and, on the other, suggest a reconsideration of the requirements for mobile and other related technologies. %M C.CSCW.98.315 %T Just Talk to Me: A Field Study of Expertise Location %S Finding and Sustaining Relationships %A David W. McDonald %A Mark S. Ackerman %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 315-324 %K Expertise networks, Knowledge networks, Computer-mediated communications, Expert locators, Expertise location, Expertise finding, Information seeking, CSCW, Computer-supported cooperative work %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p315-mcdonald/p315-mcdonald.pdf %X Everyday, people in organizations must solve their problems to get their work accomplished. To do so, they often must find others with knowledge and information. Systems that assist users with finding such expertise are increasingly interesting to organizations and scientific communities. But, as we begin to design and construct such systems, it is important to determine what we are attempting to augment. Accordingly, we conducted a five month field study of a medium-sized software firm. We found the participants use complex, iterative behaviors to minimize the number of possible expertise sources, while at the same time, provide a high possibility of garnering the necessary expertise. We briefly consider the design implications of the mechanisms identification, selection, and escalation behaviors found during our field study. %M C.CSCW.98.325 %T Sustaining Mentoring Relationships On-line %S Finding and Sustaining Relationships %A D. Kevin O'Neill %A Louis M. Gomez %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 325-334 %K CSCW, Help, Long-term relationships, Mentoring, Telementoring %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p325-o_neill/p325-o_neill.pdf %X CSCW systems and research aim to sustain productive relationships over barriers of time and space. For the most part, however, the CSCW literature has focused on short-term relationships or collaborative episodes. Here, we examine 37 lengthy email relationships between students in grades 7 to 12 and volunteer scientists who advised them on lengthy science projects. We consider the unique dynamics of these relationships, illustrate their technical and social demands, and discuss the potential for CSCW systems to help sustain long-term help relationships by better accommodating their needs. %M C.CSCW.98.335 %T Cooperative Knowledge Work and Practices of Trust: Sharing Environmental Planning Data Sets %S Finding and Sustaining Relationships %A Nancy A. Van House %A Mark H. Butler %A Lisa R. Schiff %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 335-343 %K Knowledge work, Environmental planning, Boundary objects, Assemblages, Communities of practice, Data sets, Digital libraries, UC Berkeley Digital Library %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p335-van_house/p335-van_house.pdf %X Knowledge communities of all kinds have social and material practices for deciding what is known and who is to be trusted. In this paper, we address a specific kind of knowledge work, environmental planning, and a particular form of collaboration, the sharing of measurement data sets. We are interested in how trust is created; how trustability is assessed in the arm's-length collaboration of sharing data sets; and how changes in technology interact with those practices of trust. We look at several elements of scientific practice that facilitate this sharing -- communities of practice, boundary objects, and assemblages -- and discuss the implications for CSCW, digital libraries, and other information-sharing applications. %M C.CSCW.98.345 %T Using Filtering Agents to Improve Prediction Quality in the GroupLens Research Collaborative Filtering System %S Social Filtering, Social Influences %A Badrul M. Sarwar %A Joseph A. Konstan %A Al Borchers %A Jon Herlocker %A Brad Miller %A John Riedl %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 345-354 %K Collaborative filtering, Information filtering, Content analysis, Recommendation systems, Social filtering, GroupLens research, Information filtering agents %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p345-sarwar/p345-sarwar.pdf %X Collaborative filtering systems help address information overload by using the opinions of users in a community to make personal recommendations for documents to each user. Many collaborative filtering systems have few user opinions relative to the large number of documents available. This sparsity problem can reduce the utility of the filtering system by reducing the number of documents for which the system can make recommendations and adversely affecting the quality of recommendations. This paper defines and implements a model for integrating content-based ratings into a collaborative filtering system. The filterbot model allows collaborative filtering systems to address sparsity by tapping the strength of content filtering techniques. We identify and evaluate metrics for assessing the effectiveness of filterbots specifically, and filtering system enhancements in general. Finally, we experimentally validate the filterbot approach by showing that even simple filterbots such as spell checking can increase the utility for users of sparsely populated collaborative filtering systems. %M C.CSCW.98.355 %T Evaluating Emergent Collaboration on the Web %S Social Filtering, Social Influences %A Loren Terveen %A Will Hill %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 355-362 %K Social filtering, Collaborative filtering, Computer supported cooperative work, Human computer interaction, Information access, Information retrieval %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p355-terveen/p355-terveen.pdf %X Links between web sites can be seen as evidence of a type of emergent collaboration among web site authors. We report here on an empirical investigation into emergent collaboration. We developed a webcrawling algorithm and tested its performance on topics volunteered by 30 subjects. Our findings include: * Some topics exhibit emergent collaboration, some do not. The presence of commercial sites reduces collaboration. * When sites are linked with other sites, they tend to group into one large, tightly connected component. * Connectivity can serve as the basis for collaborative filtering. Human experts rate connected sites as significantly more relevant and of higher quality. %M C.CSCW.98.363 %T MUSICFX: An Arbiter of Group Preferences for Computer Supported Collaborative Workouts %S Social Filtering, Social Influences %A Joseph F. McCarthy %A Theodore D. Anagnost %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 363-372 %K Intelligent environment, Ubiquitous computing, Shared spaces, Human-computer interaction, Social behavior, Social interactions, Empirical studies, Evaluation, Audio, Audio spaces %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p363-mccarthy/p363-mccarthy.pdf %X Environmental factors affecting shared spaces are typically designed to appeal to the broadest audiences they are expected to serve, ignoring the preferences of the people actually inhabiting the environment at any given time. Examples of such factors include the lighting, temperature, decor or music in the common areas of an office building. We have designed and deployed MusicFX, a group preference arbitration system that allows the members of a fitness center to influence, but not directly control, the selection of music in a fitness center. We present a number of empirical results from our work with this intelligent environment: the results of a poll of fitness center members, a quantitative evaluation of the performance of a group preference arbitrator in a shared environment, and some interesting anecdotes about members' experiences with the system. %M C.CSCW.98.373 %T Designing Groupware for Congruency in Use %S Supporting Design Activity: Observations and Requirements %A Wolfgang Prinz %A Gloria Mark %A Uta Pankoke-Babatz %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 373-382 %K Cooperative design, User advocacy, Groupware, Requirements, Group work, System introduction, Prototyping %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p373-prinz/p373-prinz.pdf %X In this paper, we present experiences from long-term groupware development, introduction, and use in an organization. We report lessons learned concerning how a complex design process operates and how its components interact. Our experiences suggest that the processes of requirement analysis, system development, and user support need to facilitate the merging of individual work patterns into congruent system usage. We confirm the changing nature of groupware use by reporting empirical results describing different learning phases. %M C.CSCW.98.383 %T Representing Fieldwork and Articulating Requirements through VR %S Supporting Design Activity: Observations and Requirements %A James Pycock %A Kevin Palfreyman %A Jen Allanson %A Graham Button %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 383-392 %K Ethnography, Virtual reality, Envisionment, VRML, Workspaces, Process simulation %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p383-pycock/p383-pycock.pdf %X Virtual Reality has attracted much attention in CSCW as a means for providing 'Collaborative Virtual Environments'. In this paper an alternative use is made of VR for CSCW. Our work focuses not upon VR as an actual interface to CSCW systems but as a means for providing a rich environment in which to, firstly, represent the results of ethnographic study and, secondly, to explore requirements for a collaborative system by envisioning new work arrangements. We report on our use of VR in this way and what it offers for supporting the transition between ethnographic fieldwork and system design. We also report on the transition from a 3D envisionment to designing a 2D system intended for real world use. %M C.CSCW.98.393 %T Recomposition: Putting It All Back Together Again %S Supporting Design Activity: Observations and Requirements %A Rebecca E. Grinter %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 393-402 %K Software design studies, Articulation work, Recomposition %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p393-grinter/p393-grinter.pdf %X Design and development work have become increasingly interesting to CSCW researchers. This paper introduces a new perspective for examining that work: recomposition. Recomposition focuses on the activities required to coordinate the assembly of an artifact. Using examples drawn from a study of three software development organizations I show how recomposition is a form of articulation work. I describe how that articulation work influences the product produced, and how the product itself influences the coordination required. I discuss the implications of a recomposition view for CSCW research. %M C.CSCW.98.403 %T An Internet Paradox: A Social Medium That May Undermine Sociability %S Panels %A Sara Kiesler %A Robert Kraut %A Judith Donath %A Barry Wellman %A Howard Rheingold %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 403-404 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p403-kiesler/p403-kiesler.pdf %X Is the current Internet leading people to have strong connections to others or is it working against this? New empirical results suggest that using the Internet leads to less social involvement, more loneliness, less communication within the family, and more depression. The panel will assess whether these results are believable, and if so whether new services on the Internet can be designed to support strong social ties. The second goal of the panel is to outline these good designs. %M C.CSCW.98.405 %T Everyone is Talking about Knowledge Management %S Panels %A Irene Greif %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 405-406 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p405-greif/p405-greif.pdf %X Everyone is talking about Knowledge Management (KM). At least, everyone in the commercial world who used to buy or sell groupware. It's captured the attention of vendors, customers, analysts and reporters. Is it real or a fad, the next step in evolution from email, through groupware, to what people REALLY need, or the next open area for research on large organizations and their real needs? The panel moderator will assemble a group of experts from the companies leading the KM movement and representatives of academic research organizations with dissenting views. Join us as we take a look at the KM frenzy, with an eye towards identifying open questions that can be addressed by CSCW researchers. %M C.CSCW.98.407 %T Six Readings of a Single Text: A Videoanalytic Session %S Panels %A Timothy Koschmann %A Anne Anderson %A Rogers Hall %A Christian Heath %A Curtis LeBaron %A Judith Olson %A Lucy Suchman %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 407-409 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p407-koschmann/p407-koschmann.pdf %X The purpose of this special session will be to illuminate some of the possible ways in which we, as observers and researchers, can come to understand collaboration and how it is achieved within the context of joint activity. Historically, collaboration has been studied in a variety of ways, both quantitative and qualitative, drawing on the research traditions of both the psychological and the social (i.e., Anthropology, Sociology, Linguistics, Communications) sciences. Our goal here is to highlight some of these methodological differences while at the same time demonstrating how different approaches can each contribute to a richer and more fully elaborated view of the collaborative process. In preparation for this session six researchers with extensive experience in studying collaboration were asked to analyze a common piece of data -- a pre-selected segment of videotaped interaction. Each will summarize their findings followed by a discussion intended to highlight the complementarities and incommensurabilities among the six analyses. %M C.CSCW.98.411 %T Cooperative Buildings: Integrating Information, Organization, & Architecture %S Panels %A Norbert Streitz %A Volker Hartkopf %A Hiroshi Ishii %A Simon Kaplan %A Thomas P. Moran %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 411-413 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p411-streitz/p411-streitz.pdf %X Future work, cooperation, and organizations will be characterized by greater dynamics, flexibility and mobility. Realizing this goal has profound implications for information and communication technology as well as architecture because virtual and physical spaces have to be designed in an integrated fashion to provide equally flexible cooperative work environments. We will outline a challenging generation of new problems and issues which are likely to shape future CSCW and building research. %M C.CSCW.98.415 %T Methodologies for Evaluation %S Workshops %A Jean Scholtz %A Laurie Damianos %A Andrew Greenberg %A Robyn Kozierok %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 415 %* (c) Copyright 1998 ACM %W http://zing.ncsl.nist.gov/~cscw %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p415-dourish/p415-dourish.pdf %X This workshop will discuss different approaches used to evaluate CSCW systems. Our goal is to produce a taxonomy of evaluation methodologies for CSCW systems, identifying the type of systems for which a technique is most useful, the stage of development in which a methodology is appropriate, the resources needed to conduct an evaluation, and the appropriate measures for the various techniques. We plan to discuss various methods of data collection for collaborative work and identify the evaluation methodologies for which various types of data collection are most appropriate. Other issues we hope to discuss during the workshop include sharing and comparing collected data, the usefulness of standardized component tests, and the organization of evaluation results to make them more accessible to the development community. See our web page for the expected content of position papers. %M C.CSCW.98.415 %T Towards Adaptive Workflow Systems %S Workshops %A Mark Klein %A Chrysanthos Dellarocsa %A Abraham Bernstein %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 415 %* (c) Copyright 1998 ACM %W http://ccs.mit.edu/klein/cscw-ws.html %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p415-dourish/p415-dourish.pdf %X Today's business environments are characterized by dynamic, uncertain and error-prone environments. To effectively support business processes in such contexts, workflow systems must be able to adapt themselves when deviations from the "ideal" process (i.e., "exceptions") occur. The goal of the workshop is to draw together researchers on adaptive workflow systems and help identify the breadth of current work, commonalities, gaps, potential collaborations and future research directions. Relevant topics include, but are not limited to methodologies and tools for detecting, understanding and resolving exceptions; infrastructures for dynamically modifiable process models; semi-prescriptive process models for dynamic environments; and empirical studies of exception handling in collaborative work settings. %M C.CSCW.98.415 %T Identifying Constraints in Design %S Workshops %A Todd Cherkasky %A David Levinger %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 415 %* (c) Copyright 1998 ACM %W http://www.rpi.edu/~cherkt/cscwpdc98/workshop.html %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p415-dourish/p415-dourish.pdf %X Scoping out constraints and possibilities is an important task for any designer or consultant. This workshop focuses on improving collaborative design and consulting interventions by better charting technological and organizational constraints. In participatory design and computer supported collaborative work, practitioners and participants must attend to numerous constraints if they are to discover productive possibilities. For example, software is designed on the terrain of hardware capabilities, building configuration and use arise amidst zoning restrictions, and organizations identify and tap sources of legitimacy. Constraints include tools, knowledge, organizational support, social and cultural conventions, time, and others. Making conflicts explicit between different sets of design constraints is productive as it encourages new and creative ways to solve design problems. How do consultants make these conflicts explicit? We will consider experiences in which design practice was improved by explicitly examining constraints. Workshop participants will develop a draft guide including various methods for mapping out constraints to design processes. See our web page for the expected content of position papers. %M C.CSCW.98.415 %T Understanding Professional Work and Technology in Domestic Environments %S Workshops %A Jon O'Brien %A Konrad Tollmar %A Stefan Junestrand %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 415-416 %* (c) Copyright 1998 ACM %W http://www.nada.kth.se/cid/cscw98 %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p415-dourish/p415-dourish.pdf %X Many technologies such as the PC, Internet access, new digital media and advanced telephony are now found in the home and are changing (or seeking to change) the ways in which people are entertained, informed and interpersonally connected in domestic environments. The goal of the workshop is to understand and experience the practice of professional work and the use of advanced communication technology in domestic environments. This will be accomplished through collaborative exploration into the territory of empirical research in CSCW and its increasingly important focus on technological change. Of special interest for the workshop will be to identify where -- and where not -- already known methods and practices could be applied in domestic environments. %M C.CSCW.98.416 %T Changing Work Practice in Technology-Mediated Learning Environments %S Workshops %A Toni Robertson %A Sue Fowell %A Penny Collings %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 416 %* (c) Copyright 1998 ACM %W http://www.fce.unsw.edu.au/infs/5953/pdc/workshop.html %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p415-dourish/p415-dourish.pdf %X The theme of this workshop is the relations between the rhetoric of choice, opportunity, and market advantage that surround the introduction of information technology into learning environments and the practice of those whose work includes the development and facilitation of courses in these environments. Our goal in this workshop is to clarify the dynamics between economic arguments for increasing the use of information technology teaching and learning environments; the very real educational potentials that technology-mediated environments offer; the industrial relations and work practice implications of developing and facilitating courses in these environments; and the changing opportunities for students in terms of access and participation in their education programs. %M C.CSCW.98.416 %T Internet-based Groupware for User Participation in Product Development %S Workshops %A Monica Divitini %A Babak A. Farshchian %A Tuomo Tuikka %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 416 %* (c) Copyright 1998 ACM %W http://www.idi.ntnu.no/~igroup %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p415-dourish/p415-dourish.pdf %X This workshop will focus on the adoption of Internet-based groupware for promoting user participation in collaborative development of both software and non-software products. We invite participation of both practitioners and academics. We aim to provide a forum for gaining better understanding of user participation in the product development process through the Internet, as well as of the support that can be provided through groupware systems. We therefore welcome position papers describing tools and prototypes, reporting on experiences, and identifying open problems in this area. %M C.CSCW.98.416 %T Designing Across Borders: The Community Design of Community Networks %S Workshops %A Doug Schuler %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 416 %* (c) Copyright 1998 ACM %W http://www.scn.org/ip/commnet/cscw-pdc-workshop.html %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p415-dourish/p415-dourish.pdf %X The workshop explores the current state and possible futures of networked (geographic) community communication and information systems ("community networks"). We are especially interested in how participatory design techniques can be integrated into public democratic design approaches and systems. We also believe that input from citizens as "lay designers" will provide an invaluable infusion of insight into the development of effective systems in civic and other realms. Finally, since these communication systems are becoming global in nature, we feel that issues about localism and globalism are extremely appropriate in the context of CSCW and geographically-based community systems. We will examine four main community design themes: (1) Looking at Innovative Regional Systems; (2) Theorizing About New Systems; (3) Recommendations and Future Directions; and (4) Critical Issues. %M C.CSCW.98.416 %T Handheld CSCW %S Workshops %A Hans-W. Gellersen %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 416 %* (c) Copyright 1998 ACM %W http://www.teco.edu/hcscw/ %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p415-dourish/p415-dourish.pdf %X The workshop investigates the application of handheld and wearable computers to support collaborative work. Participation is sought both from the collaborative work research community and handheld computing research areas such as ubiquitous computing, wearable computing, personal digital assistants, and mobile computing. Specific objectives are to analyse handheld CSCW systems and applications, to review handheld technologies with respect to their application in CSCW, and to inform handheld computing development from analysis of collaborative work. More general goals are to promote an awareness of handheld computing in the CSCW community, to stimulate a shift from single-user to multi-user application of handhelds and wearables, and to foster a community for handheld CSCW research. %M C.CSCW.98.416 %T Collaborative and Cooperative Information Seeking in Digital Information Environments %S Workshops %A Elizabeth Churchill %A Dave Snowdon %A Gene Golovchinsky %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 416-417 %* (c) Copyright 1998 ACM %W http://www.fxpal.com/CSCW98/ %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p415-dourish/p415-dourish.pdf %X We will discuss current conceptions of collaborative and cooperative information seeking activities, and identify potential areas for future research on the design and use of digital information spaces. We wish to explore different kinds of collaboration, including asynchronous recommendation systems and synchronous collaborative search and browsing activities by non-collocated participants. Our concern is that in the absence of such a debate, systems will be designed embodying assumptions about information seeking as a solitary activity. This workshop will be of interest to researchers concerned with the design of user interfaces and systems for supporting information exploration and information seeking activities. This includes user-centered aspects of design of systems for public use (e.g. public digital libraries, the WWW) and systems for use by more focused work groups. %M C.CSCW.98.417 %T Connectivity: Human and Technical %S Workshops %A Jolene Galegher %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 417 %* (c) Copyright 1998 ACM %W http://www.andrew.cmu.edu/user/galegher/CSCWpdc/ %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p415-dourish/p415-dourish.pdf %X As opportunities for technological connectivity increase -- between people and people, between people and organizations, and between organizations and organizations -- new social forms are arising, and new opportunities for research are appearing. Examples include uses of the Internet by journalists, connections between marketers and systems designers in banks, and fully automated transactions within or between organizations. CSCW scholars of every stripe -- from system builders to behavioral scientists -- are invited to present theoretical, experiential or research papers, as well as examples of prototypes, either the real thing or a videotape. People from business with interesting or unusual examples to present or questions to ask of the research community are also invited to prepare short "hands on" papers describing issues or problems in their organizations. %M C.CSCW.98.417 %T Designing Virtual Communities for Work %S Workshops %A Lori Toomey %A John C. Tang %A Gloria Mark %A Lia Adams %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 417 %* (c) Copyright 1998 ACM %W http://www.fxpal.com/CSCW98virtual/ %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p415-dourish/p415-dourish.pdf %X While the popularity of networked virtual communities has been growing, their use has remained primarily social. Given the necessity of communication and collaboration among distributed workers, it seems natural to consider how these spaces might be used to support work and the surrounding social interactions. This workshop will focus on understanding how organizations are currently using virtual communities, and how they could be enhanced to better support the needs of collaborative workers. By "virtual communities" we are thinking primarily of MUDs, MOOs, and other collaboration software involving text, graphics, and/or other media. We will explore how to take advantage of the inherently engaging attributes of virtual communities to accomplish work, preserve organizational memory, promote corporate culture, and encourage professional networking. We will identify issues that are common to groups exploring work-based virtual communities and share the design approaches that are being tried to address them. %M C.CSCW.98.417 %T User-Centered Design in Practice -- Problems and Possibilities %S Workshops %A Jan Gulliksen %A Ann Lantz %A Inger Boivie %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 417-418 %* (c) Copyright 1998 ACM %W http://www.nada.kth.se/cid/pdc98/workshop/ %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p415-dourish/p415-dourish.pdf %X Approaches in User-Centered Design (UCD) vary from Participatory Design to model-based engineering. No matter what the approach, UCD is not a simple, clear-cut way to develop successful systems. The purpose of this workshop is to discuss the problems encountered in practice and possible solutions, focusing on case studies in real systems development projects. Problems in this area include communication problems or lack of communication between system developers and users, between management and users, and between individuals in a team; and conflicting goals between the different groups in the process. Does UCD require certain attitudes in the organization and in individuals in order to bring success? Do UCD and requirements engineering conflict? What is the role of management and authority in a project in order to be able to make the decisions that are required for a project to succeed? Is UCD appropriate for every type of work activity? %M C.CSCW.98.419 %T The Effect of Proxemic Information in Video Mediated Communication %S Doctoral Colloquium %A David Grayson %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 419 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p419-olson/p419-olson.pdf %X Proximity is arguably the most basic form of non-verbal communication and is known to affect the way that an interaction occurs, influencing factors such as dialogue, persuasion, trust and length of an interaction. So far it is unknown however whether proximity can have similar effects in Video Mediated Communication (VMC). To investigate the possible effects of a stranger appearing close or far away, an experiment was devised simulating a financial advice transaction using a multimedia banking kiosk, where the financial advisor appeared either very close or far away. The experiment showed that when the financial advisor appeared very close, interactions were longer, with the customer saying more, making more interruptions, and having more turns than if the advisor appeared far away. While this research indicates that perceived proximity may indeed have behavioral implications for interacting across a video link, future research aims to investigate further the precise nature both of the consequences and the reasons behind them. As part of this, Conversational Games Analysis (CGA) is used to examine the functional differences in the dialogue as well as the structural. Other issues raised by the research include the nature of familiarity and social presence. %M C.CSCW.98.419 %T Computer Mediated Communication Across Divergent Research Networks %S Doctoral Colloquium %A Jenny Fry %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 419 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p419-olson/p419-olson.pdf %X Developments in electronic networks, such as the Internet, provide the potential to alter scholarly communication patterns and work organisation radically. The focus of this study is the mutual interaction between electronic networks and disciplinary culture and the consequences of cultural differences for the uptake and use of such networks. Knowledge domains within academia are not homogenous, each discipline has a distinctive social and epistemological structure which leads to variations in the communication system which underpins academic research. These domains can be categorised into four general types: Pure science; applied science; arts and humanities; and social science. A number of authors have devised typologies that outline the social and epistemological processes which span the disciplines within each group. The relationship between these differential cultures and electronic networks will be explored using in-depth interviews with networks of researchers from several divergent specialisms. Analysis of pilot interviews has revealed domain differences in the purpose, frequency, and perception of electronic network use. %M C.CSCW.98.419 %T A Comparison of Video-Mediated, Face-to-Face and Audio-Only Group Communications %S Doctoral Colloquium %A Emma France %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 419-420 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p419-olson/p419-olson.pdf %X Few studies of technology mediated group communication exist. This paper describes a laboratory-based information exchange task comparing the communication and task performance of 36 three-person groups in face-to-face, audio-only, and video-mediated communication (VMC). Analyses revealed no statistically significant differences in dialogue length or performance between the three conditions. However, VMC conversations tended to have most words and speaking turns and those in face-to-face communication the least. This trend was explored using Conversational Games Analysis (Kowtko, Isard & Doherty-Sneddon, 1991), an exhaustive form of coding of the functional use of utterances. The content of 12 face-to-face and 12 video-mediated dialogues was coded. This showed that significantly more interactive work tended to be required in VMC to complete the task. It is proposed that impoverished visual feedback cues, novelty and remoteness in VMC make it more difficult for the participants to reach mutual understanding, and hence more difficult to complete the task. %M C.CSCW.98.420 %T Communication and Co-ordination through Public Representations %S Doctoral Colloquium %A Christer Garbis %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 420 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p419-olson/p419-olson.pdf %X In my thesis work I am investigating the way in which teams of operators engage in co-operative process management, such as nuclear power plant control, use 'public representations', i.e., the artifacts representing information in such a way that it is commonly accessible and available to all team members at the same time (for example, a wall mounted electronic display). I am particularly interested in the role that these representations play for the operators' collective assessment and awareness of the state of the system that they are responsible for operating. In addition, I am researching the differences between accessing information through a 'public representation,' such as a fixed line diagram in the underground line control, and through 'private representations,' such as a single-user computer screen. It is my belief that the role and function of 'public' and 'private' representations in the above settings should be carefully studied so they can be designed in a more tightly coupled and integrated way in order to provide the operators with a sufficient and flexible mode of information. %M C.CSCW.98.420 %T An Investigation of Multi-user Design Tools for Collaborative 3-D Modeling %S Doctoral Colloquium %A Tek-Jin Nam %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 420 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p419-olson/p419-olson.pdf %X The objective of this research is to help designers working in teams by providing an improved collaborative design environment. The focus is on the investigation into specific issues and requirements for the development of multi-user CAD systems for collaborative 3-D modeling. By examining means for incorporating shared design workspace into conventional design workspace, we propose new mechanisms to transform existing CAD tools into collaboration-aware systems. From an initial experimental study of the team design process and a series of prototype development of collaborative CAD systems, a theoretical framework has been proposed and applied to the new collaboration-aware design systems. The result of the research will lead to the new generation of design tools to support team design tasks improving efficiency and effectiveness of team working. %M C.CSCW.98.420 %T EVOLVE: EVOLutionary Aspects of Vidoeconferencing Explored %S Doctoral Colloquium %A Marike Hettinga %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 420 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p419-olson/p419-olson.pdf %X The EVOLVE project focuses on evolutionary processes that take place after the introduction of videoconferencing in medical teleconsultation sessions. Evolution refers to what happens with patterns of work, including patterns of using a technology for particular purposes. As these patterns often divert from the patterns initially expected by designers, we believe that evolutionary processes are an important factor for the successfulness of the introduction of new technology. EVOLVE aims at yielding design guidelines for a better support of these evolutionary processes. These guidelines concern the technology (the "technical system"), as well as the organization of the use of the technology (the "social system"), and the relation between the technical and social system. %M C.CSCW.98.420 %T Concurrency Control for Real-Time Diagramming %S Doctoral Colloquium %A Jeffrey D. Campbell %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 420-421 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p419-olson/p419-olson.pdf %X Diagrams represent a design, concept or object. Multiple users working together simultaneously to create a diagram can interfere with each other's work. At a minimum this results in lost productivity. In undetected, the interference can cause inconsistencies or errors in the diagram greatly reducing its value. A concurrency control mechanism is needed to maintain integrity for collaborative diagramming. The method described here focuses on identifying logical units of work for collaborative diagramming. These units are analogous to transactions in a database system. This emphasis on transaction identification is a key distinction between this technique and prior CSCW concurrency control approaches. The improvement in transaction identification along with an implementation of split transactions reduces resource blocking, a problem generally found in applying locking techniques from database to CSCW applications. %M C.CSCW.98.421 %T Supporting Dynamic Recommendations in Organizational Information Systems %S Doctoral Colloquium %A David McDonald %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 421 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p419-olson/p419-olson.pdf %X This work explores how information systems can be augmented to assist users in finding other individuals who are likely to have specialized, expert information that they need. In particular, this work considers the social and cognitive mechanisms that people use to find candidate sources of expertise. I recently completed a field study of information finding and sharing in a software development organization. The social and cognitive mechanisms identified during the study will be used to design and implement a system that can assist users with finding potential experts. The design and implementation of a system concomitant with an analysis of subsequent data are work in progress. %M C.CSCW.98.421 %T Designing the DomeCityMOO Collaboratory: A Multi-User Simulation in a Text-Based Networked Virtual Environment That Supports Non-Scripted Interactions Toward Intercultural Understanding %S Doctoral Colloquium %A Elaine M. Raybourn %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 421 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p419-olson/p419-olson.pdf %X This proposal argues that designing a multi-user social-process simulation in a shared virtual environment offers unique opportunities to explore intercultural issues such as identity, power, and prejudice because its collaborative environment is much less threatening than face-to-face. In the proposed Text-Based Networked Virtual Environment (TNVE) also known as a Multi-User Dimension Object Oriented (MOO), players' narratives and experiences provide the basis for discovery and exploration in a virtual "collaboratory." The DomeCityMOO environment is unique in that it advances our state of knowledge of the effects of designing a non-scripted collaborative social process simulation which supports both group and individual intercultural learning in a shared virtual space. %M C.CSCW.98.421 %T High-Level Requirements Analysis for Systems in Complex Work Settings %S Doctoral Colloquium %A Mark Bergman %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 421-422 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p419-olson/p419-olson.pdf %X Large scale intra- and interorganizational information systems development has failed to yield useful systems 50% of the time. It appears that one cause of these failures is the misunderstanding or overlooking of organizational and institutional requirements in the design of these systems. High-level requirements analysis is being created as one way to start to address this problem. It is a new methodology that can be used to gather organizational, institutional as well as technical information system requirements. Research is being performed to determine how to build a high-level requirements analysis framework. Then, research will continue in applying the framework to identify critical individual or combinations of technical, organizational, institutional requirements for a "real life" project that have been misunderstood or overlooked. Beyond this, high-level requirements analysis should allow for increased insights in (1) requirements analysis, (2) complex system design which contains technological, organizational, and institutional factors, (3) how technology, organizations, and institutions co-evolve over time, (4) policy creation in the development and governance of these types of systems, and (5) how to build, maintain, and improve a high-level requirements extraction and analysis system. Altogether, this sets up a research framework that may eventually yield solutions to become much more successful at either implementing large scale intra- and interorganizational information systems or knowing when not to build them. %M C.CSCW.98.423 %T A Demonstration of Awareness Driven Video Quality of Service %S Videos %A Gail Reynard %A Chris Greenhalgh %A Steve Benford %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 423 %* (c) Copyright 1998 ACM %X We present a combined conferencing/mediaspace application that extends previous work on texture mapping video streams into virtual environments by introducing awareness driven video Quality of Service (QoS). This uses movements within a shared virtual world to activate different video services as defined by their frame-rates. Three different services are supported: portholes, providing 1 frame of video per 5 minutes; glance, 1 frame per second and full frame rate video. Our application uses awareness driven video for facial expressions and for views into remote physical environments. This enables seamless shifts in mutual involvement and makes underlying QoS mechanisms more visible and malleable. The video gives a guided tour through the mediaspace, demonstrating the different video services. This work was published as: "Awareness Driven Video Quality of Service in Collaborative Virtual Environments," Gail Reynard, Steve Benford, Chris Greenhalgh and Christian Heath, Proceedings CHI '98, April, 1998, Los Angeles, pp. 464-471. %M C.CSCW.98.423 %T i-LAND: An Interactive Landscape for Creativity and Innovation %S Videos %A Torsten Holmer %A Laurent Lacour %A Norbert Streitz %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 423 %* (c) Copyright 1998 ACM %W http://www.darmstadt.gmd.de/ambiente/activities/i-land.html %X i-LAND constitutes an example of our vision of the workspaces of the future employing "roomware" components in so called "cooperative buildings". It provides an innovative work environment supporting cooperative work of dynamic teams with changing needs resulting from new work practices as, e.g., ad hoc and on demand teams. We propose an integrated design of digital information spaces and real architectural spaces enabling new forms of human-computer interaction and support for cooperative work. The approach is related to augmented reality and ubiquitous computing. The central concept presented in the video is the notion of "roomware" components, i.e. computer-augmented objects integrating room elements with information technology. We present the current realization of i-LAND in terms of an interactive wall (DynaWall), an interactive table (InteracTable), and two computer-enhanced chairs (CommChairs). They are complemented by the Passage mechanism which allows for an intuitive physical transportation of digital information. The concept and the usage of the roomware components is demonstrated with several sample scenes. %M C.CSCW.98.423 %T Insight Lab: A Team Workspace %S Videos %A James Meyers %A Beth Lange %A Mark Jones %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 423 %* (c) Copyright 1998 ACM %X The Insight Lab is an environment in which teams come together to analyze complex situations. The lab is particularly valuable when teams are studying large amounts of qualitative data, including videotapes, audio recordings, photos or documents. In addition to utilizing a three monitor large-screen display, the lab takes advantage of electronic whiteboards, linked sticky notes, and linked printed reports to bring information out of the computer box and into the physical world. By linking pieces of paper to the digital world via barcodes, the lab turns its walls into a huge computer desktop. The Insight Lab utilizes electronic whiteboards and linked sticky notes to capture critical team interactions, thereby documenting the rationale behind a group decision. Working "out-of-the-box" and maintaining a group memory provides a truly immersive environment, thereby creating a next generation team workspace. %M C.CSCW.98.423 %T The Mirror: Reflections on Inhabited TV %S Videos %A Andrew McGrath %A Amanda Oldroyd %A Graham Walker %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 423-424 %* (c) Copyright 1998 ACM %X Inhabited TV is a vision of future television services in which multi-user 3D virtual environments deliver unprecedented levels of audience participation. Social chat and interaction are mixed with professional content and programming to create on-line communities. The Mirror was a ground-breaking collaborative experiment in Inhabited TV, created by BT, Sony, Illuminations and the BBC. Six on-line worlds were available to over 2000 viewers of the BBC2 series "The Net" in January and February 1997, and this video provides a flavour of the project. %M C.CSCW.98.424 %T GestureLaser: Supporting Hand Gestures in Remote Instruction %S Videos %A Hideaki Kuzuoka %A Shinya Oyama %A Hiroshi Kato %A Hideyuki Suzuki %A Keiichi Yamazaki %A Akiko Yamazaki %A Hiroyuki Miki %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 424 %* (c) Copyright 1998 ACM %X GestureLaser is a remote controlled laser pointer which allows an instructor to gesture at real world objects over distances. To control the position of the GestureLaser's spot, a laser beam is reflected by two mirrors each rotated by a stepping motor. The remote instructor controls the motion of the laser's spot using a computer mouse in the same way an ordinary mouse pointer is controlled. The instructor can thus show position, rotation and direction by moving the spot. The laser's low illumination mode is used to indicate transitions between gestures while still allowing operators to track the spot. We have already undertaken a few experiments in order to understand how users can effectively use the laser's spot as a substitute for real hand gestures. %M C.CSCW.98.424 %T Hypermirror: Mirror Reflections Representing Users As If They Are All in the Same Room %S Videos %A Osamu Morikawa %A Takanori Maesako %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 424 %* (c) Copyright 1998 ACM %X HyperMirror is a new video communication system which realizes video WISIWYS (What I See Is What You See). We create an attractive, highly understandable communication environment, rather than imitating face-to-face communication. Like telephones, this system is intended to have easily understood limitations. Each site has a large screen which displays not only the remote participants image, but also the overlaid mirror image of the local participants. In this way, participants can share exactly the same video space. Thus they can use gestures and pointing to indicate background objects or images. There are several ways to synthesize the HyperMirror image. In this video, we present an optical synthesis and an electronic synthesis uses "chroma-keying". %M C.CSCW.98.424 %T Crisis in Ragan: Orbit at Work %S Videos %A Richard Taylor %A Tim Mansfield %A Geraldine Fitzpatrick %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 424 %* (c) Copyright 1998 ACM %X How can an overworked editor in head office and an unprepared reporter in the far away land of Ragan get a breaking story to press in less than a day? We follow these journalists as they use the WORLDS project's collaboration environment, Orbit, integrated with other prototype tools developed at the DSTC, to accomplish their task. Orbit is based on the notion of software locales or "group-zones" to provide contexts for shared work. A navigator provides access to all the group-zones to which one of the journalists currently belongs. Users can dynamically change their view of each of these group-zones to match their changing needs, and the currently selected documents and folders from all zones are shown in a desktop-style workspace. They can also use integrated audio and video conferencing to communicate with each other. As well as Orbit, the video shows the intrepid team using other integrated DSTC tools including a backwards recovery workflow system, group awareness, and information filtering, to work together to make the 5pm bulletin. %M C.CSCW.98.425 %T GAZE: Visual-Spatial Attention in Communication %S Videos %A Roel Vertegaal %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 425 %* (c) Copyright 1998 ACM %X This video illustrates the importance of conveying visual attention in multiparty mediated systems. In terms of multiparty turntaking efficiency, current-day video-conferencing systems do not seem to provide the expected added value over telephony. We attribute this to a lack of Conversational Awareness: knowing who's talking to whom. The visual attention of participants directly relates to their auditory and articulatory attention, i.e., their gaze direction indicates whom they listen or speak to. Conveying gaze direction seems to ease turntaking by allowing more rapid speaker switches and more efficient use of deictic verbal references (e.g., "What do YOU think?"). This video exemplifies the differences between face-to-face, traditional video-mediated, and attention-based conferencing. It features an early simulation of the GAZE Groupware system, a multiparty mediated system which metaphorically conveys gaze direction. Using an eyetracker, the system measures where participants look inside a 3D virtual meeting room, and rotates their video images to align with their gaze. %M C.CSCW.98.425 %T The SubCam: An Insight into the Phenomenal Flow of Office Life %S Videos %A Anne-Laure Fayard %A Saadi Lahlou %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 425 %* (c) Copyright 1998 ACM %X This video presents the SubCam perspective and methods used to analyze the video data it provides. We study office work in a large industrial research center and focus on the interactions of office workers with their social and spatial environment. Current methods (observations, interviews, ethnographic studies with video) provide interesting data, but fail to identify some key phenomena on the situated nature of the work. In order to determine the affordances of the environment, we design a new observation tool: the Subjective camera or SubCam. It is composed of a pair of glasses on which a miniature video camera and a microphone are clipped. The SubCam gives a rather good indication of what the subject sees, although it does not track eye gaze. It provides an insight in the phenomenal flow in which subjects are immersed and a subjective view of subjects' movements and interactions. The SubCam provides a very large and rich set of data. To focus our investigation, we have chosen 6 foci of analysis grounded on previous results and a first perusal of the data: 1. Interruption; 2. Feeling lost; 3. Navigation in the Workspace; 4. Artifacts; 5. Peripheral Awareness; 6. Cooperation. %M C.CSCW.98.425 %T Enabling Personal Tele-Embodiment %S Videos %A Eric Paulos %A John Canny %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 425 %* (c) Copyright 1998 ACM %X Current internet applications fail to interface to the real physical world in which we live, work, and play. This video illustrates the development of several simple, inexpensive, internet-controlled, untethered tele-robots or PRoPs (Personal Roving Presences) that provide the sensation of tele-embodiment in a remote real space. These devices range from small helium filled tele-operated airborne blimps to more recent ground based systems with longer ranges, battery life, and abilities. All PRoPs support at least video and two-way audio as well as mobility through the remote space they inhabit. The physical tele-robot serves both as an extension of its operator and as a visible, mobile entity with which other people can interact. ProPs enable their users to perform a wide gamut of human activities in the remote space, such as exploring, conversing with people, hanging out, wandering around, pointing, examining objects, reading, and making simple gestures. The goal is to identify and distill a small yet sufficient number of traits that are vital to human communication and interaction and to physically implement them on PRoPs. For more information please visit http://www.prop.org. %M C.CSCW.98.425 %T Focus and Awareness in Groupware %S Videos %A Carl Gutwin %A Saul Greenberg %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 425-426 %* (c) Copyright 1998 ACM %X Medium-sized shared workspaces present two design goals to groupware designers: first, people need to focus on the details of their work; second, people need to stay aware of others working elsewhere in the workspace. This video presents and compares four different visualization techniques for achieving these goals. The techniques are part of a system for building and editing concept maps, visual languages for representing ideas and relationships. When people use concept maps, they often need to work in different parts of the map. Since a groupware workspace can only show a small part of the map at one time, this means that staying aware can become a problem. We present four different visual approaches to supporting both detail and awareness. All approaches extend the earlier versions illustrated in our CSCW '96 videos, and (for ease of comparison) all work within the concept map editor. The radar view splits the interface into detail and awareness windows. The fisheye view uses distortion to integrate detail and awareness in a single window. The dragmag view lets people selectively magnify a portion of a large overview. The two-level view overlays a full-screen overview onto a detail view. %M C.CSCW.98.427 %T A Grand Tour of CSCW Research %S Tutorials %A Jonathan Grudin %A Steven E. Poltrock %A John Patterson %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 427 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X An introduction to Computer Supported Cooperative Work research for those unfamiliar with the field. We provide a framework for understanding CSCW as a research domain, a development opportunity, and a management challenge. We present a taxonomy of CSCW technologies, explain the computing architectures of CSCW technologies, and analyze successes and obstacles to success. This tutorial balances the social and technical issues that thread through this conference. It also identifies the conference events that expand on this social and technical framework. %M C.CSCW.98.427 %T A Technical Overview of CSCW %S Tutorials %A Presun Dewan %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 427 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X In the past decade, a variety of systems (applications and infrastructures) have been developed to support collaboration. These systems have been developed in diverse fields including user-interfaces, multimedia, operating systems, database systems, programming languages, networking, computer hardware, distributed systems, and hypermedia. This tutorial will take the audience on a tour of these systems, discussing technical issues that arise in their design and implementation. %M C.CSCW.98.427 %T Activity Theory: Basic Concepts and Applications %S Tutorials %A Victor Kaptelinin %A Bonnie Nardi %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 427 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X This tutorial introduces participants to Activity Theory, a conceptual approach that provides a broad framework for describing the structure, development, and context of computer-supported activities. The tutorial will consist of lectures, discussion and small group exercises. A Web community will be established so attendees will be able to continue to learn about and use activity theory. %M C.CSCW.98.427 %T The Theory and Practice of Fieldwork for System Development %S Tutorials %A Dave Randall %A Mark Rouncefield %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 427 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X This tutorial has the objective of developing an appreciation of the various theoretical perspectives utilized by CSCW practitioners and the practical issues that arise during the conduct of "naturalistic" inquiry. A number of competing theoretical perspectives will be examined, compared, and contrasted, including "grounded theory," "soft systems," distributed cognition, ethnomethodology, participatory design, "business-led" perspectives, and activity theory. The tutorial will draw from the instructors' experiences working with design and management teams to illustrate many of the practical problems associated with doing fieldwork. %M C.CSCW.98.428 %T Contextual Inquiry: Gathering Customer Data for System Development %S Tutorials %A Karen Holtzblatt %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 428 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X This tutorial, taught by the originator of contextual inquiry, presents a practical introduction to the use of field research in designing computer systems that support and extend people's work. Contextual inquiry is a technique for interviewing and observing users in their own workplace as they work. The tutorial will develop skills in data collection, analysis, and use through hands-on examples of how to apply contextual inquiry throughout the system development cycle and how to adapt the approach to different situations. %M C.CSCW.98.428 %T Virtual Humans in Collaborative Virtual Environments (CVEs) %S Tutorials %A Nadia Magnenat Thalmann %A Daniel Thalmann %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 428 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X The merging of recent developments in virtual reality, human animation and CSCW has led to new fields of research: the integration of virtual humans in collaborative virtual environments; the interaction of humans with virtual humans; and the representation of humans in virtual worlds. This tutorial will emphasize real-time animation techniques, real-time motion tracking, and communication among humans and virtual humans, using examples of social behavior, group behavior, and crowd behavior. The course will also discuss facial animation techniques for virtual actors and communication with them. Finally, the interaction among humans and autonomous virtual humans inside the virtual space will be illustrated with applications in telecooperative work. %M C.CSCW.98.428 %T Computer Support for Community Work: Designing and Building Systems for the "Real World" %S Tutorials %A Doug Schuler %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 428 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X This tutorial is designed to introduce CSCW researchers and implementers to the field of public CSCW applications, services, and institutions (or, what I call "Computer Supported Community Work"). It is the goal of this tutorial to present the major challenges and opportunities involved in this endeavor and to engage all the participants in a dialogue as to the future of these new systems. Each participant should, after attending this tutorial, have a much clearer idea what systems might be developed and what they themselves can do to make them happen. %M C.CSCW.98.428 %T Building Computer-Based Shared Information Systems %S Tutorials %A John Mariani %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 428 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X This tutorial compares and contrasts the use of real-world information artifacts and their electronic counterparts in traditional database systems, provides an understanding of the problems facing designers and implementers of shared information systems, and indicates how such systems can present awareness information to end-users. The tutorial will produce an understanding of the nature of shared information spaces, of the techniques used to realize shared information spaces, and of case studies about the design and development of shared information spaces. %M C.CSCW.98.428 %T Avoiding Damn Lies: Understanding Statistics %S Tutorials %A Alan Dix %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 428-429 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X Many practitioners and researchers in CSCW have to use statistics. However, many people, despite their ability to run a statistics package or calculate simple statistics, remain uncertain about what the numbers mean. This tutorial will produce an understanding of key statistical concepts enabling understanding and interpretation of statistical analyses. %M C.CSCW.98.429 %T Working through Collaboration: A Framework for Designing Technology Support %S Tutorials %A John L. Bennett %A John Karat %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 429 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X As we design computing technologies to support collaboration face to face and at a distance, it is important to have a basic understanding of what makes collaboration work. This tutorial focuses on distinctions among types of collaboration; the roles of conversations in establishing and maintaining collaboration; the importance of partnership in successful collaboration; and the role of culture in supporting collaboration. Examples of software support using a commercial product (Lotus Notes/Domino) and the World Wide Web will illustrate strengths and weaknesses of existing systems. Cases will be drawn from the papers review process for CHI'98 and from a longitudinal study of a customer service group. After completing the tutorial, attendees should be able to formulate plans for designing, evaluating, installing, and bringing into practice technological support for collaboration. %M C.CSCW.98.429 %T Developing Collaborative Applications on the World Wide Web %S Tutorials %A Andreas Girgensohn %A Alison Lee %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 429 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X Building collaborative applications from the ground up is a challenging task; one that requires balancing social, user interface, and technical concerns. The Web facilitates this task by providing building blocks that make it easy to rapidly develop collaborative applications. Using the Web helps lower the technical hurdles in the task and allows researchers, designers and developers to focus on exploring and understanding the sociological and HCI concerns. This tutorial demonstrates, with fragments of program and pseudo code, how the Web building blocks can be used to develop typical collaborative applications consisting of components such as awareness, shared objects, and conversational tools. Also, the tutorial highlights ways to address issues (e.g., interactivity, customization, data and tool integration, control, synchronization, firewall support, and security) related to using the Web as a development platform. The goal of the tutorial is to provide insights into and understanding of the Web building blocks and how to use the Web as a rapid prototyping platform for collaborative applications. At the end of the tutorial, participants will be able to begin developing Web-based collaborative applications. %M C.CSCW.98.429 %T An Introduction to Distributed Cognition: Analyzing the Organizational, the Social, and the Cognitive for Designing and Implementing CSCW Applications %S Tutorials %A Christine Halverson %A Yvonne Rogers %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 429-430 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X To introduce the theory of distributed cognition and elucidate its application to design and evaluation using real examples, and to provide experience to the participants by providing a hands-on example to work through. We will explain the importance of adopting multiple perspectives when designing and evaluating CSCW systems and groupware, and describe the analytic framework provided by distributed cognition. We will provide a detailed outline of the micro-methodology, a step-by-step walkthrough of analysis, and a guided hands-on analysis of a collaborative setting. %M C.CSCW.98.430 %T Behavioral Evaluation of CSCW Systems %S Tutorials %A Thomas A. Finholt %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 430 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X Evaluating CSCW systems is much more difficult than evaluating single-user systems because of the additional group and organizational factors. Behavioral evaluation consists of having people use CSCW technologies under appropriate conditions and gathering either qualitative or quantitative information about their behavior. We will examine a variety of methods, including case studies, large scale field studies, surveys, and laboratory studies. %M C.CSCW.98.430 %T XML: Modeling Data and Metadata %S Tutorials %A Rohit Khare %A Adam Rifkin %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 430 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X Designers of computer-supported cooperative work systems have long sought a portable information delivery format to share knowledge. Extensible Markup Language (XML) provides an effective solution for communicating across time, space, and communities. This tutorial introduces the family of Extensible Markup Language specifications to CSCW researchers and practitioners: XML, Namespaces, XSL (Styles), Xlink, Xpointer, RDF (Resource Description Format), and Schemas, as well as XML's interaction with other Web standards such as HTML, CSS, URI, and HTTP. %M C.CSCW.98.430 %T Workflow Management: Concepts, Architecture, Implementation and Deployment %S Tutorials %A Christoph Bussler %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 430 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X This tutorial allows attendees to understand and characterize the field of workflow management and workflow management technologies in general. The tutorial will present and discuss the current state of workflow research, workflow standardization, and workflow products from a "neutral" viewpoint (i.e., independent of a specific philosophy or technology). The approach will be an overview of workflow concepts, architectures, and implementations-as well as references to current literature on workflow issues. %M C.CSCW.98.430 %T Using Social Network Analysis to Study Computer Networks: Theory, Methods and Substantive Findings %S Tutorials %A Barry Wellman %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 430 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X When a computer network connects people or organizations, it is a social network. The study of such computer-supported social networks has not received adequate attention. This tutorial will demonstrate the usefulness of a social network approach for the study of computer-mediated communication. Attendees will learn the principles, methods, and substantive findings of social network analysis, including: how to design social network research; how to collect social network data, and how to use standardized packages to analyze social network data. %M C.CSCW.98.430 %T Theoretical Foundations of CSCL: How Do We Learn in Collaborative Settings? %S Tutorials %A Timothy Koschmann %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 430-431 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X CSCL (Computer Support for Collaborative Learning) is an emerging area of research in educational technology. The tutorial will survey four prominent socially-motivated theories of learning (i.e., Vygotskyian, Neo-Piagetian, Social Practice Theory, and Distributed Cognition). Following the overview, working teams will undertake a task designed to deepen understanding of the four theories. %M C.CSCW.98.431 %T The World Wide Laboratory: Conducting Experiments on the Internet %S Tutorials %A Daniel B. Horn %A Elena Rocco %A Paul Resnick %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P 431 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/cscw/289444/p427-finholt/p427-finholt.pdf %X Behavioral experiments have traditionally been done within the walls of a lab. Studies of this type have many advantages (e.g., high degree of experimental control), but they have costs and limitations (e.g., use of participants from a limited geographic area). The Internet provides new avenues to conduct research, creating new opportunities for scholars and practitioners. This tutorial examines traditional and new kinds of studies that can be conducted on the Internet. Covered topics include recruiting participants, identity verification, data management, on-line payment, experimental design, and the design of experiment Web sites. %M C.CSCW.98.- %T TeamWave Workplace %S Demonstrations %A Mark Roseman %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X TeamWave Workplace is one of the few commercial products supporting both real-time and asynchronous collaboration. Using a rooms metaphor, it combines chat, audio/video, whiteboards, calendars, bulletin boards, and other groupware tools in a fully persistent work environment, all running on Windows, Macintosh and Unix platforms. This demonstration will highlight not only the individual components in TeamWave, but also how the system works to integrate them together into a single cohesive environment. %M C.CSCW.98.- %T WebGuide: Guiding Cooperative Work on the Web with Perspectives and Negotiation Support %S Demonstrations %A Gerry Stahl %A Rogerio dePaula %A Thomas Herrmann %A Kai-Uwe Loser %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X Cooperative knowledge work typically involves a mix of individual and group activities. Computer support for both personal and team perspectives allows people to view and work on a central information repository in personal, subgroup, and team contexts. Negotiation mechanisms support the merger of information developed and proposed by individuals or subgroups into perspectives representing convergence of group ideas. By intertwining perspective and negotiation mechanisms, a presentation or product representing group consensus can systematically be constructed from the individual results while work on personal ideas progresses within private workspaces. WebGuide is a prototype system that integrates perspective and negotiation mechanisms to support web-based cooperation. It is currently being developed to support two diverse group research projects; the demo will feature the current state of these research collaborations as represented within WebGuide. %M C.CSCW.98.- %T ToolSpace: A Next Generation Computing Environment %S Demonstrations %A T. Goddard %A V. S. Sunderam %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X User interfaces have evolved from punched cards, to text terminals, to windowing systems. As interface standards move into the third dimension, we have the opportunity to ensure that they inherently support cooperative work as well as other modern ideas from areas such as component software and distributed systems. ToolSpace is our prototype of such an environment. Using VRML and Java, ToolSpace workspaces are available over the web through essentially a standard web browser installation. Within the workspace, users can interact with shared objects and applications in real time. With a software abstraction called "tools", applications can scale with number of users, degrees of freedom of input devices, and sophistication of input filtering. %M C.CSCW.98.- %T Patient Support Using the World Wide Web %S Demonstrations %A John E. Lester %A Deirdre M. Norris %A Daniel B. Hoch %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X Traditional medical care relies on face-to-face encounters in which patient and physician work in a collaborative fashion. However, many patients have limited mobility, want additional medical information and wish to share experiences with others in similar medical circumstances. This demonstration illustrates how the WWW can be used as a computer-based tool to augment the physician-patient encounter at an Epilepsy referral center. During this presentation we show how patients and providers use WWW resources running on commercial software. Patients are given access to a library, discussion groups, chatrooms, and the opportunity to communicate privately with healthcare providers. Patients were included in the design process and are involved in the evolution of the site. Monitoring of the project is performed by Epilepsy care providers. We are in the process of examining the impact of this technology on patient satisfaction, quality of life and comparing/contrasting its use to traditional face-to-face encounters. %M C.CSCW.98.- %T WebShaman -- Collaborative Virtual Prototyping in the World Wide Web for Product Designers %S Demonstrations %A Pertti Repo %A Jarmo Sarkkinen %A Tuomo Tuikka %A Marko Salmela %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X This demonstration presents a World Wide Web based collaborative virtual prototyping system -- WebShaman. The system was designed after a series of field studies in interdisciplinary collaborative electronics product design. It illustrates how to support synchronous concept design over the WWW, where three dimensional product concepts, design objects, can be shown, manipulated, and simulated in common information space. Thus two or more electronics product designers or their customers can work on a common design object in synchronous collaboration using distributed simulation to mediate their understanding with each others. To facilitate this a techniques which we call 'smart virtual prototyping' is demonstrated. It is a special technique which allows users to add functionality and simulation to virtual prototypes and use them in a collaborative fashion. (See: http://www.hci.oulu.fi/WebShaman.html) %M C.CSCW.98.- %T The Hummingbird: Mobile Support for Group Awareness %S Demonstrations %A Lars Erik Holmquist %A Joakim Wigstrom %A Jennica Falk %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X The Hummingbird is a small portable device which supports social awareness between people who frequent the same physical location. The Hummingbird uses wireless communication to give members of a group continuous aural and visual indications of which other group members are in the vicinity. Although many solutions for providing awareness information exist, they are either tied to the desktop (e.g., ICQ) or dependent on a pre-existing infrastructure (e.g., Active Badges). Hummingbirds have the advantage of working any time, anywhere, which will be shown in this demonstration. We will let attendees get hands-on experience with the Hummingbird prototype, but the demonstration will not be limited to the demo room. Attendees will be allowed to borrow Hummingbirds and use them in the conference area. In this way, participants will be able to explore how Hummingbirds can support group awareness during a conference situation. %M C.CSCW.98.- %T WebPath: Synchronous Collaborative Browsing %S Demonstrations %A Paul Moody %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X Pathing, trails and guided tours of hypertext have been shown to be valuable means of sharing browsing experiences. Our WebPath project implemented a pathing system for use with a web browser with the addition of awareness, real-time chatting, and sharing of current browse locations. Our experiences using the system led to several new collaborative browsing activities using paths. In this demo, we will show our system and demonstrate some of these new uses. %M C.CSCW.98.- %T Alice: Easy to Learn Interactive 3D Graphics %S Demonstrations %A Angela M. Saval %A Dan Maynes-Aminzade %A Steve Audia %A Kevin Christiansen %A Dennis Cosgrove %A Shawn Lawson %A Dan Moskowitz %A Jeffrey Pierce %A Jason Pratt %A Randy Pausch %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X Alice is a rapid prototyping tool for building interactive worlds that allow users to quickly and easily create collaborative virtual environments (CVEs). The versatility of Alice system allows for the easy creation of multi-person worlds for a web browser, on the desktop, and via a head-mounted display. Alice uses Python, a very high level interpreted language, as its scripting language for specifying the behavior of objects. The rapid turn around time of Alices interactive development environment enables users to experiment with more designs than possible with a more traditional compiled language. Alice is available free for Windows 95/98/NT at from http://www.alice.org. %M C.CSCW.98.- %T The SubCam: A Video Tool for Analyzing Cooperative Work %S Demonstrations %A Saadi Lahlou %A Anne-Laure Fayard %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X The subjective camera, or SubCam, is a wearable video tool designed for studying activity from the workers' point of view. It is composed of a miniature video camera with wide angle lens and a microphone fixed on a pair of glasses, worn by the subject. It gives a rather good account of what the subjects sees, hears and does, although it does not track the eye gaze. The SubCam provides relevant data on the interactions of human beings with their social and spatial environment. It is particularly relevant for the study of cooperative work and social relationships, since it brings no extra observer in the setting. It was initially designed for studying office work, but can be used in other settings as well, and has potential applications in training and remote collaboration. %M C.CSCW.98.- %T CLIVE: Collaborative Live Interactive Voice Environment %S Demonstrations %A Maroun Touma %A Shahrokh Daijavad %A Catherine Wolf %A Alison Lee %A Tong Fin %A Tetsu Fujisaki %A Eric Roffman %A Makoto Kobayashi %A Masahide Shinozaki %A Takashi Sakairi %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X The Web is an attractive channel for delivering products and services to Internet-based consumers. This demonstration shows how the CLIVE (Collaborative Live Interactive Voice Environment) technology transforms customer service and support by augmenting conventional self-service Web interactions with synchronous collaboration on demand. A consumer requests to be connected with a call center agent by clicking on a button or text link on a page. This results in the establishment of a simultaneous voice and Web page sharing connection between the agent and the customer. The demonstration illustrates the innovative features of CLIVE using a home banking scenario. %M C.CSCW.98.- %T InTouch: A Tangible Interpersonal Communication Medium %S Demonstrations %A Hiroshi Ishii %A Scott Brave %A Victor Su %A Phil Frei %A Andrew Dahley %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X Although telecommunication technology has made big advances, real-time interpersonal communication over distance is limited to visual and auditory media. We are going to demonstrate a new approach, inTouch, which allows haptic interpersonal communication over distance. The approach is based on a concept called Synchronized Distributed Physical Objects, which employs force feedback technology to create the illusion that distant users are interacting with shared physical objects. %M C.CSCW.98.- %T An Awareness Tool for Asynchronous, Distributed Workgroups %S Demonstrations %A J. J. Cadiz %A R. E. Kraut %A F. J. Lerch %A S. R. Fussell %A M. M. McNally %A W. L. Scherlis %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X Members of interdependent work groups must coordinate their efforts in intricate ways. These coordination efforts are more successful if team members can stay aware of the state of their team, its tasks, and its environment. A major design goal for tools supporting distributed workgroups is to keep members apprised of important changes without distracting them from their focal tasks. Passive awareness tools coming from the Computer Supported Cooperative Work tradition have only explored a small part of the design space. This paper describes The Awareness Monitor, a tool that provides passive awareness. We discuss design criteria for providing passive awareness and show how The Awareness Monitor addresses those criteria. %M C.CSCW.98.- %T Demonstration of JCS: A Collaboration Architecture and Toolkit %S Demonstrations %A Jeff Kurtz %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X This demonstration presents JCS, an architecture and a toolkit for the construction of tailored collaborative environments. A team at The MITRE Corporation has been developing a flexible architecture that supports several key requirements for collaborative environments: the coordination of activities around a theme, easy integration of existing collaborative tools, the distribution of resources for efficiency, software support on multiple platforms, and rapidly configurable client interfaces. From the architecture a toolkit has been implemented using Java and CORBA that gives developers easy access to a suite of collaboration services. This simplifies collaborative tool integration and client software development. The demonstration will show the toolkit and how it was used to implement a collaboration environment as part of a DARPA sponsored planning system, JFACC. It will show how the toolkit was used to coordinate activities, manage user workspaces, integrate applications, and distribute computing resources. %M C.CSCW.98.- %T Selective Dissemination of Information in a Colleague Awareness Application %S Demonstrations %A Mark Day %A Steve Foley %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X A colleague awareness tool (or, colloquially, a "buddy list") allows one to see and be seen on a network -- one's presence and related information are advertised. If one can be "visible" to a large audience, users want to be able to control which information is made available to viewers. For example, users may want colleagues in their group to see more detailed information than an arbitrary employee of the same company. Prairie Dog is an experimental colleague awareness tool that we have modified to support the selective dissemination of information. %M C.CSCW.98.- %T Creating and Managing Shared Concept Maps through SMART Ideas %S Demonstrations %A David Martin %A Tom Fukushima %A Rob Kremer %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X SMART Ideas is concept mapping software that provides support for collaborative work in areas such as meetings, knowledge management, brainstorming, and project tracking. It has a graphical interface that is tailored for creating and manipulating shared concept maps from either an interactive whiteboard or a PC. In our demonstration, we will give an example of concept map creation from a meeting where pen-based data is entered into SMART Ideas from a large interactive whiteboard and recorded onto a central server. We also show how participants can manipulate the concept map on the interactive display remotely from a laptop located on the meeting room table. We will then show how the resulting concept map can be taken out of the meeting and elaborated by the group to create a living document. Also described is our support for the offline user who must do work while disconnected from the server. %M C.CSCW.98.- %T The GAZE Groupware System: Mediating Attention in Multiparty Communication and Collaboration %S Demonstrations %A Roel Vertegaal %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X When a group is communicating or working together remotely by means of telephony, video conferencing, or groupware systems, it may be difficult for participants to know who is talking or listening to whom (Conversational Awareness). We believe this is because most systems do not convey whom you look at. When you speak or listen to someone, you typically convey your attention by looking at that person's facial region. When such information is not mediated by technology, the process of taking speaker turns can become up to 25% slower, which is an indication of unnatural behaviour. Also, the number of deictic references to persons may drops by as much as a factor two. The GAZE Groupware System (GGS) addresses this problem by measuring where you look within a 3D web-based virtual meeting room on your screen, using deskmounted eyetracking systems. It represents this information to other participants by orienting your picture towards the person you look at. The GAZE Groupware System can also convey exactly where you look within shared document files, potentially easing joint editing tasks by conveying a generic form of Workspace Awareness. Our current prototype uses standard internet audio conferencing tools to support multiparty speech communication. The added value lies in the integrated approach to conveying awareness information in conversations and the workspace in a manner which is technically scalable. (GAZE Groupware System: http://reddwarf.wmw.utwente.nl/gaze.html) %M C.CSCW.98.- %T Simple Collaboration with Java %S Demonstrations %A Derek S. Morris %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X We propose to show an application written in Java that provides a simple form of collaborative behavior in order to demonstrate the ease with which collaboration can be included in a Java application. For applications being built using Java it is now practical to add simple collaborative behavior to the application directly rather than use a generalized system like Habanero or DISCIPLE. The task of programming collaborative behavior into an application has been greatly simplified by key features provided in the Java Programming Language. The primary mechanisms needed to provide collaborative behavior will demonstrated to include downloading a collaborative session from a web page, shared entity marshaling, multicasting the shared entity state, and session persistence. %M C.CSCW.98.- %T Incident Report Information System (IRIS) %S Demonstrations %A Steve T. Jones %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X The Incident Report Information System (IRIS) is a Lotus Notes application developed by Electronic Data Systems (EDS) for a multi-national manufacturer of automotive electronics. The company has implemented a process for analyzing product failures and installing corrective actions. This process applies to products throughout the manufacturing life cycle from design to close of production. IRIS is the IT support for this process. The core of the Response Process is a five-phase problem resolution procedure. The process is triggered when a defective unit is returned to a team and logged into IRIS. The purpose of IRIS is to capture information about failed units, the cause of the unit's failure, and the means for preventing future failures. Notes replication features ensure that virtually identical information is available anywhere in the world. In conjunction with e-mail and the telephone, Notes allows teams to collaborate with colleagues anywhere in the world. %M C.CSCW.98.- %T Virtual Places: A Heterogeneous Network Environment for Individual and Collaborative Work %S Demonstrations %A Robert B. Kozma %A Ruth E. Lang %A Martin W. Fong %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X Virtual Places is a network-based computing environment that supports a range of asynchronous and synchronous interactions. Our objective is to build a highly interactive computer-based task and social environment that supports individual work and collaboration over distances. This computer-mediated, place-based environment provides access to built-in IRC-like communications and persistent objects, and smoothly integrates external single- and multi-user applications. In Virtual Places, * When a user activates an application (e.g., chemistry simulation), the application is automatically started on their local computer. * When two people enter the same virtual room, equivalent Internet audio applications are configured, and an audio conference is automatically started. * When they both activate the same chemistry simulation, they can collaborate via peer-to-peer application sharing. Our demonstration will show how single-user applications are transparently integrated into this environment, and how real-time synchronous collaboration sessions are dynamically defined through social interactions within this environment. (See: http://www.sri.com/policy/teched/projects/vrplprom.htm) %M C.CSCW.98.- %T Dynamic Virtual Playground %S Demonstrations %A Richard May %A Scott Decker %A Lauren Bricker %A Bruce Campbell %A Anne Schur %A Irene Schwarting %A Paul Schwartz %A Tom Furness %A Kori Inkpen %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X The Dynamic Virtual Playground (DVP) is a prototype system, in its early stages of development, designed to investigate multiple simultaneous collaborations in a virtual setting. The DVP utilizes a typical 3D world where users can dynamically load and place data. Users create data outside for the DVP then join an ongoing DVP session and load their data (geometry, underlying support data, behaviors, unique interactions, etc). The environment could simulate a school lab where each group of students is working on a different project or a command post where each station is dealing with different data sources. Users are free to move between work areas. A critical aspect to this research is understanding the non-verbal and social communications techniques that need to be incorporated in to the DVP to support the multiple-group dynamics. The functionality will be demonstrated in a virtual mall setting. There will be 3D (rooms) shops and 2D (web pages) shops as well as an art/science exhibit area. Participants will be able to move between different components of the world. Groups can browse the stores and discuss what is in them. Participants will be able to create art for display both on-line (within the world) and off-line (out side the world). Data created off-line will then be loaded into the world for display and interaction. Groups of participants will be able to interact with the data and download pieces they like to their systems. %M C.CSCW.98.- %T QuickSet: Multimodal Collaboration from Handheld to Wall-Sized %S Demonstrations %A David R. McGee %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X Currently, scalability of synchronous CSCW systems (in terms of number of collaborators, wireless networking, and handheld computing) is limited due to the bandwidth required to maintain the error-free, peer-to-peer communications necessary for real-time collaboration. We have discovered that a multi-agent architecture that supports intelligent brokering may prove to be an effective tool for developing synchronous real-time computer-supported cooperative work applications, because such an architecture limits the distribution of tasks and events to only those relevant, at the time of execution. QuickSet is our system for map-based multimodal interaction. Recently, we have extended the capabilities of each user interface to include coupled and uncoupled real-time collaboration facilities. Because of its reliance on a lightweight agent architecture for distribution of messages, we are able to demonstrate synchronous collaboration, via a hybrid central-replicated architecture, on hardware ranging from handheld to wall-sized displays. %M C.CSCW.98.- %T Orbit-Amethyst %S Demonstrations %A David Arnold %A Andrew Loch %A Tim Mansfield %A Ted Phelps %A Simon Kaplan %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X Orbit-Amethyst is a new version of the Orbit prototype collaboration environment. This version is notable for employing a more distributed, modular architecture. The system provides a workspace showing a unified view of documents stored in multiple document repositories along with A/V conferencing and integrated synchronous collaboration tools. Orbit is an attempt to provide a unifying user-level environment for collaboration-oriented resources and tools. %M C.CSCW.98.- %T Rapidly Building Synchronous Collaborative Applications by Direct Manipulation %S Demonstrations %A Guruduth Banavar %A Sri Doddapaneni %A Kevan Miller %A Bodhi Mukherjee %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X Existing GUI builder technology supports building user interfaces for interactive applications via direct manipulation. However, it is notoriously difficult to build the underlying data sharing and application logic for multi-user synchronous collaborative applications. This demonstration will show a collection of very high-level software components, built using the JavaBeans component standard, that enables domain experts and application designers to rapidly build entire collaborative applications via visual programming, i.e., drag-and-drop, customization and wiring. Our component suite supports conference setup, awareness, data and event sharing, access synchronization, and temporally coordinated event streams. We will demonstrate that the task of building non-trivial multi-user applications using this approach is significantly simplified. Our demonstration will consist of building representative multi-user applications and modifying them on-line based on audience requests. %M C.CSCW.98.- %T TTR: A Task-tailorable System for Envisioning Asynchronous Communication %S Demonstrations %A Christine M. Neuwirth %A James H. Morris %A Susan Harkness Regli %A Ravinder Chandhok %A Geoffrey C. Wenger %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X TTR (Task-Tailorable Representation) is a research prototype that allows users to organize electronic mail messages into task-tailorable interfaces. Our goal is to provide a flexible, generative, direct-manipulation layout interface in which users can create a number of views, customize them on-the-fly, and map them to any messages they want to visualize in relation to a task. %M C.CSCW.98.- %T NetMeeting and Flatland %S Demonstrations %A Deborah Dubrow %A Anoop Gupta %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X Microsoft NetMeeting enables people to work together in real-time over distances via the Internet or Intranet. NetMeeting participants use multi-point application sharing, whiteboarding, chat, and file transfer and point-to-point audio and video to communicate. Common uses of NetMeeting include geographically distributed large team meetings, presentations and demonstrations, and working with others to review a document or solve a problem. Video conferencing and chatting with friends over the Internet is also a common use of NetMeeting. Flatland is a project being pursued at Microsoft Research. Flatland provides an easily customizable framework that supports live information delivery and interactive audience feedback. It frees developers from needing to manage client/server communication, data replication, and data persistence. The initial application we are looking into is distance learning. We will demonstrate Flatland in that context and also how it extends into the world of asynchronous collaboration via annotations. %M C.CSCW.98.- %T MOMO: Cooperative and Collaborative Workflow Modeling %S Demonstrations %A Stefan Horn %A Stefan Jablonksi %A Michael Schlundt %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X Workflow-modeling is an essential constituent of every workflow-management-system. Special requirements that arise in the realm of workflow-modeling are not adequately realized by existing graphical editors. We claim for support of flexible versioning mechanisms and effective techniques to enable cooperative modeling of large workflow-scenarios. MOMO implements this aims on basis of reusage of workflow-types, perspective-oriented modeling and versioning as graphical workflow editor for system independent environments. %M C.CSCW.98.- %T Collective IQ and a Framework for Bootstrapping our Society %S Opening Plenary %A Douglas Engelbart %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %O ACM Turing Award Lecture %M C.CSCW.98.- %T The Design Studio of the Future %S Closing Plenary %A William J. Mitchell %B Proceedings of ACM CSCW'98 Conference on Computer-Supported Cooperative Work %D 1998 %P -- %* (c) Copyright 1998 ACM %X Architectural design presents a particular challenge to the technologies of computer supported cooperative work. Architectural projects typically involve geographically distributed participants from a multitude of specialized disciplines, and require complex, graphically mediated discussions and negotiations. Since schedule and budget requirements are typically very rigorous, and since talented designers find themselves in great demand, the benefits from effective use of computer supported cooperative work technologies are potentially very great. This talk will discuss a series of practical experiments in geographically distributed, computer-supported design that have been conducted at MIT over the last few years. MIT students and faculty have worked with collaborators in Japan, Hong Kong, Portugal, Canada, California, and elsewhere. They have linked to the offices of prominent architects who have served as design critics, to client organizations, to technical consultants, and to collaborators in other schools of architecture. They have worked with a wide variety of enabling technologies, ranging from straightforward videoconferencing to realtime automated language translation. A critical analysis of the successes and failures of these efforts will be presented, lessons will be drawn, and some key challenges for the future of such enterprises will be outlined. %M C.DIS.95.1 %T Building a History of the Blacksburg Electronic Village %S Evolutionary Design %A John M. Carroll %A Mary Beth Rosson %A Andrew M. Cohill %A John R. Schorger %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 1-6 %K Design history, Design rationale %* (c) Copyright 1995 Association for Computing Machinery %X We are developing a history of the Blacksburg Electronic Village community network; gathering a broad spectrum of materials from and about the development process. We are providing browsing and authoring access to these materials through a World-Wide Web-based information system. The system is at once both a tool for the technical work of developing design-history, and a highly democratic forum for evolving a community-history. We believe this project raises fundamental questions and possibilities regarding the concept of history itself. %M C.DIS.95.7 %T Supporting the Evolution of Design Artifacts with Representations of Context and Intent %S Evolutionary Design %A Gerhard Fischer %A Kumiyo Nakakoji %A Jonathan Ostwald %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 7-15 %K Domain-oriented design environments, Shared context, Explicit representations for intent, Communication of intent, Evolution of design artifacts, Knowledge-based information delivery, Long-term indirect collaboration %* (c) Copyright 1995 Association for Computing Machinery %X The design of complex artifacts is essentially an evolutionary process that requires collaboration among stakeholders. Domain-oriented design environments (DODEs) support the evolution of artifacts both by individual designers and by designers participating in long-term, indirect collaboration. DODEs provide representations for generic and specific levels of context. This context supports individual designers by making the information space relevant to the current design intent, and long-term collaboration among designers by allowing them to ground their communication around design artifacts. We demonstrate our approach using the KID (Knowing-in-Design) system, articulate principles for representations of context and intent, and discuss various approaches to represent intent and context in design environments. %M C.DIS.95.17 %T Technology-Driven Design of Speech Recognition Systems %S Evolutionary Design %A Catalina Danis %A John Karat %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 17-24 %K Speech recognition, Speech user interface, Design, Dictation, Technology-driven design %* (c) Copyright 1995 Association for Computing Machinery %X End-users and application developers are increasingly considering use of large vocabulary automatic speech recognition (ASR) technology for tasks that involve entering large volumes of text into a computer. Interest is in part fueled by the overwhelmingly positive reviews the technology is receiving in the trade press and at major trade shows. While acknowledging the impressive advances in ASR technology in recent years, critics nevertheless point out that problems with ASR-enabled applications currently preclude them from being broadly considered viable alternatives to keyboard input. In this paper, we argue that to become a generally viable alternative to keyboard input, ASR needs to undergo a transformation from a laboratory technology into a human computer interaction (HCI) technique. That is, we must discover how the technology should be used to support users engaged in productive work. We propose that to bring this about, designers must engage in building applications grounded in real work contexts now, even though the technology is still at an immature stage of development. We call this approach technology-driven design to emphasize our goal of advancing the technology in our design activities. Not as apparent in this label, but of great importance to our approach, is a commitment to the involvement of users in every aspect of system design. %M C.DIS.95.25 %T Empowering Users in a Task-Based Approach to Design %S Experience and Requirements %A Stephanie Wilson %A Peter Johnson %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 25-31 %K Task-based design, Design methods, User interface design environments, Participatory design %* (c) Copyright 1995 Association for Computing Machinery %X This paper presents an approach to interactive system design known as task-based design. The approach advocates a design process that is centred on descriptions of the work tasks which users currently perform and will perform in the future. It encompasses a design method, design representations and design support tools. We discuss the motivations for the work and examine its relation to other design paradigms such as model-based and scenario-based design. The paper concludes with a discussion of current research involving the application of participatory design techniques to the task-based design paradigm. This is seen as a natural extension to the original work in which users will participate in formulating descriptions of their work contexts and in deriving artifact designs that will have consequences for those contexts. %M C.DIS.95.33 %T Requirements Rationales: Integrating Approaches to Requirement Analysis %S Experience and Requirements %A Alistair Sutcliffe %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 33-42 %K Requirements analysis, Design rationale, Scenarios %* (c) Copyright 1995 Association for Computing Machinery %X An empirical study of requirements analysis techniques is reported. The study used a ship board emergency application. Requirements were elicited by presenting users with a prototype-simulation of a prospective design based on preliminary analysis. This was combined with rationale based techniques for structuring probe questions and a questionnaire to elicit user preferences. Transcripts of the sessions were analysed for the type of questions asked, answers received and the type of requirement captures. The scenario and rationale techniques proved very effective in eliciting requirements, but style of questioning may be an important effect. Recommendations are made for requirements capture session using scenario based approaches. %M C.DIS.95.43 %T A Framework for Developing Experience-Based Usability Guidelines %S Experience and Requirements %A Scott Henninger %A Kyle Haynes %A Michael W. Reith %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 43-53 %K Design methodology, Organizational memory, Usability guidelines, Case-based reasoning %* (c) Copyright 1995 Association for Computing Machinery %X Reflecting the growing consensus that principles and methods for developing effective interfaces are beginning to mature, usability design guidelines have begun to proliferate. But current approaches to guidelines tend to either be technology-centric, focusing on platform-specific interface widgets, or abstract and general-purpose. At best, these general guidelines provide weak support that is insufficient to support developers faced with specific interface design problems targeted for specific user populations. If the potential of usability guidelines as an interface design technique is to be fully realized, they need to be augmented with context-specific guidelines and examples that synthesize isolated guidelines into domain-specific solutions to design problems. In this paper, we present a method in which software development organizations can develop and evolve domain-specific guidelines based on the kinds of applications they develop. The method facilitates the process of determining when and how guidelines should be applied by tying guidelines to specific design cases and providing the means to match customer requirements to specific interface techniques that have proven effective for similar users and application domains. The concrete cases help designers interpret the guidelines, making them easier to comprehend and apply to the current design problem. We demonstrate these issues through Mimir, a case-based system that supports the refinement and location of relevant guidelines and cases. %M C.DIS.95.55 %T Towards an Integrated Organization and Technology Development %S Organizational Concerns %A Volker Wulf %A Markus Rohde %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 55-64 %K Organisation development, Work psychology, Software development, Tailoring in use %* (c) Copyright 1995 Association for Computing Machinery %X Nowadays organizations are seen as self-organizing social systems. To cope with dynamics of a continuously changing environment they have to be able to react flexibly. To support organizational change we will work out the concept of integrated organization and technology development. This approach offers a framework to deal with organizational and technological change jointly in an evolutionary and participative way. We will investigate on methods to organization development, work psychological guide-lines, approaches to software development and tailoring in use. Based on these results we will develop an integrated approach to organization and technology development. %M C.DIS.95.65 %T Facilitating Communication in Software Development %S Organizational Concerns %A Michael E. Atwood %A Bart Burns %A Dieter Gairing %A Andreas Girgensohn %A Alison Lee %A Thea Turner %A Sabina Alteras-Webb %A Beatrix Zimmermann %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 65-73 %* (c) Copyright 1995 Association for Computing Machinery %X Effective communication is critical to the success of a software development project. It factors into the productivity of individuals and organizations, and has particular impact when change occurs. Yet communication is generally left unsupported by the software development process and by the communication infrastructure. We address this issue in the context of two software development projects at NYNEX through a conceptual framework called Design Intent. There are three innovations in our approach. Design Intent encourages stakeholders to engage in active listening, enables stakeholders to collaboratively construct a consistent understanding of the development effort, and provides a communication infrastructure for stakeholders to share ideas and participate in discussions. %M C.DIS.95.75 %T From Domain Modeling to Collaborative Domain Construction %S Organizational Concerns %A Gerhard Fischer %A Stefanie Lindstaedt %A Jonathan Ostwald %A Markus Stolze %A Tamara Sumner %A Beatrix Zimmermann %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 75-85 %K Software design, Domain-oriented design environments, Design, Domain modeling, Domain construction %* (c) Copyright 1995 Association for Computing Machinery %X Domain-oriented systems offer many potential benefits for end-users such as more intuitive interfaces, better task support, and knowledge-based assistance. A key challenge for system developers constructing domain-oriented systems is determining what the current domain is and what the future domain should be; i.e. what entities should the system embody and how should they be represented. Determining an appropriate domain model is challenging because domains are not static entities that objectively exist, but instead they are dynamic entities that are constructed over time by a community of practice. New software development models and new computational tools are needed that support these communities to create initial models of the domain and to evolve these models over time to meet changing needs and practices. We describe a specific software development model and computational tools that enable domain practitioners to participate in domain construction processes. %M C.DIS.95.87 %T Applying Design Methodology to Software Development %S Multidisciplinary Teams %A Jonas Lowgren %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 87-95 %K Design methodology, Professional software development, External design, Creative design %* (c) Copyright 1995 Association for Computing Machinery %X Professional software development, and specifically the external design of interactive systems, suffers from a tension between the normative development models being prescribed and the actual design work being performed. This tension manifests itself in, e.g., recurring problems with fluctuating requirements. I argue that this tension can be understood as the clash of two views on external design work: the engineering design and the creative design perspectives. To explain the tension and to lay a foundation for new ways to structure software development, I seek to apply critical insights and concepts from design methodology -- the theoretical framework for creative design. The result is a development process in which external design is separated from internal design and construction. The external design work consists of conceptual, constitutive and consolidatory steps. The process shares some characteristics with participatory design, but the designer's expertise is recognized and identified. %M C.DIS.95.97 %T A Framework for Describing and Understanding Interdisciplinary Interactions in Design %S Multidisciplinary Teams %A Catherine M. Burns %A Kim J. Vicente %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 97-103 %K Interdisciplinary design, Design constraints, Design process, Design studies %* (c) Copyright 1995 Association for Computing Machinery %X Today's design environments are highly constrained and projects are often worked on by designers from different domains. This paper describes a framework, based on the work of Rasmussen (1990), for examining these design processes in terms of design movements through levels of constraint and across design domains. The different design domains are defined by different disciplines. This framework was developed to assist in the analysis of a field study of the design of a nuclear power plant control room. The general structure of the framework is explained and then is used in five design scenarios to demonstrate its utility. %M C.DIS.95.105 %T A Preliminary Study of the Relationship Between Industrial Design and Engineering Design %S Multidisciplinary Teams %A W. P. Holmes %A M. A. Azam %A P. C. Hills %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 105-114 %* (c) Copyright 1995 Association for Computing Machinery %X This project is being conducted at the Coventry University Centre for Integrated Design (CUCID) and is supported by the Coventry University Research Fund. The aim of this research is to improve the communication links between the fields of industrial design and engineering design. This paper presents an initial study of the two fields, beginning with set definitions of design. There then follows a brief discussion of design function and the design process. Industrial design and engineering design are then separated and different definitions of both fields are highlighted. Both design processes are discussed and models for each are presented. The final section of the paper examines the relationship between the two fields which enables a combined process model to be derived. Conclusions and proposals on more efficient linking of the two fields are presented which will lead to a greater understanding of the two fields and which will identify further areas fruitful for research. %M C.DIS.95.115 %T An Applied Ethnographic Method for Redesigning User Interfaces %S Design in Context %A Anne Rose %A Ben Shneiderman %A Catherine Plaisant %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 115-122 %K Ethnography, Anthropology, Participant observation, Design methods, Redesign, Evaluation, User studies %* (c) Copyright 1995 Association for Computing Machinery %X Methods for observing software users in the workplace will become increasingly important as the number of people using computers grows and developers improve existing systems. Successful redesigns rely, in part, on complete and accurate evaluations of the existing systems. Based on our evaluation experience, we have derived a set of practical guidelines to be used by designers in preparing for the evaluation, performing the field study, analyzing the data, and reporting the findings. By providing a general framework based on ethnographic research, we hope to reduce the likelihood of some common problems, such as overlooking important information and misinterpreting observations. Examples from our ongoing work with the Maryland Department of Juvenile Justice are used to illustrate the proposed guidelines. %M C.DIS.95.123 %T Combining Programming Languages and Direct Manipulation in Environments for Computational Science %S Design in Context %A Eric Blough %A Michael Eisenberg %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 123-130 %K Interactive programming environments, Computational science, Programmable applications, Direct manipulation %* (c) Copyright 1995 Association for Computing Machinery %X Creating computational environments for scientists presents an unusual challenge to software designers. Computational scientists have the skills and motivation to explore models via programming, yet also have highly-developed qualitative visual skills (e.g., interpretation of plots). Unfortunately, software designers have traditionally considered programming and point-and-click interfaces to be mutually exclusive. We propose instead that the most expressive computational environments for scientists are those in which programming and direct manipulation are both present, each supplementing the other. We present several broad themes of interface-language integration, illustrating them with three prototype applications that we are developing to support specific research areas of computational science; and we extend these themes into promising paths for future exploration. %M C.DIS.95.131 %T Designing Deeper: Towards a User-Centered Development Environment %S Design in Context %A Keith A. Butler %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 131-142 %* (c) Copyright 1995 Association for Computing Machinery %X We describe our work on a User-Centered Development Environment (UCDE). UCDE is based on emerging, object-oriented software technologies, and its purpose is to investigate how software development can function as an extension of business process improvements. We focus on a method to develop business-oriented components (BOCs). BOCs are software objects that model business rules, processes, and data from the end-user's perspective. They have a clear mapping to the process which they are intended to support, and provide function and data that are reusable in tasks throughout that process. We report preliminary cost-benefit data from construction of applications by assembling BOCs in a model-view-controller environment. %M C.DIS.95.143 %T Learner-Centered System Design: HCI Perspective for the Future %S Panel Discussion %A Mark Guzdial %A Yasmin B. Kafai %A John M. Carroll %A Gerhard Fischer %A Roger Schank %A Elliot Soloway %A Ben Shneiderman %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 143-147 %K User-centered system design, Learner-centered design, Diversity, Education, Software-realized scaffolding %* (c) Copyright 1995 Association for Computing Machinery %X User-centered system design (Norman & Draper, 1986) taught the HCI community to address users and their needs, but the community has learned that the needs of users are not a constant. Learner-centered design draws attention to the changing needs of users (both students and professionals) as they gain expertise and how these changes need to be reflected in the interface. The panelists will help in defining how interface design must be tailored to support users as learners with case studies of their experiences in designing adaptive and adaptable interfaces for learners. %M C.DIS.95.149 %T A Method for Analyzing Team Design Activity %S CSCW %A Antonio Carlos Pereira Maia %A Carlos Jose Pereira de Lucena %A Ana Cristina Bicharra Garcia %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 149-156 %K Design activity analysis, Empirical studies of design practice, Collaborative design, Software design, Design rationale %* (c) Copyright 1995 Association for Computing Machinery %X Design is a complex activity that has been the focus of substantial research work. Alone or in groups, designers create, develop, refine, analyze and document their conceptualization of a product. Many research projects have proposed methods for observing the design activity. These methods vary from simple documentation analysis to video tape analysis. Although video tape technology has been in use for many years to record design activity, systematic methods have not been developed to analyze video data. This paper presents a method for analyzing team design activity recorded in videotapes. The purpose of the method is to reduce the subjectivity of video data analysis. Our study has been developed in the domain of collaborative software design. The design activity of a multi-disciplinary group including from five to eight people was videotaped and has been analyzed. The team was involved with the design of an educational software system using the approach of decision making meetings. The analysis focused on the dynamics of the interactions among people involved in the design activity. This study is based on the belief that the interactions established among designers will provide important insights for a better understanding of design practice. %M C.DIS.95.157 %T Analysis of Gestures in Face-to-Face Design Teams Provides Guidance for How to Use Groupware in Design %S CSCW %A Mathilde M. Bekker %A Judith S. Olson %A Gary M. Olson %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 157-166 %K Group design, Gesture, Support for design, Remote work %* (c) Copyright 1995 Association for Computing Machinery %X Many phases of design projects are done in groups. Communication in these groups is naturally supported through a variety of gestures. We catalog four types of gestures that people use when engaged in design (kinetic, spatial, pointing, and other), and overlay it with the purpose of the design subtask, -- design, meeting management, and other. From this and other observations, we list recommendations for supporting this kind of communication in settings which have technology support, either face-to-face with group editors (where people do not necessarily see the same thing at the same time), and remote work (where people see neither the same view of the object nor a full room view of the other participants). %M C.DIS.95.167 %T Inference Bear: Designing Interactive Interfaces through Before and After Snapshots %S Design Environments %A Martin R. Frank %A Piyawadee "Noi" Sukaviriya %A James D. Foley %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 167-175 %K Rapid prototyping, Human-computer dialog specification, Programming by demonstration %* (c) Copyright 1995 Association for Computing Machinery %X We present Inference Bear ("An Inference Creature based on Before and After Snapshots") which lets users build functional graphical user interfaces by demonstration. Inference Bear is unique in its use of a domain-independent reasoning engine. This approach has several advantages over systems that are closely tied to their domains. Most notably, Inference Bear reasons about a class of relationships that is defined by their computational complexity while rule-based systems are limited to reasoning about the class of relationships that the designer foresaw when building the system. However, it is also more difficult to design domain-independent demonstrational systems that are as easy to use as their domain-specific counterparts. The paper addresses this issue, and other issues relating to domain-independence. %M C.DIS.95.177 %T Deceived by Ease of Use -- Using Paradigmatic Applications to Build Visual Design Environments %S Design Environments %A Kurt Schneider %A Alexander Repenning %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 177-188 %K Application framework, Visual design environment, Analogies, Examples, Design process %* (c) Copyright 1995 Association for Computing Machinery %X Application frameworks for visual design environments usually offer a wide range of features and easy-to-use mechanisms to develop applications. We observed that sometimes those features deceive application designers: Tempted by the desire to make rapid progress, designers go into too much detail about easy things too early in the process, like graphical representations. After the easy-to-use mechanisms have been exploited, they find themselves stuck and frustrated. Premature design decisions made during the feature-driven phase can corrupt application system architecture or require abandonment of much work. Extensive rework endangers project success. Paradigmatic applications can help to bridge the gap between application framework features and intended application -- better than manuals or additional features can. As examples and sources for reusable components, this special kind of exemplary applications directs the attention of designers to higher-level building blocks and helps them to avoid premature feature exploitation. We characterize paradigmatic applications and describe their impact on the design process. %M C.DIS.95.189 %T Self-Disclosing Design Tools: A Gentle Introduction to End-User Programming %S Design Environments %A Chris DiGiano %A Mike Eisenberg %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 189-197 %K End-user programming, Learning %* (c) Copyright 1995 Association for Computing Machinery %X Programmable tools for design offer users an expressive new medium for their work, but becoming acquainted with the tool's language can be a daunting task. To address this problem, we present a framework for the design of self-disclosing tools which provide incremental, situated language learning opportunities for designers in the context of authentic activity. By way of example, we present Chart 'n' Art, a programmable application for the creation of graphs and information displays. Chart 'n' Art employs a wide variety of self-disclosure techniques whose purpose is to introduce users to the system's "domain-enriched" dialect of Lisp. %M C.DIS.95.199 %T OBSM: A Notation to Integrate Different Levels of User Interface Design %S Formal Notations/Methods %A Birgit Kneer %A Gerd Szwillus %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 199-205 %K User interface design, Visual modelling, Model-based user interfaces, Object-oriented systems, Constraints, Task analysis, Dialogue specification %* (c) Copyright 1995 Association for Computing Machinery %X The development of user interfaces has to take into account different design aspects at the same time or in subsequent development phases. Single aspects are supported by dedicated specification languages and techniques -- a unifying representation, however, does not exist. This situation forces the designer to perform complex transitions between different views. We propose a specification technique, which covers different aspects of user interface development in a coherent notation. It is based primarily on the paradigm of object-orientation, constraints, a representation of interaction sequences, and temporal relations. %M C.DIS.95.207 %T Designing Complex Systems -- a Structured Activity %S Formal Notations/Methods %A Gerrit C. van der Veer %A Johannes C. van Vliet %A Bert F. Lenting %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 207-217 %* (c) Copyright 1995 Association for Computing Machinery %X This paper concerns the development of complex systems from the point of view of design as a structure of activities, related both to the clients and the users. Several modeling approaches will be adopted for different aspects of design, and several views on design will be integrated. The proposed activity structure is based on teaching design practice, and will be illustrated by examples from design courses for university students and for practitioners in industry. %M C.DIS.95.219 %T A Formal Technique for Automated Dialogue Development %S Formal Notations/Methods %A Gregory D. Abowd %A Hung-Ming Wang %A Andrew F. Monk %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 219-226 %K Dialogue design method, Simulation, Automated verification, Formal methods, Model checking %* (c) Copyright 1995 Association for Computing Machinery %X A number of notations exist by which a designer can specify the behavior of a human-computer interface in relatively formal terms. In this paper we show how many of the dialogue specifications described using these notations are amenable to automated analysis to detect potential problems such as user actions that are never enabled or have effects that are hard to reverse. In many situations, a dialogue specification can be thought of as a finite state machine in which the transition between states is signalled as an event from the user or system. The trouble with this state transition model is that states quickly multiply presenting two problems to the analyst: (i) how to easily describe all of the possible dialogue states and state transitions; and (ii) how to analyze a very large STN. This paper reviews possible solutions to both of these problems. A tabular interface to Olsen's Propositional Production System is described and goes some way towards solving the descriptive problem. This representation is also useful for simulating requirements scenarios in a validation exercise. For the analytic problem, we make use of finite state model checking technology that allows for automated analysis of very large state machines. We demonstrate how eight categories of dialogue verification properties can be analyzed with this approach. Together, dialogue simulation and automated verification leads to a more complete analytic framework for dialogue development. %M C.DIS.95.227 %T An Integration of Scenarios with their Purposes in Task Modeling %S Scenarios %A Hermann Kaindl %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 227-235 %K Scenario-based design, Requirements capture and documentation, Formal notations, Design support tools and environments %* (c) Copyright 1995 Association for Computing Machinery %X Requirements capture and task modeling are very important but insufficiently supported parts of interaction design. In particular, promising approaches using scenarios have been proposed, but these are often viewed in isolation. We complement scenarios with their purposes, and explicitly represent and use relationships between them in task modeling. More precisely, we link scenarios (viewed as behavioral requirements) with functional requirements that describe the purposes of the scenarios. In addition, these scenarios can have functions attached that are required to make the desired behavior happen. We have applied our approach in real-world projects, and our experience suggests the usefulness of this approach. Essentially, it helps to achieve a more complete and consistent definition of the requirements and the task model. %M C.DIS.95.237 %T Using Scenario-Based Designs to Review User Interface Changes and Enhancements %S Scenarios %A Traci Royer %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 237-246 %* (c) Copyright 1995 Association for Computing Machinery %X When major portions of a software application's user interface change, using a scenario-based design document is an effective method to design and review those changes. However, when descriptive and functional design documents are reviewed, the group of reviewers may have difficulty determining whether the design makes sense and how the features will be used. %M C.DIS.95.247 %T Using Schematic Scenarios to Understand User Needs %S Scenarios %A Colin Potts %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 247-256 %K Scenarios, Goal refinement, User requirements %* (c) Copyright 1995 Association for Computing Machinery %X Scenarios are narrative descriptions of interactions between users and proposed systems. The concreteness of scenarios helps users and designers develop a shared understanding of the proposed system's functionality; but concreteness leads to a potentially unbounded number of scenarios for a system. To help designers develop a limited set of salient scenarios, we propose a schema similar to story schemata. Like stories, scenarios have protagonists with goals, they start with background information already in place, and they have a point that makes them interesting or tests the reader's understanding. The scenario schema provides a structural framework for deriving scenarios with slots for such teleological information. Scenarios are derived from a description of the system's and the user's goals, and the potential obstacles that block those goals. In this paper, we describe the scenario schema and a method for deriving a set of salient scenarios. We illustrate how these scenarios can be used in the analysis of user needs for a multi-user office application. %M C.DIS.95.257 %T The Evolution of Useful Things %S Plenary Speakers %A Henry Petroski %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 257 %* (c) Copyright 1995 Association for Computing Machinery %X Artifacts evolve from artifacts, and understanding how this happens provides insights into the design process. Furthermore, since all artifacts share the common characteristic of having been designed and developed, any single artifact has the potential to reveal to us general principles of design. The conception and development of complicated objects and devices tend to be masked with detail, however, and so the essence of technological evolution can be more directly revealed through simpler artifacts. The paper clip appears to be among the simplest of things, and yet it provides a rich and rewarding case study into the nature of invention and design. This lecture traces the cultural and patent history of the paper clip over the past century or so and derives from it principles that are relevant to the design and evolution of all artifacts. Patents spanning a century reveal timeless features of the inventive process that serve as guides to understanding the design and evolution of technologically much more complex devices, systems, and processes. %M C.DIS.95.259 %T Designing in a Design Community: Insights and Challenges %S Plenary Speakers %A Ernesto G. Arias %B Proceedings of DIS'95 Symposium on Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1995 %P 259-263 %K Creativity, Conflict, Design client, 3-D decision simulation games %* (c) Copyright 1995 Association for Computing Machinery %X This presentation critically focuses on an experience gained from interactions between practice and research on designing complex artifacts (such as cities) in the communities of physical design over 25 years. Grounded on this experience, insights and issues which have emerged over time will be shared to form the basis for the arguments that: "design can never be static over time," and for the "dream of a common language". These arguments in turn are offered as suggestions which may be useful in thinking about design support systems beyond existing rhetoric (reflection in action, participatory design, etc.) to support design as a CREATIVE PROBLEM SOLVING AND LEARNING PROCESS WITH INNOVATIVE PRESCRIPTIVE OUTCOMES AS ITS GOAL. To this end, it is argued that: creativity is fundamental in design; time effects and affects complex artifacts; the origins of conflict; and dreams of computational simulations and games and of a common Language. The conclusion moves toward designing the design community by offering some future directions and challenges to think about the DIS community. %M C.DIS.97.1 %T Enhancing Communication, Facilitating Shared Understanding, and Creating Better Artifacts by Integrating Physical and Computational Media for Design %A Ernesto Arias %A Hal Eden %A Gerhard Fisher %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 1-12 %K New design methods, Integration of different design media, Participatory design, Symmetry of ignorance, Domain-oriented design environments, Shared understanding %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p1-arias/p1-arias.pdf %X Frequently, the design of interactive systems focuses exclusively on the capabilities provided by the dynamic nature of computational media. Yet our have provided many examples in which physical models provide certain strengths not found in computational models. Rather than viewing this as a dichotomy -- where one must choose between one or the other -- we are exploring the creation of computational environments that build on the strengths of combined physical and virtual approaches. Over the last decade, we have developed different design environments to support stakeholders engaged in design processes by enhancing communication, facilitating shared understanding, and creating better artifacts. Until a few years ago, our work explored physical and computational media separately. In this paper we present our efforts to develop integrated design environments linking physical and computational dimensions to attain the complementary synergies that these two worlds offer. Our purpose behind this integration is the development of systems that can enhance the movement from conceptual thinking to concrete representations using face-to-face interaction to promote the negotiation of meaning, the direct interaction with artifacts, and the possibility that diverse stakeholders can participate fully in the process of design. To this end, we analyze the strengths, affordances, weaknesses, and limitations of the two media used separately and illustrate with our most recent work the value added by integrating these environments. %M C.DIS.97.13 %T Mahler, Mondriaan, and Bauhaus: Using Artistic Ideas to Improve Application Usability %A Jonathan Seth Arnowitz %A Ruurd Priester %A Eric Willems %A Laura Faber %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 13-21 %K GUI, Art, Design, Iteration, Interface design, Bauhaus, Strategy, Methods %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p13-arnowitz/p13-arnowitz.pdf %X This paper addresses a strategy designed to handle the increasing and broadening interactivity demands in software. This paper specifically looks into using other interdisciplinary areas of art and music as an inspiration material for creating new forms of user/computer communications. The projects looked at are a project for the Dutch Social Security System, a work-flow driven administrative application and ending with an in-depth look at the Uniface 7 4GL interface which uses the Bauhaus as the jumping point for creating a new image-language. %M C.DIS.97.23 %T Sound Design for Brain Opera's Mind Forest: Audio for a Complex Interactive System %A Maribeth J. Back %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 23-25 %K Audio, Sound design, Interactive music, Interactive audio, Hyperinstruments, Brain Opera %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p23-back/p23-back.pdf %X Sound design for large interactive systems poses unique challenges, many of which are illustrated in the complex set of instruments and games that were built for the interactive installation/performance Brain Opera. Three design and differentiation processes for these interactive artifacts are described: conceptual design, system design, and acoustic implementation. %M C.DIS.97.27 %T A Teleradiology System Design Case %A Erik Boralv %A Bengt Goransson %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 27-30 %K Design criteria, GUI, Teleradiology, Work task, Patterns %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p27-boralv/p27-boralv.pdf %X This paper describes the teleradiology application CHILI from the graphical user interface point of view. We present the most important design decisions taken during the construction of the system and discuss different methods and techniques that affected the design process. Some non-standard design principles are presented, and the reasons behind them. Several of the basic GUI constructions used in the CHILI application are somewhat similar to those seen in Sun's HotJava Views [3]; the application lacks the traditional connection to the desktop metaphor and has instead a work task oriented approach. %M C.DIS.97.31 %T Active Design Documents %A Guy A. Boy %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 31-36 %K Active documents, Hypertext, Participatory design, Evaluation %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p31-boy/p31-boy.pdf %X Technical documents are created, modified and used during the life cycle of an artifact. They can be more or less formal, ranging from normative knowledge-based representations to natural language. They are also tools that support dialogue between designers, manufacturers, trainers, legislators and users. Active design documents (ADDs) are a new generation of support for cooperative work of design teams. ADDs include interaction descriptions (Ids) that provide the way the artifact should be used, interface objects (IOs) that provide an interactive prototype of the artifact, and contextual links (CLs) that enable the storage of evaluations and explanations of the distance between IDs and IOs. Incremental ADD design and evaluation contribute to instantiate a participatory design process and a formal trace of the design rationale as a function of usability criteria. An application in the aeronautics domain is presented. %M C.DIS.97.37 %T Designing More Deeper: Integrating Task Analysis, Process Simulation, & Object Definition %A Keith A. Butler %A Chris Exposito %A Dan Klawitter %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 37-54 %K Object modeling, Business oriented components, User-centered design, Task modeling, Process modeling %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p37-butler/p37-butler.pdf %X Our objective was to demonstrate how software methods for information systems can function as an integral part of advanced methods for re-engineering and continuously improving business processes. We report the feasibility of version 0.3 of the tools for a User-Centered Development Environment with Distributed Application Services. Our approach was to derive BOC definitions from a discrete event model of the business process, and then convert the BOC definitions into Object Modeling Technique notation for requirements to drive the detailed software design, The software design included distributed execution to capitalize on relevant portions of legacy systems. The last part of the trial was to demonstrate how the BOCs could be implemented over MVS, Unix, and PC platforms, and then integrated quickly as a flexible application. Our evaluation indicates that modeling technology and techniques will soon be ready for deployment, as will visual programming. More technology development is needed for the integration of heterogeneous data. %M C.DIS.97.55 %T Requirements Development: Stages of Opportunity for Collaborative Needs Discovery %A John M. Carroll %A Mary Beth Rosson %A George Chin %A Jurgen Koenemann %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 55-64 %K Participatory design, Scenario-based design, Requirements engineering, Requirements development %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p55-carroll/p55-carroll.pdf %X We consider the process of requirements development in participatory design through discussion of a design case study. In our project, a group of teachers and system designers initially set out to create a virtual physics laboratory. Through the course of a series of participatory design activities, the nature of our project requirements has evolved. We reflect upon this process this both from the standpoint of understanding requirements development and of managing requirement development work activity. %M C.DIS.97.65 %T Design as Interaction with Computer Based Materials %A Soren Christensen %A Jens Baek Jorgensen %A Kim Halskov Madsen %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 65-71 %K Design practice, Instrumental rationality, Coloured Petri Nets, Protocol design %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p65-christensen/p65-christensen.pdf %X Professional practice of designers as traditionally portrayed in academic text books and scientific papers only remotely resembles the concrete phenomenology of real life activities. Design is not primarily governed by instrumental rationality, scientific theory, and techniques applied to specific problems defined at the outset. Rather than that -- as illustrated in this paper by a case study of protocol designers -- the professional practice of design is a reflective interaction with computer based materials. The practice of the protocol engineer is very similar to the practices of other professionals, but the analysis also reveals some characteristics specific to the particular design case. When the protocol engineer was experimenting with a specific aspect of his design at different stages in the design process, he was careful not to manipulate the model in a way that would violate other aspects of the model currently not in his focus. Some moves intended to solve one problem produced unintended effects leading to new problems to solve. The design formalism and the design tool 1) made it ease work with different and coherent design representations in the same computerized media, 2) provided the opportunity to study the behavior of the model at a slower speed than in the built world, 3) made it easy to set up a large number of experiments, 4) and to create and explore aspects of the model which would be extremely expensive to explore in the built world. %M C.DIS.97.73 %T The Application of Process Models of Information Seeking During Conceptual Design: The Case of an Intranet Resource for the Re-Use of Multimedia Training Material in the Motor Industry %A Martin Colbert %A Christof Peltason %A Rolf Fricke %A Mariana Sanderson %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 73-81 %K Process models, Information seeking, Conceptual design, Multimedia, Training, Library, World Wide Web, Motor industry %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p73-colbert/p73-colbert.pdf %X Process models of information seeking are widely held in the Human-Computer Interaction research community. This paper reports a project which applied such models to the design of an intranet resource for the re-use of multimedia training material in the motor industry. The models were found to help identify inherent limitations of an initial prototype, and to support the import of design ideas from other Web sites. However, the process models did not help to identify the information objects that information seekers may need to access and manipulate (documents, tables of contents, item summaries, indexes, lists of linked items etc). To better support design, it is suggested that process models of information seeking be expanded to include such objects. Also, designers may wish to regard process models as usable and useful, but incomplete. %M C.DIS.97.83 %T Designing the OpenDoc Human Interface %A Dave Curbow %A Elizabeth Dykstra-Erickson %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 83-95 %K OpenDoc, Design process, User-centered design, Human interface specification, Collaboration %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p83-curbow/p83-curbow.pdf %X This paper tells the story of the development of the human interface for OpenDoc, a large-scale, complex, cross-platform commercial development project at Apple Computer. OpenDoc was an ambitious four year design and development effort by Apple with IBM and other partners. The OpenDoc HI is a departure from traditional applications. This historical review highlights how we designed OpenDoc and the lessons we learned. %M C.DIS.97.97 %T User Involvement in Concept Creation %A Peter Dixon %A Ben H. M. Vaske %A Paul C. Neervoort %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 97-99 %K User involvement, Consumer electronics, User interface, Product creation %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p97-dixon/p97-dixon.pdf %X A brief report is made on the case study of early user involvement in the Product Creation Process (PCP) of a user interface for a consumer electronics product at Philips. In this approach we tried to train end users to become "expert users". The method comprised of a condensed product creation process and combined several creative methods in a series of workshops. It was found that although the creative value of the workshops was not high, they did provide clear directions for further development of the user interface concept. For example the reduction of keys on the remote control, or at least the desire to keep the remote control simple. %M C.DIS.97.101 %T A Comparison of Usability Techniques for Evaluating Design %A Ann Doubleday %A Michele Ryan %A Mark Springett %A Alistair Sutcliffe %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 101-110 %K Usability, Evaluation, Heuristic evaluation, Information retrieval, User interface design %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p101-doubleday/p101-doubleday.pdf %X We report on a series of experiments designed to compare usability testing methods in a novel information retrieval interface. The purpose of this ongoing work is to investigate the problems people encounter while performing information retrieval tasks, and to assess evaluation methods by looking at the problem focus, the quality of the results and the cost effectiveness of each method. This first communication compares expert evaluation using heuristics [15] with end user testing [24]. %M C.DIS.97.111 %T The Role of User Studies in the Design of OpenDoc %A Elizabeth Dykstra-Erickson %A Dave Curbow %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 111-120 %K OpenDoc, Component software, Objects, Object technology, Conceptual model, Usability, Learnability, Design %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p111-dykstra-erickson/p111-dykstra-erickson.pdf %X This paper reviews a number of design decisions that have been made in the development of OpenDoc, CI Lab's component software technology platform, as a result of ten user tests conducted over the life of the project. We take as a specific example the history of the design decisions surrounding the activation/selection model of OpenDoc, from its conceptual beginning to its eventual release as a component of end-user products. %M C.DIS.97.121 %T Design @ Carnegie Mellon: A Web Story %A Shannon Ford %A Dan Boyarski %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 121-124 %K Design process, Web design, Communications strategy %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p121-ford/p121-ford.pdf %X This paper describes the process of designing a web site for the Design Department at Carnegie Mellon University. The design process considers the client's intent, the audience's needs, and issues specific to web sites. Iterative techniques were used to design the structure and look and feel of the site. Issues raised include visually pleasing design for low bandwidths, tool and resource constraints, and the web's role in an overall communications strategy. %M C.DIS.97.125 %T Triangles: Design of a Physical/Digital Construction Kit %A Matthew G. Gorbet %A Maggie Orth %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 125-128 %K Interface design, Physical interface, Collaboration, Digital connector, Connections %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p125-gorbet/p125-gorbet.pdf %X This paper describes the design process and philosophy behind Triangles, a new physical computer interface in the form of a construction kit of identical, flat, plastic triangles. The triangles connect together both mechanically and electrically with magnetic, conducting connectors. When the pieces contact one another, information about the specific connection is passed through the conducting connectors to the computer. In this way, users can create both two and three-dimensional objects whose exact configuration is known by the computer. The physical connection of any two Triangles can trigger specific events in the computer, creating a simple but powerful means for physically interacting with digital information. This paper will describe the Triangles system, its advantages and applications. It will also highlight the importance of multi-disciplinarian design teams in the creation of objects that bridge electrical engineering, industrial design, and software design -- objects like the Triangles. %M C.DIS.97.129 %T Using Organizational Learning Techniques to Develop Context-Specific Usability Guidelines %A Scott Henninger %A Charisse Lu %A Candace Faith %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 129-136 %K Usability guidelines, Organizational learning, Style guides, Design, Design context %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p129-henninger/p129-henninger.pdf %X Usability guidelines are becoming increasingly popular with organizations that develop software with significant user interface components. But most guidelines fall short of the goal to put the accumulated knowledge of user-centered design at the fingertips of everyday developers, often becoming a static document read only by human factors specialists. This paper describes a process and technology designed to turn usability guidelines into a proactive development resource that can be applied throughout the development process. The process ensures conformance with established guidelines, but has the flexibility to meet the diverse needs of user interface design requirements, and use project experiences to evolve the guidelines to meet the dynamic needs of organizations. Case-based and organizational learning technology is used to support this process and integrates emerging interface design experiences with established guidelines to create a context-specific body of knowledge about usability practices. %M C.DIS.97.137 %T Involving Remote Users in Continuous Design of Web Content %A William C. Hill %A Loren G. Terveen %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 137-145 %K Human-computer interaction, Human interface, Computer-supported cooperative work, Organizational computing, Social filtering, Collaborative filtering, Resource discovery, World Wide Web, Usenet, Participatory design, Remote evaluation, End user modification %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p137-hill/p137-hill.pdf %X PHOAKS is a system that automatically recognizes URLs recommended in Usenet messages and continuously updates a large web site that summarizes the recommendation data. We view the automatically generated pages as "rough drafts" that users help to refine. We report here on the mechanisms that allow users to do this, our rationale for these mechanisms, and the issues raised by involving thousands of remote anonymous users in the continuous design of web content. %M C.DIS.97.147 %T Designing with Ethnography: A Presentation Framework for Design %A John A. Hughes %A Jon O'Brien %A Tom Rodden %A Mark Rouncefield %A Steve Blythin %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 147-158 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p147-hughes/p147-hughes.pdf %X Despite the growing number of ethnographic studies of work their use in design remains a matter of some debate. Acknowledging the problems designers face in utilising ethnographies, and ethnographers face in meeting commercial demands, this paper outlines a 'framework' for the presentation of field studies organised around three main dimensions; 'distributed coordination', 'plans and procedures' and 'awareness of work'; thereby facilitating effective communication and collaboration between designers and ethnographers. %M C.DIS.97.159 %T Quick But Not So Dirty Web Design: Applying Empirical Conceptual Clustering Techniques to Organise Hypertext Content %A Charles M. Hymes %A Gary M. Olson %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 159-162 %K Fast, WWW design, Hypertext structure, Conceptual structure %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p159-hymes/p159-hymes.pdf %X When the purpose of a web site is to communicate a body of information, the most common and significant problem for the user is understanding how content is organised within the site. The Rapid Empirical Clustering Approach (RECAp) was developed from cognitive science work on concept structure to help the designer represent the "modal mental model" of the users' conception of web site content. RECAp has been performed under tight time and resource constraints. None the less RECAp has been observed to substantially improve web site structure, while helping design teams maintain focus on users and usability. %M C.DIS.97.163 %T IBIS -- Convincing Concept ... But a Lousy Instrument? %A Severin Isenmann %A Wolf D. Reuter %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 163-172 %K Planning, Design, Argumentative problem solving, Computer-supported cooperative work, IBIS, HyperIBIS, Hypertext, Applications of IBIS, Experiences with IBIS %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p163-isenmann/p163-isenmann.pdf %X IBIS is a useful concept for dealing with problems in the field of planning and design. However striking is that there seems to be hardly any real world application of IBIS-like systems. In several projects we employed HyperIBIS, a hypertext-based implementation of IBIS. We experienced several difficulties, which can be categorized into three classes. First, disagreement with the discourse model as underlying theory; second, misdirected expectations about the objectives of the method; third, problems caused by methodological requirements during operation. We show that most of these difficulties are caused by the nature of planning and design problems and cannot be addressed by further improvement of computer support. However, awareness of these difficulties can help in handling them and thus increase acceptance of IBIS-like systems. %M C.DIS.97.173 %T Designing Support for Remote Intensive-Care Telehealth Using the Locales Framework %A Simon M. Kaplan %A Geraldine Fitzpatrick %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 173-184 %K Systems design, CSCW, Locales framework, Social worlds Telemedicine, Intensive care %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p173-kaplan/p173-kaplan.pdf %X We put forward the locales framework as a model for the principled understanding and analysis of systems support for cooperative work situations. By using the locales framework to identify problems and issues with existing practice and focus discussion on possible solutions, we can articulate requirements for systems design. This is illustrated through a study of inter- and intra-ICU consultation practice across three hospital intensive care units (ICUs). By applying the framework to the analysis of existing local and remote work practices, we evolve a family of requirements for a telecommunications-based remote consultation facility sketch its high-level design and discuss the current status of the project. %M C.DIS.97.185 %T Bridging the Analysis of Work Practice and System Redesign in Cooperative Workshops %A Helena Karasti %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 185-195 %K Analysis of work practice, System design, Ethnography, Participatory design, Workshops %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p185-karasti/p185-karasti.pdf %X This paper addresses the issue of bridging the analysis of work practice and systems design. It describes a case study of organising cooperative workshops in connection with an experimental teleradiology project. In planning for the workshops the issues of participation and the shared object of collaborative activities were carefully considered. Participation is reflected in terms of the participants' situated views of work practice and their distribution between the perspectives of practice, research and design. The idea of grounding the cooperative activities on the analysis of work practice makes it the shared object of interest in the workshops. Hence, it needs to be carefully considered what kind of work practice is to be used in the analysis and how it is to be represented in the workshops. The cooperative activities of analysis, comparison, evaluation, envisioning and redesign that took place in the workshops are elaborated. Further research issues are suggested. %M C.DIS.97.197 %T Expected Usability and Product Preference %A Turkka Keinonen %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 197-204 %K Usability, Attribute importance, Smart product %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p197-keinonen/p197-keinonen.pdf %X The design of smart products involves undesirable, yet frequent, cases when compromises between the quality of appearance, functionality, price and usability are required. Usability has lately been considered increasingly important for product competitiveness, but perceiving how usable a product might be prior to actual use is difficult. This paper considers the way people perceive and weight usability related product attributes in a decision making situation. The dimensions of usability are analysed from consumer attitude formation point of view. A model of evaluation criteria related to expected usability is presented. It includes consumers' beliefs concerning product characteristics, benefits and an overall emotional response. Scales to measure the dimensions are developed. The scales are applied in a case study with 91 subjects evaluating six different heart rate monitors. The results suggest that the dimensions of usability are highly interrelated in consumers' evaluation and have only a limited potential to explain product preferences. %M C.DIS.97.205 %T On the Inevitable Intertwining of Analysis and Design: Developing Systems for Complex Cooperations %A Anita Krabbel %A Ingrid Wetzel %A Heinz Zullighoven %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 205-213 %K Cooperative work, Evolutionary analysis and design, Participation, Object-oriented design %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p205-krabbel/p205-krabbel.pdf %X Developing interactive software systems requires the well known tasks of analysis, design and construction. In the context of work settings with complex cooperations these tasks and their relationship undergo drastic changes. Analysis and design have to be accomplished at different levels of complexity, the heterogeneity of users involved needs to be handled and the presentation of anticipated changes incorporating the organizational context goes beyond proven (object-oriented) techniques like prototyping. The article claims that complex cooperations require a close intertwining of analysis and design. It is accomplishable by application-oriented documents usable in different stages of the development process. Based on a document-driven evolutionary approach examples of such document types -- like Cooperation Pictures and Purpose Tables -- are given. They are discussed based on experiences from projects in different application domains. %M C.DIS.97.215 %T Network Design: Tasks & Tools %A Kyle S. Kuczun %A Mark D. Gross %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 215-222 %K Local area networks, Domain oriented design environments, Freehand drawing environment, Computer human interaction, Levels of abstraction %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p215-kuczun/p215-kuczun.pdf %X Designers often draw to produce artifacts for thinking and communicating about their designs. These artifacts (drawings) provide the designer with various levels of abstraction to conceptually frame the design problem. Because network designers traditionally make drawings throughout the design process, we propose that the computational environment should facilitate and capitalize on this activity. We describe a suite of computer based network design tools that employ freehand drawing as an interface. %M C.DIS.97.223 %T HCI, Natural Science and Design: A Framework for Triangulation Across Disciplines %A Wendy E. Mackay %A Anne-Laure Fayard %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 223-234 %K CSCW, Design, Theory, Augmented reality %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p223-mackay/p223-mackay.pdf %X Human-computer interaction is multidisciplinary, drawing paradigms and techniques from both the natural sciences and the design disciplines. HCI cannot be considered a pure natural science because it studies the interaction between people and artificially-created artifacts, rather than naturally-occurring phenomena, which violates several basic assumptions of natural science. Similarly, HCI cannot be considered a pure design discipline because it strives to independently verify design decisions and processes, and borrows many values from scientists. The purpose of this paper is to provide a simple framework that describes how the research and design models underlying HCI can be integrated. We explore the relationships among these approaches in the context of a particular research site, CENA, the Centre d'Etudes de la Navigation Aerienne, and illustrate how the various disciplines can contribute to a complex design problem: improving the interface to the French air traffic control system. The framework provides one perspective for understanding the various research approaches, and, more importantly, suggests new research directions. The resulting cross-disciplinary triangulation can increase the effectiveness of the individual research and design approaches. %M C.DIS.97.235 %T Experiences with Adding New Input Modalities to PC Desktop Computing %A Rainer Malkewitz %A Bernhard Ristow %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 235-238 %K New input devices, Speech, Gestures, User interface design %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p235-malkewitz/p235-malkewitz.pdf %X In this paper, we describe the development of a new, non-haptic user Interface for IBM-compatible PCs. The results of development itself have been demonstrated at a computer graphics conference [3]. The advanced user interface consists of a combination of spoken commands and head movements. It translates spatial and symbolic input into the traditional mouse, keyboard, and system events. %M C.DIS.97.239 %T Better or Just Different? On the Benefits of Designing Interactive Systems in Terms of Critical Parameters %A William M. Newman %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 239-245 %K Design, Critical parameters, Performance measurement %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p239-newman/p239-newman.pdf %X Critical parameters are quantitative measures of performance that may be used to determine the overall ability of a design to serve its purpose. Although critical parameters figure in almost every field of design where there is a demand for progressive improvement, they do not appear to figure significantly in the design of interactive systems. As a result, systems are designed that are recognizably different from other systems but not necessarily better at doing the job intended. This paper discusses the role of critical parameters in design, and illustrates their lack of use in interactive system design by presenting a number of examples drawn from the HCI literature. It identifies a consequent need for research to establish critical parameters for applications and to build models of the performance of designs against these parameters. Some ideas are presented on how critical parameters might be established for specific applications, and the paper concludes by summarising some of the benefits that might be gained from moving in this direction. %M C.DIS.97.247 %T Interactive Systems in Domestic Environments %A Jon O'Brien %A Tom Rodden %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 247-259 %K Ethnography, Methods, Requirements, Domestic environments, Interactive systems design %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p247-o_brien/p247-o_brien.pdf %X This paper considers the nature of interactive systems design for domestic environments. As part of this work it highlights the methodological issues faced in the design of systems for the home. The shortage of detailed knowledge of activities in the home is highlighted. A series of studies of domestic environments is presented alongside the design challenges they raise. %M C.DIS.97.261 %T The Singing Tree: Design of an Interactive Musical Interface %A William Oliver %A John Yu %A Eric Metois %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 261-264 %K Musical interface design, Voice analysis, Reward-oriented feedback systems, Music synthesis, Aural/visual feedback %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p261-oliver/p261-oliver.pdf %X This paper describes the design of the Singing Tree, a novel interactive musical interface which responds to vocal input with real-time aural and visual feedback. A participant interacts with the Singing Tree by singing into a microphone. The participant's voice is analyzed for several characteristic parameters. These parameters are then interpreted and drive a music generation engine and a video stream which are played back in real-time. Several design specifications and constraints dictated the development of the Singing Tree. The Singing Tree is used both as a personal interactive experience and, at the same time, as part of a larger coordinated interactive experience called the Brain Opera. The aural and visual feedback is used actively to lead the participant to an established goal, providing a reward-oriented relationship between the sounds one makes and the synthesized music one hears. It is an interesting musical interaction experience for both amateur and professional singers. The system software is flexible, allowing new goals, new music, or new video to be incorporated easily. The Singing Tree has been a particularly successful interactive experience at exhibitions with the Brain Opera in New York, U.S.A.; Linz, Austria; Copenhagen, Denmark; Tokyo, Japan, and West Palm Beach, U.S.A. This paper will outline our thoughts on the artistic and technical design methodology of the Singing Tree. %M C.DIS.97.265 %T Interface to Architecture: Integrating Technology into the Environment in the Brain Opera %A Maggie Orth %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 265-275 %K Design, Environment, Interface, Furniture, Physical interface, Theater, Sensor, Collaboration, Architecture, Opera %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p265-orth/p265-orth.pdf %X This paper concretely presents the design processes and results of Composer Tod Machover's Brain Opera, an interactive, multi-media, traveling opera. It will present the importance of successful collaboration between artists and scientists at the functional intersection of their research -- design. It will discuss the opposing design strategies necessary for integrating technology into the physical environment at various levels of scale, from architecture to interface. At the level of architecture flexibility in design is stressed. In interface design, the needs for specificity and detail, new materials and manufacturing processes are presented. The paper will demonstrate how the aesthetic goals of the Brain Opera's visual designers, creating an organic, humorous and unexpected technology environment, influenced audience interaction. The conflict between artistic control and interactivity will also be examined through the specific results of acoustic design in the project. The influences of quickly changing technology and funding on the design of the Brain Opera are also revealed. The prominence of the proscenium arch stage in existing music venues and its influence on new media projects is presented. Successful and unsuccessful models for audience participation are also presented. Concrete interface examples are used to counter the notion of intuitive interface design. Finally, the Brain Opera is presented as a design model for an interactive research laboratory. %M C.DIS.97.277 %T Design in the POLITeam Project: Evaluating User Needs in Real Work Practice %A Uta Pankoke-Babatz %A Gloria Mark %A Konrad Klockner %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 277-287 %K Participatory design, User advocacy, Evolutionary cycling, Groupware, CSCW, Shared workspace %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p277-pankoke-babatz/p277-pankoke-babatz.pdf %X We report on a unique design approach used in the POLITeam project, which introduces groupware into a German ministry. An existing groupware system was adapted to user and organizational needs, with the plan to improve and expand the system to a large-scale. We integrated new approaches of user advocacy and direct designer-user interaction, with an evolutionary cycling process. We focus in particular on the role of user advocacy in evaluating the users' needs during actual system use. We explain the design process, and discuss the system requirements that emerged as a result of using this method. We also report the results of interviews with the users and design team and reflect on the impact that the design process had on them. %M C.DIS.97.289 %T Collaborative Design for Virtual Team Collaboration: A Case Study of Jostling on the Web %A U. Patel %A M. J. D'Cruz %A C. Holtham %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 289-300 %K Collaborative design, Asynchronous distributed design, User involvement, Virtual teams, Internet, World Wide Web, Computer supported collaborative work %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p289-patel/p289-patel.pdf %X Virtual action teams are temporary goal directed work groups which never meet face-to-face. Technology exits to support distributed teams, however groupware is not always flexible or accessible, so there has been a wholesale adoption of World Wide Web standards. We analyse the groupware requirements of virtual teams and conclude that collaborative design is necessary to reflect the balance between structure and flexibility which characterise effective team work. A framework for asynchronous, distributed, collaborative design is presented. This consists of activities and resources. The activities follow a double iteration cycle and encapsulate requirements for structure, flexibility, monitoring and role specification. Rapid development is supported by reusable Perl CGI modules. The framework is used to develop Web software to support an international virtual action team -- the process and product are described. Preliminary comments on the utility of the framework and conclusions are reported. %M C.DIS.97.301 %T Design Case: Building Community in a Design Effort in a Decentralized, Individualistic Setting %A Judith Ramey %A David Farkas %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 301-304 %K World Wide Web, Participatory design, Collaborative design, Inductive data analysis %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p301-ramey/p301-ramey.pdf %X WebFeat is a web development effort by about 40 students, faculty, and staff in the College of Engineering at the University of Washington. The University is a decentralized organization with diverse goals and constituencies; the culture emphasizes individual autonomy, individual initiative, and individual responsibility. In this design environment, the challenges of building community among the members of the design team are substantial. We devised a suite of numerous tools and processes designed to foster a sense of community and participation in the current development process, as well as to lay the groundwork for participatory maintenance of the site in the future. Developers in other similar organizations may find this suite useful. %M C.DIS.97.305 %T The AVANTI Project: Prototyping and Evaluation with a Cognitive Walkthrough Based on the Norman's Model of Action %A Antonio Rizzo %A Enrica Marchigiani %A Alessandro Andreadis %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 305-309 %K Cognitive walkthrough, Norman's model of action, Prototyping evaluation, Web services %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p305-rizzo/p305-rizzo.pdf %X In this paper, we present a contribution to the way in which two design issues encountered by the AVANTI project in designing a Web service supporting the mobility of disabled people can be faced. The design issues are: the problems deriving from distribution of the teams collaborating to the project in several cities (sometimes different European countries); and the need to face high-level interaction problems in the evaluation process. One important action taken to face these issues was the development of a variation of the Cognitive Walkthrough based on the Norman's model of action. %M C.DIS.97.311 %T Technology Design and Mimicry %A Duncan Sanderson %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 311-313 %K Technology design, Case study, Mimicry %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p311-sanderson/p311-sanderson.pdf %X Mimicry is proposed as an analytical and empirical concept which can be used in the investigation of a relatively unexplored dimension of design work. The concept is illustrated through the presentation of observations from two case studies, one in the field of software design, the other in mechanical engineering. Implications of the concept are discussed in the conclusion. %M C.DIS.97.315 %T Designing as the World Turns %A Paulo J. Santos %A Esin O. Kiris %A Cheryl L. Coyle %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 315-321 %K User interface design, Human factors, Technology, Technology change, Process changes, Interactive design, Design reuse %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p315-santos/p315-santos.pdf %X Designers of interactive systems often work in environments that are continuously changing. External, uncontrollable change is rapidly becoming a daily impediment in many designers' lives. In this age of rapid technological progression and heightened competition, systems designers must be able to prepare for, cope with, and even perform better because of inevitable change. Because the nature of user interface design is to make complicated technology usable, user interface designers are especially affected by design changes. This paper is a chronicle of the adventures of three user interface designers while working on the design of an interactive system within a changing domain. We describe the kinds of changes that affect design, the impact of change on the design process, how a designer can prepare for change, and finally, how to respond to change. By sharing our experiences on a project fraught with change, we hope to help other designers learn to work well within a changing design environment. %M C.DIS.97.323 %T Designing User-Adapted Interfaces: The Unified Design Method for Transformable Interactions %A A. Savidis %A A. Paramythis %A D. Akoumianakis %A C. Stephanidis %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 323-334 %K Artifact-oriented design methodologies, User-adapted interaction, User interfaces for all, Polymorphic task hierarchies, Task-oriented design %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p323-savidis/p323-savidis.pdf %X In the interface design process, diverse user requirements and characteristics lead to alternative dialogue patterns. User-adapted interfaces, capable of self-adapting to individual end-user requirements, should encompass alternative dialogue components into a single implementation form. The process of designing user-adapted interactive applications necessarily engages the manipulation of alternative design artifacts, while for the implementation process a single design is needed, as opposed to alternative design versions. The unified design method is targeted towards the organization of alternative design artifacts into a single representation structure. Relationships among alternative artifacts in user-adapted design, such as exclusion, compatibility, augmentation and substitution, need to be explicitly represented. %M C.DIS.97.335 %T A New Approach to Human-Computer Interaction -- Synchronous Modelling in Real and Virtual Spaces %A Kai Schafer %A Volker Brauer %A Willi Bruns %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 335-344 %K Real reality, Data glove, Graspable user interfaces, Grasp recognition, Modelling and simulation, Programming by demonstration %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p335-schafer/p335-schafer.pdf %X Three-dimensional computer-aided modelling of dynamic processes supported by virtual reality techniques like 3D-stereo vision does not reach the usability (ease, concreteness, intuitiveness, directness) we experience in modelling with real physical objects. We propose an interface that aims at coupling two previously separated model worlds -- the real space of physical objects and the virtual space of signs and images. The basic issues of this Real Reality concept are discussed and some applications are presented. %M C.DIS.97.345 %T Design of a One to Many Collaborative Product %A Jean C. Scholtz %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 345-348 %K Design, Usability testing, User requirements, Personal conferencing, Video conferencing %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p345-scholtz/p345-scholtz.pdf %X This work describes the design of ProShare Presenter, a product that the author worked on in the Personal Conferencing Division at Intel. ProShare Presenter is an add-on to the ProShare Conferencing product and allows broadcasting of audio, video and presentation materials from one person to many over a LAN or WAN. This product is an interesting case study for several reasons. First, several usability issues arose during in-house testing that human factors engineers had not been able to anticipate during user requirements gathering and prototyping. Secondly, product testing with large groups of users uncovered usability problems that did not arise with small groups of users. Finally, usability problems arose during alpha testing because some basic user requirements were not addressed during design. We conclude that many usability problems in large-scale collaborative projects will not be discovered until large group testing can be conducted. %M C.DIS.97.349 %T Comparing Interaction Design Techniques: A Method for Objective Comparison to Find the Conceptual Basis for Interaction Design %A Mark van Setten %A Gerrit C. van der Veer %A Sjaak Brinkkemper %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 349-357 %K Interaction design techniques, Comparison of techniques, Method engineering, Situational methods %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p349-van_setten/p349-van_setten.pdf %X Part of designing the User Virtual Machine is designing the interaction between the user(s) and the system. There already exist several techniques for designing the interaction, but, once applied in practical situations, all have problems. The use of a formal comparison method combined with experience in interaction design shows that there exists a conceptual basis for interaction design. The method to find this basis is a structured approach which describes each technique objectively, compares the concepts, relations, purposes, and places in the design method. Based on this comparison the conceptual basis for interaction design can be created, which is adaptable to the design situation at hand. %M C.DIS.97.359 %T The Flower Model for Multidisciplinary Teamwork on a New Product-Market Combination -- In This Case E-Mail-on-TV %A Marc Steen %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 359-363 %K Product-market combination, Multidisciplinary teamwork, User interface demo, Early consumer research, E-mail, TV %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p359-steen/p359-steen.pdf %X A multidisciplinary team at Philips Sound and Vision's TV Lab developed an E-mail-on-TV functionality. Their objective is to offer the benefits of E-mail to people in their living environment without having to use a PC. Developing such a product-market combination requires working on the product-side and on the market-side in parallel. In order to guide that process the team developed and applied the Flower Model. This model is a framework to create synergy between the disciplines within the team, and to integrate the findings of early consumer research into the development process. The article describes the successive steps of the process, and how the Flower Model helped to work as a team and to develop and test product-market combinations. %M C.DIS.97.365 %T How to Make Software Softer -- Designing Tailorable Applications %A Oliver Stiemerling %A Helge Kahler %A Volker Wulf %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 365-376 %K Tailorability, Groupware, Participatory design, Design cases %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p365-stiemerling/p365-stiemerling.pdf %X The design of tailorable systems is an important issue for fields of application which are characterized by differentiation and dynamics. We show how tailorability can he combined with approaches of evolutionary and participative software-engineering and discuss some conceptual problems arising from this approach. Moreover, we present two case studies on how to design tailorable functionality in a groupware development project. %M C.DIS.97.377 %T A Case Study in Interactive Narrative Design %A Carol Strohecker %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 377-380 %K Narrative structure, Multimedia, Interface design %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p377-strohecker/p377-strohecker.pdf %X This paper includes lessons learned about the design of a form for interactive narrative. The lessons are based on an initial prototype and have ramifications for both a next-step implementation and for broader understanding of the form. Key lessons pertain to pacing, narrative structure, giving feedback through the interface, and contexts for use. %M C.DIS.97.381 %T A Designer's Nightmare: Designing a Reusable Information Retrieval Class Library in a Multinational Consortium %A Alistair Sutcliffe %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 381-383 %K Information retrieval, Reuse, Multinational design teams, Design process %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p381-sutcliffe/p381-sutcliffe.pdf %X In this design case we describe the experience of designing a resuable class library for information retrieval user interfaces. The design process is described with reflections on how the process was organised and the impact of the design problem on the process. %M C.DIS.97.385 %T Simple, But Cumbersome %A Kari Thoreson %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 385-394 %K Use, Work practice, Navigation, Flexibility, Grounded theory %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p385-thoreson/p385-thoreson.pdf %X What does it mean that a system is simple, but cumbersome? Through an empirical study of users' opinions of a system for material administration in a large telecommunications company, two elements of design, -- navigation and flexibility, are identified as particularly relevant in order to explain what cumbersome means. Using grounded theory, a conceptual framework is developed to clarify the various properties of navigation and flexibility. Users differ in their opinions regarding the qualities of the systems, and ways of categorizing users are explored in order to explain these differences. Conventional categories of user classification were inadequate for this purpose. However, the combination of job trajectory and work organization provided some explanatory power, and also helped in clarifying what "simple, but cumbersome" may mean. %M C.DIS.97.395 %T Searching Requirements for a System to Support Cooperative Concept Design in Product Development %A Tuomo Tuikka %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 395-403 %K Computer supported cooperative work, Concept design, Product development, Virtual prototyping %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p395-tuikka/p395-tuikka.pdf %X This paper addresses a systems design problem of what kind of support for cooperative concept design could be incorporated into a virtual reality prototyping system. We have studied and analysed how cooperative concept design is conducted in a series of multidisciplinary design meetings. This paper collects the analysis of that material and three interviews conducted simultaneously in industrial setting. The efforts of multidisciplinary designers in search toward a common understanding of the product concept during design process are reported. Thus, work done on the product concept and on coupling different interdisciplinary perspectives are studied. It is shown, e.g., that the concept can deviate very much in the early stages of concurrent engineering process. A lot of work is also required to manage the complexity of design and differing opinions of the goal. An understanding of how cooperation in these meetings was organized is presented with implications to further research with requirements of virtual reality prototyping systems. %M C.DIS.97.405 %T Capturing What is Needed in Multi-User System Design: Observations from the Design of Three Healthcare Systems %A Catherine G. Wolf %A John Karat %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 405-415 %K System design, Collaboration, Representations, Design rationale, Healthcare %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p405-wolf/p405-wolf.pdf %X The design of large-scale collaborative multi-user systems requires both a detailed understanding of the work of many individuals and an understanding of how the individual pieces fit together in the larger organizational context. In order to manage the complexity of the design task, designers develop and use various representations of work practices which selectively include some details, but omit others. This paper presents some heuristics based on our experience in the design of three healthcare systems that can help designers in determining what information needs to be included in representations for the design of multi-user systems. We present eight questions which can be used to capture important work practice information. We include a retrospective analysis of several design examples and suggest how the use of these questions can be integrated into design practice. %M C.DIS.97.417 %T A Framework for Assessing Group Memory Approaches for Software Design Projects %A Beatrix Zimmermann %A Albert M. Selvin %B Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques %D 1997 %P 417-426 %K Group memory, Design rationale, Organizational memory, Corporate memory %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/263552/p417-zimmermann/p417-zimmermann.pdf %X While the need for group memory systems in a software development project has been argued by various researchers and practitioners, a comprehensive evaluation methodology for these systems has not been defined. The deployment of group memory systems into various software development projects at NYNEX Science & Technology has highlighted the need for a framework which can be used by software development groups to determine which system(s) would be most useful for their specific project. In this paper we describe a framework for assessing group memory systems. This framework examines the costs and benefits of these systems in the context of the assumptions and requirements of the project. It does not attempt to denounce one system as less useful than another devoid of the context of a software development project. We also define a group profile which is used to define features of a group, which can then be compared with the assumptions and requirements of the group memory system. %M C.DL.96.1 %T Interoperability Issues in Digital Libraries %S Keynote Address %A Barry M. Leiner %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 1 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p1-leiner/p1-leiner.pdf %X N/A %M C.DL.96.3 %T Building a Digital Library: The Perseus Project as a Case Study in the Humanities %S Multimedia Digital Libraries %A Gregory Crane %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 3-10 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p3-crane/p3-crane.pdf %X This paper outlines some of our preliminary findings in the Perseus Project, an on-going digital library on ancient Greek culture that has been under development since 1987. %M C.DL.96.11 %T Towards the Digital Music Library: Tune Retrieval from Acoustic Input %S Multimedia Digital Libraries %A Rodger J. McNab %A Lloyd A. Smith %A Ian H. Witten %A Clare L. Henderson %A Sally Jo Cunningham %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 11-18 %K Music retrieval, Melody recall, Acoustic interfaces, Relevance ranking %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p11-mcnab/p11-mcnab.pdf %X Music is traditionally retrieved by title, composer or subject classification. It is possible, with current technology, to retrieve music from a database on the basis of a few notes sung or hummed into a microphone. This paper describes the implementation of such a system, and discusses several issues pertaining to music retrieval. We first describe an interface that transcribes acoustic input into standard music notation. We then analyze string matching requirements for ranked retrieval of music and present the results of an experiment which tests how accurately people sing well known melodies. The performance of several string matching criteria are analyzed using two folk song databases. Finally, we describe a prototype system which has been developed for retrieval of tunes from acoustic input. %M C.DL.96.19 %T VISION: A Digital Video Library %S Multimedia Digital Libraries %A Wei Li %A Susan Gauch %A John Gauch %A Kok Meng Pua %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 19-27 %K Digital libraries, Content-based indexing and retrieving, Video and audio processing %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p19-li/p19-li.pdf %X The goal of the VISION (Video Indexing for Searching Over Networks) project is to establish a comprehensive, online digital video library. We are developing automatic mechanisms to populate the library and provide content-based search and retrieval over computer networks. The salient feature of our approach is the integrated application of mature image or video processing, information retrieval, speech feature extraction and word-spotting technologies for efficient creation and exploration of the library materials. First, full-motion video is captured in real-time with flexible qualities to meet the requirements of library patrons connected via a wide range of network bandwidths. Then, the videos are automatically segmented into a number of logically meaningful video clips by our novel two-step algorithm based on video and audio contents. A closed caption decoder and/or word-spotter is being incorporated into the system to extract textual information to index the video clips by their contents. Finally, all information is stored in a full-text information retrieval system for content-based exploration of the library over networks of varying bandwidths. %M C.DL.96.29 %T The Role of Intermediary Services in Emerging Digital Libraries %S Library and Information Science Perspectives %A Allen Brewer %A Wei Ding %A Karla Hahn %A Anita Komlodi %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 29-35 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p29-brewer/p29-brewer.pdf %X The conception of a library has evolved over the past 200 years from a place that houses a collection of information resources to a process of facilitating knowledge transfer from source to user. The facilitator role of the library encompasses the concept of a change agent, where the library acts as a proactive participant in the diffusion of appropriate knowledge to users. Today's libraries aim to provide not only access to and delivery of information, but have increasingly incorporated proactive services aimed at assisting in the interpretation and application of information to fulfill user information requirements. According to one definition of the digital library (DL) it can be defined as applications based on the hypermedia paradigm [1]. The conception of a DL was initially confined to collections of digital information [16] but others [8, 11] have argued for broader conceptions of DLs. In defining the role of a DL it is essential to incorporate the concept of proactive intermediation and value added services so that the DL is not limited to passive warehousing of navigable information. Value added services may be sourced from any number of suppliers creating potential complexities in interoperability between and among suppliers and services. We propose that intermediation is an essential functional role in a DL whose purposes include: (1) interaction with potential beneficiaries, (2) interaction with information resources, and (3) mediation between information resources and users to add value during the information transfer process. Information beneficiaries include users, organizations, repositories, software products, software agents, or any entity acting as an information seeking agent which can benefit from the acquisition of information, including another DL. The DL includes information assets used in the delivery of services but is not limited to the construction and access of information resources in the form of collections, corpora, databases, web resources, and repositories of reusable program and information objects. Value can be added during the mediation process via searching, categorization, filtering, translation, publishing, or some combination of these activities. By eliminating unnecessary constraints upon the types of entities which can benefit from a DL, this definition includes, in addition to human users, automated beneficiaries such as CASE workbenches, instrumentation platforms, and robots. Incorporating autonomous and semi-autonomous knowledge agents as both suppliers and users in the DL definition provides an opportunity to integrate computer, communication, information, and knowledge assets into a more unified system for information resource management to support the evolution of an information based economy. Where the characteristics of information drive DL collection decisions, the DL could be seen as product oriented. Services provided by product-oriented DLs include traditional information retrieval (IR) services for retrospective queries. Where customer information requirements form the basis for collection development decisions the DL may be seen as customer oriented. Services provided by customer oriented DLs may include proactive services such as selective dissemination of information (SDI) [27] or may provide real-time routing of information to customers. In a customer oriented DL the collection profile may be constructed by combining the user profiles for all users which the DL is intended to serve. To further explicate the sense of the DL as intermediary, the five value added functions (search, classification, filtering, translation, and publishing) are further explored in terms of their roles in a DL. Real world implementations, including many discussed below, often include multiple intermediary functions within the scope of services offered. %M C.DL.96.36 %T Toward the Bibliographic Control of Works: Derivative Bibliographic Relationships in an Online Union Catalog %S Library and Information Science Perspectives %A Gregory H. Leazer %A Richard P. Smiraglia %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 36-43 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p36-leazer/p36-leazer.pdf %X The digital library will require a bibliographic retrieval tool that controls recorded knowledge regardless of its material form. A conceptual model for such a catalog is described. Foremost, this catalog will include information on derivative bibliographic relationships -- those relationships that exist among the individual members of a bibliographic family. In order to understand the problem of derivative bibliographic relationships, we conducted a study intended to build on our understanding of the nature of bibliographic works and the breadth of bibliographic families. The specific objectives of this research are to test the model for the control of bibliographic families, and measure the frequency and extent of the derivative relationship in OCLC's online union catalog. It appears from this cursory examination of the data, that although there were fewer large bibliographic families than expected, the characteristics of bibliographic families were as Smiraglia had predicted. Furthermore, Leazer's conceptual design appears to be an accurate model for the control of bibliographic families. %M C.DL.96.45 %T Graphical Table of Contents %S Human-Computer Interaction: Browsing and Visualization %A Xia Lin %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 45-53 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p45-lin/p45-lin.pdf %X This paper proposes a graphical table of contents (GTOC) that is functionally analogous to the table of contents. The proposed GTOC can be generated automatically from the text of documents. It visualizes document contents and relationships to allow easy access of underlying documents. It also provides various interactive tools to let the user explore the documents. Issues of how to generate such GTOC include how documents are indexed and organized, how the organized documents are visualized, and what interactive means are needed to provide necessary functionality of GTOC. These issues are discussed in this paper with a GTOC prototype based on Kohonen's self-organizing feature map algorithm. %M C.DL.96.54 %T Visual Relevance Analysis %S Human-Computer Interaction: Browsing and Visualization %A Mountaz Hascoet-Zizi %A Nikos Pediotakis %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 54-62 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p54-pediotakis/p54-pediotakis.pdf %X In order to access relevant information in digital libraries, most traditional systems feature topic search. In this paper we present visual relevance analysis to extend the notion of topic search by relying on visualization and interaction techniques to help users rapidly browse through potentially relevant documents. Visual relevance analysis offers a better repartition of control between the user and the system for topic search. The interaction paradigm uses a library metaphor, implemented through a classification system. In this paper we first present how a classification system is built to serve the visualization purposes. We further discuss presentation and interaction strategies for visual relevance analysis followed by implementation issues and system overview. Finally we briefly review related work and compare it with our approach. %M C.DL.96.63 %T A Browsing Tool of Multi-Lingual Documents for Users without Multi-Lingual Fonts %S Human-Computer Interaction: Browsing and Visualization %A Tetsuo Sakaguchi %A Akira Maeda %A Takehisa Fujita %A Shigeo Sugimoto %A Koichi Tabata %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 63-71 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p63-sakaguchi/p63-sakaguchi.pdf %X Since a library is inherently multi-lingual, a multi-lingual document environment is crucial for a digital library. In the near future, worldwide information sharing through digital libraries will be common. Currently, multi-lingual documents are poorly facilitated on computers and the Internet. It is impractical to consider installing fonts for all character sets in every user's terminal. This paper presents a multi-lingual document browsing tool for a user with no multi-lingual fonts on his or her terminal. It discusses several methods for browsing multi-lingual documents and proposes a browser which sends a text string with the font glyphs required to display the text. It also gives the evaluation result of the browser. %M C.DL.96.72 %T How Will We Know When It Is a Library? %S Keynote Address %A Ann S. Okerson %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 72 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p72-okerson/p72-okerson.pdf %X N/A %M C.DL.96.74 %T User Controlled Overviews of an Image Library: A Case Study of the Visible Human %S Human-Computer Interaction: Images and Spatial Organization %A Chris North %A Ben Shneiderman %A Catherine Plaisant %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 74-82 %K Browsing, Digital library, Image database, Information exploration, Information retrieval, Internet, Medical image, Remote access, User interface, Visualization, World-Wide Web %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p74-north/p74-north.pdf %X This paper proposes a user interface for remote access of the National Library of Medicine's Visible Human digital image library. Users can visualize the library, browse contents, locate data of interest, and retrieve desired images. The interface presents a pair of tightly coupled views into the library data. The overview image provides a global view of the overall search space, and the preview image provides details about high resolution images available for retrieval. To explore, the user sweeps the views through the search space and receives smooth, rapid, visual feedback of contents. Desired images are automatically downloaded over the internet from the library. Library contents are indexed by meta-data consisting of automatically generated miniature visuals. The interface software is completely functional and freely available for public use, at: http://www.nlm.nih.gov/ %M C.DL.96.83 %T A Spatial Approach to Organizing and Locating Digital Libraries and Their Content %S Human-Computer Interaction: Images and Spatial Organization %A Jason Orendorf %A Charles Kacmar %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 83-89 %K Spatial, Geographic, Image, Map, Graphical, Digital library %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p83-orendorf/p83-orendorf.pdf %X Explosive growth of world-wide web (WWW) sites combined with the lack of an overall and consistent organizational structure is making it increasingly difficult for researchers and users to locate relevant materials. This paper proposes a spatial method of structuring digital libraries and their content in which users navigate geographically to locate and access information. A prototype based on a spatial methodology was implemented to further study this organizational structure. The system, SDLS, is a hypermedia-based digital library browser, authoring system, and document viewer in which users navigate using geographical (map) displays to locate and retrieve information. This method of access provides a natural means of information retrieval for geographically-based repositories and reference materials. %M C.DL.96.91 %T Index Structures for Structured Documents %S Documents %A Yong Kyu Lee %A Seong-Joon Yoo %A Kyoungro Yoon %A P. Bruce Berra %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 91-99 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p91-lee/p91-lee.pdf %X Much research has been carried out in order to manage structured documents such as SGML documents and to provide powerful query facilities which exploit document structures as well as document contents. In order to perform structure queries efficiently in a structured document management system, an index structure which supports fast document element access must be provided. However, there has been little research on the index structures for structured documents. In this paper, we propose various kinds of new inverted indexing schemes and signature file schemes for efficient structure query processing. We evaluate the storage requirements and disk access times of our schemes and present the analytical and experimental results. %M C.DL.96.100 %T Toward Active, Extensible, Networked Documents: Multivalent Architecture and Applications %S Documents %A Thomas A. Phelps %A Robert Wilensky %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 100-108 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p100-phelps/p100-phelps.pdf %X Rich varieties of online digital documents are possible, documents which do not merely imitate the capabilities of other media. A true digital document provides an interface to potentially complex content. Since this content is infinitely varied and specialized, we must provide means to interact with it in arbitrarily specialized ways. Furthermore, since relevant content may be found in distinct documents, we must draw from multiple sources, yet provide a coherent presentation to the user. Finally, it is essential to be able to conveniently author new content, define new means of manipulation, and seamlessly mesh both with existing materials. We present a new general paradigm that regards documents with complex content as "multivalent documents", comprising multiple "layers" of distinct but intimately related content. Small, dynamically-loaded program objects, or "behaviors", activate the content and work in concert with each other and layers of content to support arbitrarily specialized document types. Behaviors bind together the disparate pieces of a multivalent document to present the user with a single unified conceptual document. As implemented in Java in the context of the World Wide Web, multivalent documents in effect create a customizable virtual Web, drawing together diverse content and functionality into coherent document-based interfaces to content. Examples of the diverse functionality in multivalent documents include: "OCR select and paste", where the user describes a geometric region on the scanned image of a printed page and the corresponding text characters are copied out; video subtitling, which aligns a video clip with the script and language translations so that, e.g., the playing video can be presented simultaneously in multiple languages, and the video can be searched with text-based techniques; geographic information system (GIS) visualizations that compose several types of data from multiple datasets; and distributed user annotations that augment and may transform the content of other documents. In general, a document management infrastructure built around a multivalent perspective can provide an extensible, networked system that supports incremental addition of content, incremental addition of interaction with the user and with other components, reuse of content across behaviors, reuse of behaviors across types of documents, and efficient use of network bandwidth. Multivalent documents exploit digital technology to enable new, more sophisticated document interaction. %M C.DL.96.109 %T Physical Objects in the Digital Library %S Documents %A Richard Furuta %A Catherine C. Marshall %A Frank M. Shipman, III %A John J. Leggett %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 109-115 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p109-furuta/p109-furuta.pdf %X Physical objects are the foundation for many of today's areas of scholarship, research, and education. Because physical objects are tangible, any digital representation of one is an approximation of the object. Knowing how to approximate requires an understanding of the work practices and needs of the library's constituencies. We consider issues arising from the creation of digital libraries based on physical objects, focusing particularly on the characteristics of botanical herbaria and their users. %M C.DL.96.117 %T Natural Language Information Retrieval in Digital Libraries %S Information Retrieval %A Tomek Strzalkowski %A Jose Perez-Carballo %A Mihnea Marinescu %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 117-125 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p117-strzalkowski/p117-strzalkowski.pdf %X In this paper we report on some recent developments in joint NYU and GE natural language information retrieval system. The main characteristic of this system is the use of advanced natural language processing to enhance the effectiveness of term-based document retrieval. The system is designed around a traditional statistical backbone consisting of the indexer module, which builds inverted index files from pre-processed documents, and a retrieval engine which searches and ranks the documents in response to user queries. Natural language processing is used to (1) preprocess the documents in order to extract content-carrying terms, (2) discover inter-term dependencies and build a conceptual hierarchy specific to the database domain, and (3) process user's natural language requests into effective search queries. This system has been used in NIST-sponsored Text Retrieval Conferences (TREC), where we worked with approximately 3.3 GBytes of text articles including material from the Wall Street Journal, the Associated Press newswire, the Federal Register, Ziff Communications's Computer Library, Department of Energy abstracts, U.S. Patents and the San Jose Mercury News, totaling more than 500 million words of English. The system have been designed to facilitate its scalability to deal with ever increasing amounts of data. In particular, a randomized index-splitting mechanism has been installed which allows the system to create a number of smaller indexes that can be independently and efficiently searched. %M C.DL.96.126 %T Interactive Term Suggestion for Users of Digital Libraries: Using Subject Thesauri and Co-Occurrence Lists for Information Retrieval %S Information Retrieval %A Bruce R. Schatz %A Eric H. Johnson %A Pauline A. Cochrane %A Hsinchun Chen %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 126-133 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p126-schatz/p126-schatz.pdf %X The basic problem in information retrieval is that large-scale searches can only match terms specified by the user to terms appearing in documents in the digital library collection. Intermediate sources that support term suggestion can thus enhance retrieval by providing alternative search terms for the user. Term suggestion increases the recall, while interaction enables the user to attempt to not decrease the precision. We are building a prototype user interface that will become the Web interface for the University of Illinois Digital Library Initiative (DLI) testbed. It supports the principle of multiple views, where different kinds of term suggestors can be used to complement search and each other. This paper discusses its operation with two complementary term suggestors, subject thesauri and co-occurrence lists, and compares their utility. Thesauri are generated by human indexers and place selected terms in a subject hierarchy. Co-occurrence lists are generated by computer and place all terms in frequency order of occurrence together. This paper concludes with a discussion of how multiple views can help provide good quality Search for the Net. This is a paper about the design of a retrieval system prototype that allows users to simultaneously combine terms offered by different suggestion techniques, not about comparing the merits of each in a systematic and controlled way. It offers no experimental results. %M C.DL.96.134 %T Information Product Evaluation as Asynchronous Communication in Context: A Model for Organizational Research %S Information Retrieval %A Lisa D. Murphy %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 134-142 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p134-murphy/p134-murphy.pdf %X Knowledge workers are routinely engaged in information search and retrieval (ISR) tasks where they make evaluations of complex information products such as electronic documents or multi-media items. Information Systems (IS) organizations in business support the creation of these complex information products as well as providing tools and support for their acquisition and use. Some ISR assumptions, such as an information need exists independently of the ability of the repository to satisfy it, or an information need can be specified by objective terms, can be problematic for knowledge workers. An alternative approach considers information products as elements of an asynchronous communication; it explicitly considers evaluation after retrieval and the types of support provided by IS groups. General propositions about the task and context of information product evaluation are proposed and used to develop a new model (Information Product Evaluation Model) incorporating aspects of the user's context, meta-information availability, and accessibility. %M C.DL.96.144 %T Text to Hypertext: Can Clustering Solve the Problem in Digital Libraries? %S Document Indexing and Analysis %A Robert B. Kellogg %A Madhan Subhas %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 144-150 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p144-kellogg/p144-kellogg.pdf %X Automatic hypertext generation remains an extremely challenging endeavor in the digital library world. In this paper we present a solution for automatically connecting relevant information in dynamic textual digital libraries. This textual information is generally unconnected and often unexplored due to the large flow of information entering from remote and local sources. Often, full-text indexes exist for this information but embedded links to related information are conspicuously absent. Links that do exist are usually generated in an arduous and time-consuming manual process. That is why the ability to automatically generate links has a potentially high payoff. Our solution for the automatic generation of hypertext links relies on the techniques of document segmentation and document clustering. Hypertext links are automatically generated during the document clustering process using the incremental cover-coefficient-based clustering algorithm. The issues of link completeness and link quality are also addressed in this paper. Link completeness is studied by comparing the cluster-based approach of link generation to the exhaustive link generation approach. Results indicate that links are more complete in the higher similarity range than in the lower similarity range. Initial link quality user studies indicate that the cluster-based hypertext link generation approach is promising. In the future, we plan to conduct further studies on link quality and investigate ways to increase the effectiveness of our approach. %M C.DL.96.151 %T Indexing Handwriting Using Word Matching %S Document Indexing and Analysis %A R. Manmatha %A Chengfeng Han %A E. M. Riseman %A W. B. Croft %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 151-159 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p151-manmatha/p151-manmatha.pdf %X There are many historical manuscripts written in a single hand which it would be useful to index. Examples include the W. B. DuBois collection at the University of Massachusetts and the early Presidential libraries at the Library of Congress. The standard technique for indexing documents is to scan them in, convert them to machine readable form (ASCII) using Optical Character Recognition (OCR) and then index them using a text retrieval engine. However, OCR does not work well on handwriting. Here an alternative scheme is proposed for indexing such texts. Each page of the document is segmented into words. The images of the words are then matched against each other to create equivalence classes (each equivalence classes contains multiple instances of the same word). The user then provides ASCII equivalents for say the top 2000 equivalence classes. The current paper deals with the matching aspects of this process. Due to variations in even a single person's handwriting, it is expected that the matching will be the most difficult step in the whole process. A matching technique based on Euclidean distance mapping is discussed. Experiments are shown demonstrating the feasibility of the approach. %M C.DL.96.160 %T Building a Scalable and Accurate Copy Detection Mechanism %S Document Indexing and Analysis %A Narayanan Shivakumar %A Hector Garcia-Molina %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 160-168 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p160-shivakumar/p160-shivakumar.pdf %X Often, publishers are reluctant to offer valuable digital documents on the Internet for fear that they will be re-transmitted or copied widely. A Copy Detection Mechanism can help identify such copying. For example, publishers may register their documents with a copy detection server, and the server can then automatically check public sources such as UseNet articles and Web sites for potential illegal copies. The server can search for exact copies, and also for cases where significant portions of documents have been copied. In this paper we study, for the first time, the performance of various copy detection mechanisms, including the disk storage requirements, main memory requirements, response times for registration, and response time for querying. We also contrast performance to the accuracy of the mechanisms (how well they detect partial copies). The results are obtained using SCAM, an experimental server we have implemented, and a collection of 50,000 netnews articles. %M C.DL.96.170 %T Metadata to Describe Information in Digital Libraries %S D-Lib Working Session 1A %A Terence R. Smith %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 170 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p169-arms/p169-arms.pdf %X The session will include presentations and discussion of the issues in using metadata to describe information in digital libraries. One example, will be the role of metadata within the Alexandria Digital Library project at UC Santa Barbara. If sense is to be made of the flood of information that will be available through digital libraries, it must be described effectively, so that it can be found, its value assessed, and its acquisition handled efficiently. Metadata is the term most often used to refer to the description of information objects to support these three functions of digital libraries. Digital library technology is capable of both supporting major augmentations to traditional metadata activities and providing a basis for catalog interoperability. Important issues relate to the choice of languages for representing concepts and conceptual structures. Metadata for spatially-referenced information, for example, may follow a "bottom-up" approach that is an extension of traditional library practices or a "top-down" approaches involving more general knowledge representation languages. Background materials for this session are at: http://www.dlib.org/metadata.html %M C.DL.96.170 %T User Needs Assessment and Evaluation %S D-Lib Working Session 1B %A Nancy A. Van House %A David Levy %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 170 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p169-arms/p169-arms.pdf %X A critical issue in digital library (DL) design is incorporating user needs early in the design process and continuing throughout. The user needs and assessment groups of the DLI projects are working to improve DL design by incorporating user needs and preferences. They are working to develop data collection and analysis methods for DLs, understand DL user behavior, assess user needs, evaluate the emerging DLs against user needs, compare findings across projects, understand how this information can be efficiently and effectively incorporated in design, and build a research agenda. This working session will consist of a panel representing both the user needs assessment and evaluation group and designers from several of the DLI projects. The emphasis will be on the interaction between the design process and the needs assessment and evaluation effort. It will address such issues as the interconnected and sometimes-conflicting needs of designers, evaluators, and users; coordinating evaluation and design approaches; and impediments to and supports for this interaction. Background materials for this session are at: http://www.dlib.org/user-needs.html %M C.DL.96.170 %T Social Aspects of Digital Libraries %S D-Lib Working Session 2A %A Christine L. Borgman %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 170-171 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p169-arms/p169-arms.pdf %X In February 1996, UCLA and the National Science Foundation are holding a workshop on social aspects of digital libraries. This working session will present an outline of the issues raised at the workshop, and invite audience reaction and discussion. The research workshop plans to focus on the following topics: * Information needs: (a) Social context and culture -- to what extent can digital library components be generalized and to what extent must they be tailored to each environment? (b) Information needs and information seeking -- what is the relationship between information seeking and learning in digital libraries? (c) Linking user-learner needs and behavior to digital library design -- what design techniques are appropriate in applying user needs research to digital library design? * End user searching and filtering: (a) Organization, description and representation of information -- which methods of organization can be generalized for digital libraries? What new methods are needed? (b) Search capabilities for users -- how, if at all, should problem domain areas be divided? (c) Interface design for information retrieval -- what human-computer interaction principles can be applied to the information retrieval environment? Background materials for this session are at: http://www.dlib.org/social.html %M C.DL.96.171 %T Repository Interactions %S D-Lib Working Session 2B %A William L. Scherlis %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 171 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p169-arms/p169-arms.pdf %X This working session will be based around the report of a D-Lib workshop in March 1996 on interfaces between digital library repositories. The focus is on technical issues, but they are closely linked to legal, technical, social, economic and political questions. The working group focuses on technical issues associated with repository interoperation. As digital libraries proliferate, many approaches to managing digital assets and associated meta-data are emerging. There are important differences among these approaches, and these differences have technical, legal, social, economic, and political dimensions. How can multiple repositories coexist and interact effectively? The working group is motivated by several important trends: The complexity and semantic richness of objects and meta-data managed by repositories is increasing. Information objects of greater value are now being managed more routinely, raising issues of security, access control, and support for commerce. Performance demands are increasing, as is the quantity and size of information objects, particularly in multimedia applications. Digital libraries are interacting more often with personal, group, and wide area information services. Finally, the distinction is blurring between digital libraries and other institutional information resources such as databases and corporate webs. The starting points for the working group are technologies that support management of information objects, their names, and associated meta-data -- databases, distributed file systems, object bases, and the Web. Several digital library research groups have started to develop concepts that could provide a basis for repository interoperation, including the CR-TR architectural work of Kahn and Wilensky, the Stanford Infobus project of Garcia-Molina and Winograd, and the agent architecture of the Michigan DLI project. In addition to the need to reconcile these various approaches, there is a broader need to put these in the context of standards efforts in the wider community, including Corba, OLE, Web-associated standards, Z39.50, and SQL and its successors. All of these deal with resolving names to objects, and all of these deal in some measure with meta-data. The initial effort of the working group is (1) to identify the dimensions of the space of repository interaction and interoperability, and the issues associated with achieving some transparency for users of the digital libraries, and (2) to assess current research and development efforts to understand the differences among them. Background materials for this session are at: http://www.dlib.org/repositories.html %M C.DL.96.171 %T Digitization and Conversion %S D-Lib Working Session 3A %A M. Stuart Lynn %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 171-172 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p169-arms/p169-arms.pdf %X The objective of the working group on digitization and conversion is to share experience, evolve a code of practice, and encourage sharing of resources amongst those who manage large projects to convert library materials to digital forms. This working session will include brief presentations and discussion of the major issues. The session will cover technical, library and operational topics. This topic is relevant to almost every aspect of digital library research. For example, sharing converted library objects requires technical work on formats and repository interactions. It also provokes the need for comprehensive metadata to describe converted items, suitable naming methods for identification and access, and a method for describing and protecting intellectual property. Research on the digital archiving of converted digital objects also applies to ensuring the longevity of digital objects in general. Background materials for this session are at: http://www.dlib.org/conversion.html %M C.DL.96.172 %T Naming Objects in the Digital Library %S D-Lib Working Session 3B %A William Y. Arms %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 172 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p169-arms/p169-arms.pdf %X This working session will include presentations and discussions on naming issues in digital libraries. It will include reports on recent progress in the development of Uniform Resource Names (URNs), but the emphasis will be on three topics that concern how names are used. * User issues. Groups that assign names to library objects wish to provide long term flexibility while integrating existing naming schemes. They need ways to relate names of library objects to semantic concepts such as uniqueness, mutability, etc. * Name management. If names are to be globally unique and persist for long periods of time, the allocation of top-level names and the registration of naming schemes must be managed with care. * Aggregation and granularity. A crucial design decision in a digital library is how to assign names to parts of a work, variants, and other complex and compound items. Background materials for this session are at: http://www.dlib.org/naming.html %M C.DL.96.174 %T Agricultural Network Information Center (AgNIC) A Model for Access to Distributed Resources %S Panels -- Abstracts %A Richard E. Thompson %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 174 %I National Agricultural Library %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p173-kacmar/p173-kacmar.pdf %M C.DL.96.175 %T Knowledge-Based Biomedical Information Retrieval %S Panels -- Abstracts %A Alexa T. McCray %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 175 %I National Library of Medicine %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p173-kacmar/p173-kacmar.pdf %M C.DL.96.177 %T SEPTEMBER -- Secure Electronic Publishing Trial %S Posters %A Jack Brassil %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 177 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p176-davis-brown/p176-davis-brown.pdf %X The SEPTEMBER system uses World Wide Web technology to distribute IEEE Communication Society technical publications on the Global Internet. The trial recently began with the publication of a single issue of the IEEE Journal on Selected Areas in Communications. The SEPTEMBER system became available on October 1, 1995 at the URL: http://www.research.att.com/jsac/ Full text articles are provided in multiple formats, including HTML and PDF. Additional services include access protection, a prototype billing system, and a novel copyright protection technology. More than 1200 users have registered with and used the system; user feedback has been overwhelmingly positive. The trial has provided an opportunity to explore the complexity of electronically disseminating existing paper journals. We have also gained insight into how subscribers wish to read online technical journals. I will discuss system implementation, reader demographics and behavior, and the future of IEEE Communications Society online publications. A complete article discussing the SEPTEMBER project is available at http://www.research.att.com/~jtb/psdocs/september.ps.Z %M C.DL.96.177 %T MITRE Information Discovery System %S Posters %A Raymond J. D'Amore %A Daniel J. Helm %A Puck-Fai Yan %A Stephen A. Glanowski %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 177 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p176-davis-brown/p176-davis-brown.pdf %X The MITRE Information Discovery System (MIDS) is a baseline system for integrating advanced processing tools for information discovery and retrieval in large-scale distributed environments. The system is built on a modular, extendible architecture that allows for system-level decoupling and allocation of component processing tools across network nodes to provide for efficient processing in distributed environments. At one level, the system provides for multi-platform user access to HTTP, Gopher, FTP, and news servers using an HTML based client interface. However, more significantly, the system provides advanced tools for metadata generation from disparate network objects, and a content routing mediation layer for classification of metadata into appropriate information brokers. This bottom-up layered information organization supports a wide range of information retrieval and browsing strategies. MIDS is being used in an enterprise intranet application to provide access to corporate information bases. Preliminary assessment indicates the need to balance available information retrieval and classification capabilities with a new generation of highly efficient post retrieval analysis tools for extracting, organizing, and visualizing information within extensive results sets. These back-end processing tools will be user accessible "on demand" through an object oriented interface to provide users with methods for maintaining personal views of large, heterogeneous information spaces. %M C.DL.96.177 %T Creating a Networked Computer Science Technical Report Library %S Posters %A James R. Davis %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 177-178 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p176-davis-brown/p176-davis-brown.pdf %X Computer scientists have long been using the Internet as a medium for transporting reports and documentation of many kinds, including, but not limited to, technical reports about computer science. But this material has typically been difficult to locate, search, and use, and has lacked the organization and structure we expect from a true library. This poster describes the Networked Computer Science Technical Report Library (NCSTRL), an attempt to create a useful online library of computer science technical reports. NCSTRL provides scholarly and financial advantages to all its users. Researchers can easily search a body of material that is now slow, diffused, and difficult to access. Authors gain a wider audience than they now enjoy. In particular, since NCSTRL searches all sites, authors at less well-known institutions have an equal chance of at least having their reports noticed. Both these advantages grow as more sites participate. Departments gain a clean, effective management system for their technical reports and eliminate much of their current copying and mailing charges. The savings at Cornell alone are estimated to be in the thousands of dollars. The technology underlying NCSTRL is a network of interoperating digital library servers. The digital library servers provide three services: repository services that store and provide access to documents, index services that allow searches over bibliographic records, and user interface services that provide the human front-end for the other services. The services interoperate using an open protocol, so that other software systems can use the servers also. NCSTRL is powerful, yet also easy to install and maintain. The server software comes in two levels, Lite and Standard. The Lite version is intended for sites with few resources, and has a lower startup investment, while the Standard version offers greater functionality. Sites participating in NCSTRL will be able to install either. No matter which they install, the complete technical report collection will be available to all parties. NCSTRL has a uniform user interface, hiding almost all the underlying diversity. Users do not need to know which level of software a site is running, and departments will have a smooth upgrade path from the basic to the advanced should they desire additional capability. Technology alone is not enough to create a useful library. The poster will present our experiences in setting reasonable policies for fair use of scholarly material. %M C.DL.96.178 %T The Common Ground Surrounding Access: Theoretical and Practical Perspectives %S Posters %A Geri Gay %A June P. Mead %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 178 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p176-davis-brown/p176-davis-brown.pdf %X Research indicates that technologically-rich environments demand equally rich data collection and analysis tools -- ones capable of examining human-computer interactions as well as the social and cognitive dynamics that develop during computer mediated collaboration. Further, our research has demonstrated the need to address the social, psychological, and pedagogical aspects of online collaboration. We have found that by studying the multiple ways in which users interact with these new systems, we can develop tools that add value to digitized images, that allow scholars to annotate, manipulate, and organize the data they collect in creative multimedia compositions. What we have found convinces us that parallel development and evaluation combine synergistically to enhance the overall design process. Our poster explores the common ground surrounding access to digital libraries. It addresses such questions as: What promise does access to digital libraries hold? How does access to digital libraries change patterns of communication? What does access to primary sources mean to teachers, librarians, researchers and students? What tools do they need for multimedia composition? What strategies do people employ as they annotate, manipulate and organize the data they search for and collect? What new forms of message construction need to be understood within this collaborative environments? And finally, what happens after access -- how do people use digital information after they find it? %M C.DL.96.178 %T Digital Libraries and Impacts on Scientific Careers %S Posters %A Richard Giordano %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 178-179 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p176-davis-brown/p176-davis-brown.pdf %X The recruitment of subject specialist PhDs into information work is not a simple act of recruitment because it amounts to a large cultural change for those recruited, and introduces alien work practices and expectations in the existing organizational culture. Young scientists have gone through a period of acculturation and socialization as scientists, and many have career aspirations that they compromise because of the lack of suitable employment. Thus, although the development and maintenance of collaborative systems and digital information environments represents a bright prospect for young scientists, it is not without potential problems that might affect the quality of work. In preliminary research conducted by the author, many such PhDs felt undervalued both by senior research scientists and by members of the library and information science community; they believed that their scientific careers were over, and they longed to publish an experimental paper. Our current research questions methods include: (1) to determine if, and to what extent, young scientists are satisfied with their career choice; (2) to differentiate among different types of scientists (3) to analyze the social forces at work in their environments that enhance or inhibit their professional and social standing within the scientific community. (3) to ascertain alternatives to 'traditional' scientific education (4) to ascertain proper rewards, management, and recognition from the library and information science community for scientists in their employment. %M C.DL.96.179 %T An Object-Oriented Hypermedia System for Structured Documents %S Posters %A Hyunki Kim %A Hakgene Shin %A Jaewoo Chang %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 179 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p176-davis-brown/p176-davis-brown.pdf %X In this paper, we design a new hypermedia markup language using SGML and implement an object-oriented hypermedia system on top of the Postgres, a next-generation database management system. Compared with the conventional systems, our hypermedia system has some advantages. First, since our hypermedia markup language is designed using SGML, the language can interchange documents in a system-independent manner and can support content-based and structure-based retrieval. Second, since we apply an object-oriented paradigm for modeling hypermedia data and links, we can inherit the properties and methods of the object-oriented model. Finally, our hypermedia system can provide database management (DBMS) transaction management, storage management, security, crash recovery, and version control. %M C.DL.96.179 %T The Cultural Heritage Information Online Project: Demonstrating Access to Distributed Cultural Heritage Museum Information %S Posters %A William E. Moen %A John Perkins %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 179-180 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p176-davis-brown/p176-davis-brown.pdf %X Project CHIO is a demonstration project that provides access to cultural heritage information online (CHIO). The project is sponsored by the Consortium for the Computer Interchange of Museum Information (CIMI). The poster session: * Provides background on this collaborative project * Describes how ANSI/NISO Z39.50, the information retrieval protocol, is used in this project * Details the information modeling, query semantics, and search and retrieval behavior upon which the use of Z39.50 is based. Project CHIO demonstrates how Z39.50 offers solutions to the difficulties in achieving meaningful online search and retrieval of information of different types and structure (e.g., structured records, full-text documents, images) regardless of the hardware and software used to store information or search for it. The initial implementations will consist of Z39.50 clients and servers supporting access to a demonstration CHIO Information Resource. The CHIO Information Resource can be modeled as a digital library comprised of hierarchical, distributed collections of information. A user may search the CHIO Information Resource to retrieve museum objects including: images, object records, exhibition catalogs, and wall labels. CHIO demonstrates the utility of national and international standards both to build digital libraries and to provide meaningful online search and retrieval of information in digital libraries. %M C.DL.96.180 %T Inverse Mapping in the Handle Management System %S Posters %A Varna Puvvada %A Roy H. Campbell %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 180 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p176-davis-brown/p176-davis-brown.pdf %X A handle identifies objects stored within a distributed system like a digital library or the WWW Examples of handles are provided by the "Handle Management System" (HMS) built by CNRI. HMS retrieves location dependent data associated with a "handle", a printable string which unambiguously and unforgeably identifies data. Handles have use as URNs (Uniform Resource Names) that identify one or more URLs (Uniform Resource Locators) and their corresponding documents on the Web. In this case, the handle is a location independent name for the location dependent URLs and their referenced data. Handles also have use to identify objects stored within a digital library. In this instance the handle is a location independent name for one or more location dependent "object pointers" that identify storage facility and/or rights management system locations. Other applications of handles are E-mail addresses, Internet host names and IP addresses. The inverse mapping problem is to find a economic solution to retrieving the handle for a specific data item or location dependent name. The inverse mapping problem for the HMS is to find the handle for a given data item. The problem is complicated because the mapping of handles to data items is many to many, the data items may not be all unique, and the system is distributed. Inverse mapping is needed to manage the data items and name space. For example, it is easier to maintain a Web document if it is constructed with location independent URNs. However, many documents are built with local copies of the data and URLs. Converting these documents is desirable. Inverse mapping is also needed to check whether data items are aliased to multiple handles. The inverse mapping problem for data items can be solved using a combination of search techniques according to the nature of the data. Inverse mapping for short data items can follow a scheme similar to that used in the Domain Name Server for a pointer query. An inverse handle is associated with every data item in this category and this handle names a list of handles that refer to the data item. This inverse handle would belong to an inverse-mapping authority, for example hdl_inverse. The locally_unique_part of this handle should be constructed from the data item and could be built using a suitable hashing function, for example by using md5 checksum. This inverse service could either be a dedicated service or could be delegated to all the servers. For long textual data items a hierarchy of indices can be constructed based on the keywords similar to the keyword systems. These indices are maintained by servers spread through out the network. But this mapping is not immediate. The degree of consistency of the system depends on the frequency of update of these indices. %M C.DL.96.180 %T The Electronic Reserve System at Penn State U. %S Posters %A Joan A. Reyes %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 180-181 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p176-davis-brown/p176-davis-brown.pdf %X The goal of our project was to move away from a static, paper-based reserve reading room collection which could only be used within the confines of the library building to an electronic reserve system which could be accessed by the students and faculty of the University from anywhere on or off campus. This system employs computing technologies to convert documents into digital formats, to store the digital copies and to provide access to them. The pilot project has allowed me to research areas that would encompass the design, development and use of this type of system. Some of the topics I have researched are: security, copyright, the types of material that students will use, access, locations, terminal types, equipment, the capabilities of the system, and staff training issues. The pilot project is in its first phase and has used material from twenty-four courses which cover the humanities and the sciences with the potential of allowing the use of 270 courses at the Pattee Library location alone. The project will allow for the expansion of the system to the seven campus libraries at University Park and to the twenty-two Commonwealth campus libraries throughout Pennsylvania in the future. %M C.DL.96.181 %T Providing Multiple Levels of Difficulty in EarthLab's Digital Library %S Posters %A Ruth A. Ross %A Lois F. Kelso %A Gary R. Broughton %A Edward J. Hopkins %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 181 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p176-davis-brown/p176-davis-brown.pdf %X The EarthLab Learning Environment, designed to encourage student research projects in earth science education, included a digital library of topics and case studies for students to explore as they expanded their abilities to solve problems and to find new problems to pose. To make EarthLab's library more accessible to all students, a varying level of difficulty was developed by creating three versions of each library document and implementing access mechanisms to facilitate selecting a level or changing it. Levels defined: (1) Easy [4th grade]; (2) Intermediate [7th]; (3) Advanced [10th]. "Difficulty" was measured by readability, concept density, and prerequisite knowledge. Data display and other visualization and interactive simulation was redesigned for each level. The educational objective was to accommodate and then challenge learners. The software was designed to help students find a comfortable level, then encourage moving up a level, as in a video game, ready for new challenges with increasing skills and knowledge. Effective with students from various backgrounds and achievement levels, including adult learners, this approach to adding flexibility to educational software has shown exceptional impact on students with special learning and reading problems and with gifted students. It may be useful in many training and learning systems. %M C.DL.96.181 %T A Framework for Pricing Services in Digital Libraries %S Posters %A J. Sairamesh %A Y. Yemini %A D. F. Ferguson %A C. Nikolaou %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 181 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p176-davis-brown/p176-davis-brown.pdf %X Digital Libraries will have a major influence on the design of future information systems. They will set the stage for future complex information technologies to evolve and provide "transparent" services to a variety of users. We consider Digital Libraries (commercial) as information economies consisting of several players (or economic agents): authors and publishers who create and sell their collections, suppliers (e.g. computer systems) who provide information storage, indexing and access services, information-agents who provide searching and presentation services, and users who request for services. In such an economic framework, one can envision suppliers and information-agents competing to provide services for information storage, searching, access and presentation. In providing such services, several issues arise, among them are pricing and Quality of Service (QoS) to access and view information objects. These issues play an important role in allocating resources such as processing time, network bandwidth and buffers, memory, cache and I/O in order to provide the various services. Using this framework, we present the interactions among the players, the dynamics of the economic agents, service models, pricing and billing mechanisms (QoS based), and corresponding implementation issues in large digital libraries. %M C.DL.96.182 %T Establishing Computer-Based Information Services in the School Library %S Posters %A Mag. Werner Schoggl %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 182 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p176-davis-brown/p176-davis-brown.pdf %X With school budgets down we are challenged to both improve our educational system and lower the costs of it. What can be expected from the integration of digital resources (online-services, Email, CD-ROM) in the school-library for the quality of education and for the role of the school libraries on the one hand and for the school budget on the other hand? We have been offering access to the Internet and to a local computer net for both teachers and students for several months. In addition we have produced some prototype samples of teaching material consisting of Web-pages with links to both offline and online sites. Some time ago we also established access to the services and resources of the national press agency. Last but not least we have organized some courses for the teachers of our school to acquire the basic skills for retrieving and editing documents from online and offline resources. We have also organized a small group of librarians (not restricted to Austria) that work together to improve the methods of integrating online services in school libraries. So far we can say that the integration of computerized information retrieval improves the qualities of a school library dramatically. This may eventually result in a decisive change of the way both students and teachers acquire new skills and knowledge. For the future we plan to develop methods for storing and searching material that has already been downloaded and to initiate a national (eventually international) online service for school libraries. %M C.DL.96.182 %T MESL Project Description %S Posters %A J. Trant %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 182 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p176-davis-brown/p176-davis-brown.pdf %X The Museum Educational Site Licensing Project (MESL) brings representative museums, colleges, and universities together to define the terms and conditions for educational use of museum images and information on campus-wide networks. During this two-year collaboration, launched in 1995, fourteen selected educational and collecting institutions are collaborating to agree on the terms of the capture, distribution, and use of digital images and their associated texts. MESL participants are exploring and evaluating the educational benefits of digital access to museum collections through campus networks. Administrative, technical, and legal mechanisms are being developed and tested to enable the future use of large quantities of high-quality museum images by all educational institutions. %M C.DL.96.184 %T The Text Encoding Initiative Guidelines and Their Applications to Building Digital Libraries %S Workshops -- Abstracts %A Nancy Ide %A Judith Klavans %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 184-185 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p183-zemankova/p183-zemankova.pdf %X The Text Encoding Initiative's Guidelines for Electronic Text Encoding and Interchange of Machine-Readable Texts were published in May 1994, after six years of development within the academic and research communities. The SGML-based Guidelines provide standardized encoding conventions for a large range of text types and features relevant for a broad range of applications, including natural language processing, information retrieval, hypertext, electronic publishing, various forms of literary and historical analysis, lexicography, etc. The Guidelines are intended to apply to texts, written or spoken, in any natural language, of any date, in any genre or text type, without restriction on form or content. They treat both continuous materials (running text) and discontinuous materials such as dictionaries and linguistic corpora. As such, the TEI Guidelines offer the best encoding solution currently available for the development of digital libraries, where varied and complex texts must be stored and manipulated in ways that answer a wide variety of user needs, and where the linkage of multi-media is essential. %M C.DL.96.186 %T User Needs Assessment and Evaluation: Issues and Methods %S Workshops -- Abstracts %A Ann Bishop %A Barbara Buttenfield %A David Levy %A Nancy Van House %B DL'96: Proceedings of the 1st ACM International Conference on Digital Libraries %D 1996 %P 186 %* (c) Copyright 1996 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/dl/226931/p183-zemankova/p183-zemankova.pdf %X Evaluation of digital libraries (DLs) begins, ideally, before design: effective design is based on the needs of users. DL needs assessment and evaluation requires a panoply of complementary methods. DLs are similar to, but distinct from, traditional libraries and of other kinds of computer-based systems. Their evaluation requires the adaptation of existing methods and development of new ones. Choice of method is driven by research goals and the conceptual and practical context of DLs. The goals of this workshop are for participants to acquire a better understanding of existing DL methods and needed developments, and of the underlying conceptual bases for needs assessment and evaluation; and to engage in a discussion about methods and a research agenda. The workshop will begin and end with a discussion of DL research goals and their relationship to methods. Several major data collection methods will be addressed in depth, including: * Ethnographic methods * Interviews, focus groups, and surveys * System monitoring and user feedback Each session will consist of a presentation by a researcher with expertise in the method, followed by substantial discussion of the information derived using the method; practicalities of using it; its strengths and weaknesses; and the conditions under which it is appropriate. %M C.DL.97.1 %T Digital Libraries in the Media Industry %S Keynote Address %A Jim Reimer %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 1 %* (c) Copyright 1997 ACM %M C.DL.97.3 %T Finding Text in Images %S Images and Multimedia %A Victor Wu %A R. Manmatha %A Edward M. Riseman %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 3-12 %K Text reading system, Character recognition, Multimedia indexing, Text detection, Texture segmentation, Filters, Hierarchical processing, Binarization, Background removal, Connected-components analysis %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p3-wu/p3-wu.pdf %X There are many applications in which the automatic detection and recognition of text embedded in images is useful. These applications include digital libraries, multimedia systems, and Geographical Information Systems. When machine generated text is printed against clean backgrounds it can be converted to a computer readable form (ASCII) using current Optical Character Recognition (OCR) technology. However, text is often printed against shaded or textured backgrounds or is embedded in images. Examples include maps, advertisements, photographs, videos and stock certificates. Current document segmentation and recognition technologies cannot handle these situations well. In this paper, a four-step system which automatically detects and extracts text in images is proposed. First, a texture segmentation scheme is used to focus attention on regions where text may occur. Second, strokes are extracted from the segmented text regions. Using reasonable heuristics on text strings such as height similarity, spacing and alignment, the extracted strokes are then processed to form rectangular boxes surrounding the corresponding text strings. To detect text over a wide range of font sizes, the above steps are first applied to a pyramid of images generated from the input image, and then the boxes formed at each resolution level of the pyramid are fused at the image in the original resolution level. Third, text is extracted by cleaning up the background and binarizing the detected text strings. Finally, better text bounding boxes are generated by using the binarized text as strokes. Text is then cleaned and binarized from these new boxes, and can then be passed through a commercial OCR engine for recognition if the text is of an OCR-recognizable font. The system is stable, robust, and works well on images (with or without structured layouts) from a wide variety of sources, including digitized video frames, photographs, newspapers, advertisements, stock certificates, and personal checks. All parameters remain the same for all the experiments. %M C.DL.97.13 %T Organization and Retrieval in a Pictorial Digital Library %S Images and Multimedia %A Yuri Quintana %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 13-20 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p13-quintana/p13-quintana.pdf %X This paper describes a knowledge based approach to organizing and retrieving pictures. Methods are described for using the human perceptions of pictures to create a frame knowledge base that represents the semantic content of pictures. A pictorial knowledge base management system is described that uses a conceptual clustering algorithm to learn new conceptual categories of pictures. A comparison is done between machine and human created conceptual categories. The paper shows how a frame knowledge based system can be used for intelligent picture retrieval using learned categories. %M C.DL.97.21 %T Multimedia Abstractions for a Digital Video Library %S Images and Multimedia %A Michael G. Christel %A David B. Winkler %A C. Roy Taylor %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 21-29 %K Multimedia abstraction, Digital video library, Video abstraction, Video browsing %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p21-christel/p21-christel.pdf %X Multimedia abstractions form essential components of digital video libraries because they enable a user to determine a video's distinguishing content without investing long viewing times or requiring high network-transfer speeds. This paper presents usage and evaluation data for abstractions implemented the Informedia Digital Video Library, and discusses implications for video delivery over the Web. %M C.DL.97.30 %T Using Words and Phonetic Strings for Efficient Information Retrieval from Imperfectly Transcribed Spoken Documents %S Images and Multimedia %A Michael J. Witbrock %A Alexander G. Hauptmann %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 30-35 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p30-witbrock/p30-witbrock.pdf %X Searching for relevant material in documents containing transcription errors presents new challenges for Information Retrieval. This paper examines information retrieval effectiveness on a corpus of spoken broadcast news documents. For documents transcribed using speech recognition, a substantial number of retrieval errors are due to query terms that occur in the spoken document, but are not transcribed because they are not within the speech recognition system's lexicon, even if that lexicon contains twenty thousand words. It has been shown that a phonetic lattice search in conjunction with full word search regains some of the information lost due to out-of-vocabulary words. In this paper an efficient alternative to this search is proposed that does not require a complete search of the phoneme lattices for all documents at run-time. By using fixed length strings of phonemes instead of phonetic lattices, an information retrieval system can search the phoneme space of a spoken document just as efficiently as a normal word document collection. Experimental evidence is presented that this technique permits the system to recapture some of the information lost due to out-of-vocabulary words in the speech recognition transcripts. %M C.DL.97.37 %T Evaluating Dewey Concepts as a Knowledge Base for Automatic Subject Assignment %S Knowledge Representation %A Roger Thompson %A Keith Shafer %A Diane Vizine-Goetz %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 37-46 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p37-thompson/p37-thompson.pdf %X This article presents the results of our exploration of the Dewey Decimal Classification (Dewey) as a concept definition source for the Scorpion project. Particularly, we show that Dewey demonstrates a high degree of class integrity and thus is a good knowledge base for an automatic subject assignment tool. %M C.DL.97.47 %T Metadata for Digital Libraries: Architecture and Design Rationale %S Knowledge Representation %A Michelle Baldonado %A Chen-Chuan K. Chang %A Luis Gravano %A Andreas Paepcke %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 47-56 %K Metadata architecture, Interoperability, Attribute model, Attribute model translation, Metadata Repository, InfoBus, Proxy architecture, Heterogeneity, Digital libraries, CORBA %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p47-baldonado/p47-baldonado.pdf %X In a distributed, heterogeneous, proxy-based digital library, autonomous services and collections are accessed indirectly via proxies. To facilitate metadata compatibility and interoperability in such a digital library, we have designed a metadata architecture that includes four basic component classes: attribute model proxies, attribute model translators, metadata facilities for search proxies, and metadata repositories. Attribute model proxies elevate both attribute sets and the attributes they define to first-class objects. They also allow relationships among attributes to be captured. Attribute model translators map attributes and attribute values from one attribute model to another (where possible). Metadata facilities for search proxies provide structured descriptions both of the collections to which the search proxies provide access and of the search capabilities of the proxies. Finally, metadata repositories accumulate selected metadata from local instances of the other three component classes in order to facilitate global metadata queries and local metadata caching. In this paper, we outline further the roles of these component classes, discuss our design rationale, and analyze related work. %M C.DL.97.57 %T Hypertext Construction using Statistical and Semantic Similarity %S Knowledge Representation %A Dongwook Shin %A Sejin Nam %A Munseok Kim %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 57-63 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p57-shin/p57-shin.pdf %X Automatic construction of hypertext has been gaining growing attention recently in that a number of documents being produced is beginning to be made in the form of hypertext, which calls for an enormous amount of intellectual work by experts. In this decade, several studies have been carried out, employing techniques mainly developed for retrieving relevant documents to user needs. Among these, most studies underlie the vector space model and well-known weighting schemes, from which the notion of similarity (statistical similarity) has been devised and applied for creating hypertexts. However, in order to create well-organized hypertexts, semantics of the contents should be also investigated, since generating hypertexts involves highly intellectual works -- understanding contents, splitting them into nodes, finding keywords, and making links between entities that are supposed to be related. This paper addresses how to create good hypertexts, combining the notion of statistical and semantic similarity in an appropriate manner. The notion of statistical similarity is based on a weighting scheme by tf x idf and inner vector product, whereas the notion of semantic similarity underlies thesaurus and partial match. We carry out an experiment with several theses and technical reports written in Korean, measuring how the method proposed here creates hypertext well, compared to the result made by human experts. The result shows that the method makes hypertexts closer to those by human experts than that using only statistical method does. %M C.DL.97.65 %T Shopping Models: A Flexible Architecture for Information Commerce %S Agents %A Steven P. Ketchpel %A Hector Garcia-Molina %A Andreas Paepcke %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 65-74 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p65-ketchpel/p65-ketchpel.pdf %X In a digital library, there are many different interaction models between customers and information providers or merchants. Subscriptions, sessions, pay-per-view, shareware, and pre-paid vouchers are different models that each have different properties. A single merchant may use several of them. Yet if a merchant wants to support multiple models, there is a substantial amount of work to implement each one. In this paper, we formalize the shopping models which represent these different modes of consumer to merchant interaction. In addition to developing the overall architecture, we define the application program interfaces (API) to interact with the models. We show how a small number of primitives can be used to construct a wide range of shopping models that a digital library can support, and provide examples of the shopping models in operation, demonstrating their flexibility. Two models have been implemented as part of the Stanford Digital Library Project, to begin validating re-usability of key architectural components. %M C.DL.97.75 %T AGS: Introducing Agents as Services Provided by Digital Libraries %S Agents %A J. Alfredo Sanchez %A John J. Leggett %A John L. Schnase %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 75-82 %K User agents, Interface agents, Digital library interfaces, Digital library architectures, Open architectures, AGS, TAGS %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p75-sanchez/p75-sanchez.pdf %X This paper presents an architecture for digital libraries that introduces user agents as one of the services available to publishers, librarians and patrons. User agents are the fundamental component of an emerging style of human-computer interaction based on the concept of delegation and indirect management of tasks. In the agent-enabled digital library architecture, termed "AGS", service providers define classes of agents that describe helpful tasks for patrons. Patrons, in turn, delegate work by selecting agents from the available agent classes and assigning specific tasks to be performed. AGS enables the development of agents that rely on a wide variety of construction approaches while maintaining a unified view of an active environment. AGS is intended to serve as a testbed to investigate alternative user interfaces to digital libraries and, in particular, a host of unexplored issues raised by the introduction of user agents. %M C.DL.97.83 %T Seed Ontologies: Growing Digital Libraries as Distributed, Intelligent Systems %S Agents %A Peter Weinstein %A Gene Alloway %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 83-91 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p83-weinstein/p83-weinstein.pdf %X Ontologies are more than a particularly elaborate approach to the description and classification of information. They can be used to support the operation and growth of a new kind of digital library, implemented as a distributed, intelligent system. We describe the design and use of ontologies in the University of Michigan Digital Library. These ontologies will model all aspects of the digital library, including content, services, and licenses. We have refined and extended the IFLA hierarchy for the realization of work, and are starting to use ontologies to support reasoning about content search. We have also used the ontologies to classify the capabilities of computational elements of the system (agents), in a dynamic way that sustains functionality as new agents are added to the system. %M C.DL.97.93 %T Multiple Search Engines in Database Merging %S System Issues %A Ellen M. Voorhees %A Richard M. Tong %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 93-102 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p93-voorhees/p93-voorhees.pdf %X A database merging technique is a strategy for combining the results of multiple independent searches into a single cohesive response. While a variety of techniques have been developed to address a range of problem characteristics, our work focuses on environments in which search engines work in isolation. This paper shows that the behavior of two previously developed isolated techniques is indeed independent of the particular search engines that participate in the search. Two very different search engines, SMART and TOPIC, were each used to retrieve documents from five subcollections. The relative effectiveness of the merged result compared to the effectiveness of a corresponding single collection run is comparable for both engines. The effectiveness of the merged result is improved when both search engines search the same five subcollections but participate in a single merging. The improvement is such that this 10-collection merge is sometimes more effective than the single collection run. This last finding suggests that these methods may be able to improve the effectiveness of World Wide Web searches by merging the output from several engines. %M C.DL.97.103 %T Evaluating the Cost of Boolean Query Mapping %S System Issues %A Chen-Chuan K. Chang %A Hector Garcia-Molina %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 103-112 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p103-chang/p103-chang.pdf %X Non-uniform query languages make searching over heterogeneous information sources difficult. Our approach is to allow a user to compose Boolean queries in one rich front-end language. For each user query and target source, we transform the user query into a subsuming query that can be supported by the source but that may return extra documents. The results are then processed by a filter query to yield the correct final results. This post-filtering approach may involve significant cost because the documents that the users will not see may have to be retrieved and filtered. There are generally two ways to implement post-filtering: batch post-filtering and incremental post-filtering. In this paper we evaluate the costs of both methods for different search features such as proximity operators. The experimental results show that in many cases incremental post-filtering cost may be acceptable, while the batch post-filtering cost may sometimes be extremely large. %M C.DL.97.113 %T Copyright and Digital Libraries %S Plenary Session %A Pamela Samuelson %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 113 %* (c) Copyright 1997 ACM %M C.DL.97.115 %T Citation Linking: Improving Access to Online Journals %S Digital Scholarship %A S. Hitchcock %A L. Carr %A S. Harris %A J. M. N. Hey %A W. Hall %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 115-122 %K Electronic journals, Hypertext, Hypermedia, Citation linking, Link services %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p115-hitchcock/p115-hitchcock.pdf %X The most innovative online journals are maturing rapidly and distinctive new features are emerging. Foremost among these features is the hypertext link, popularised by the World Wide Web and which will form the basis of a new, highly integrated scholarly literature. Journal integration in this instance seeks to recognise, extend and exploit relationships at the level of journal content -- the papers -- while maintaining some of the familiar contexts, in some cases journal identities, that define the content hierarchy and inform decision-making by readers. Links are a powerful tool for journal integration, most immediately in the form of citation linking. The paper reviews examples of citation linking in practice, and describes a new system, a link service, which is being developed to support novel and flexible linking mechanisms on the Web. One application of this link service is the Open Journal project, which is working with journal publishers to investigate the most effective ways of applying these powerful link types to enhance online journals. %M C.DL.97.123 %T Secure Distribution of Watermarked Images for a Digital Library of Ancient Papers %S Digital Scholarship %A Christian Rauber %A Joe O Ruanaidh %A Thierry Pun %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 123-130 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p123-rauber/p123-rauber.pdf %X The electronic publishing, storage and distribution of documents is growing increasingly important and will have profound implications for our economy, culture and society. The multimedia digitalisation of libraries and the distribution of the contents of museums is revolutionising these organisations and will make these resources available to a much wider audience than was previously possible. The main goal of our MEDIA project (Mobile Electronic Documents with Interacting Agents) is the development of a system for the archival, retrieval, and distribution of electronic documents. For this purpose, a mobile agent platform is used to securely distribute these documents. Information is accessed by a search mechanism that allows the retrieval of text and images according to their content. An important feature of the system is a digital watermarking tool which embeds hidden signatures in images. This provides copyright protection and helps to ensure that the image will not be copied and sold and without proper authorisation. The management of the database of documents and images is accomplished by an extensible object relational database management system. In addition, documents and data can be accessed through the World Wide Web network. %M C.DL.97.131 %T Annotation: From Paper Books to the Digital Library %S Digital Scholarship %A Catherine C. Marshall %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 131-140 %K Annotation, Markings, Study, Digital library reading tools, Annotation systems design %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p131-marshall/p131-marshall.pdf %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p137-marshall/p137-marshall.pdf %X Readers annotate paper books as a routine part of their engagement with the materials; it is a useful practice, manifested through a wide variety of markings made in service of very different purposes. This paper examines the practice of annotation in a particular situation: the markings students make in university-level textbooks. The study focuses on the form and function of these annotations, and their status within a community of fellow textbook readers. Using this study as a basis, I discuss issues and implications for the design of annotation tools for a digital library setting. %M C.DL.97.142 %T The Digital Library Integrated Task Environment (DLITE) %S Digital Library Workstyles %A Steve B. Cousins %A Andreas Paepcke %A Terry Winograd %A Eric A. Bier %A Ken Pier %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 142-151 %K Digital library, User interface, Direct-manipulation, World-Wide Web, Holophrasting %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p142-cousins/p142-cousins.pdf %X We describe a case study in the design of a user interface to a digital library. Our design stems from a vision of a library as a channel to the vast array of digital information and document services that are becoming available. Based on published studies of library use and on scenarios, we developed a metaphor called workcenters, which are customized for users' tasks. Due to our scenarios and to prior work in the CHI community, we chose a direct-manipulation realization of the metaphor. Our system, called DLITE, is designed to make it easy for users to interact with many different services while focusing on a task. Users have reacted favorably to the interface design in pilot testing. We conclude by describing our approaches to this problem. %M C.DL.97.152 %T Web-Based Collaborative Library Research %S Digital Library Workstyles %A Scott Robertson %A Sherif Jitan %A Kathy Reese %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 152-160 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p152-robertson/p152-robertson.pdf %X The U S WEST Research & Information Group, the corporate research library, has recently moved many of its resources and services to the company's intranet. Principle among the group's functions is conducting information searches and research analyses for employees. This paper describes a web-based system that employees can use to interact with library researchers. The system also automates tracking of research service usage and indexing and archiving of research requests and actions. Library clients initiate research requests using a personal web page. Each request generates its own web page on which interaction between client and researcher takes place. Researchers and clients can post comments, record actions, use e-mail, and upload and download files through the request web page. When the interaction is over, the client may record an evaluation using the same web page and all actions are saved for administrative purposes. Research interactions are maintained in a searchable archive which can be viewed by all employees. %M C.DL.97.161 %T Understanding Complex Information Environments: A Social Analysis of Watershed Planning %S Digital Library Workstyles %A Lisa R. Schiff %A Nancy A. Van House %A Mark H. Butler %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 161-168 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p161-schiff/p161-schiff.pdf %X This paper presents an approach to social analysis for the development of digital libraries. If digital libraries are viewed as both social and technological artifacts, then effective design requires that we must understand the social world in which each functions. The theoretical framework of Pierre Bourdieu and the situated action approach are suggested as sound bases for this understanding. Initial findings of our work in the arena of watershed planning, as part of the UC Berkeley Digital Library Project, are reported. %M C.DL.97.170 %T LDC Online: A Digital Library for Linguistic Research and Development %S Digital Library Collections %A Zhibiao Wu %A Mark Liberman %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 170-174 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p170-wu/p170-wu.pdf %X The Linguistic Data Consortium (LDC), an open consortium of universities, companies and government research laboratories, creates, collects and distributes speech and text databases, lexicons, and other resources for research and development purposes. The LDC has published more than 200 CD-ROMs for use by speech recognition engineers, natural language processing researchers, and linguists, at more than 130 member organizations and 300 non-member sites. The volume of LDC data roughly doubles every year. Few organizations have been able to afford to store and index all LDC data, or to develop the software needed for efficient search and retrieval. Therefore, we have established a web-accessible digital library (accessible via http://www.ldc.upenn.edu), containing all LDC data, including data not yet published on CD-ROM, accessible through a variety of sophisticated and efficient search and display algorithms. %M C.DL.97.175 %T Managing a Digital Library of Legislation %S Digital Library Collections %A Timothy Arnold-Moore %A Philip Anderson %A Ron Sacks-Davis %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 175-183 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p175-arnold-moore/p175-arnold-moore.pdf %X We provide an overview of the Themis system, a commercial implementation of a digital library of legislation. Themis uses SGML to store legislation. This allows a single source document to be exported in a number of different formats and presentations. Themis also allows access to different versions of legislation by specifying a point-in-time at which the law is required. We discuss how this is achieved in Themis and how versioning impacts the storage of fragments of documents and management of references within and between documents. %M C.DL.97.185 %T CONTENT: A Practical, Scalable, High-Performance Multimedia Database %S Databases %A Lawrence Yapp %A Craig Yamashita %A Gregory Zick %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 185-192 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p185-yapp/p185-yapp.pdf %X This paper describes Content, a practical, scalable, and high-performance text-indexed multimedia database system. The novelty of Content is in its approach of integrating high-volume storage, fast searching and browsing, easy multimedia acquisition, effective updates, scalability, extendibility, and an API based on HTTP. Content is also a low-cost solution for large multimedia databases that is available today. Standard Web-based browsers such as Netscape can query the Content server. The API is flexible so that different and unique Content clients on multiple platforms can be built to access multiple Content servers. The Content architecture permits any multimedia type to be stored. Text descriptions are used as indices for images and videos. Content includes an easy-to-use Windows-based acquisition station for acquiring images and video. Currently, Content is being used in a real library setting and contains more than 25,000 multimedia objects that span two different collections of valuable historical photographs. In terms of performance, Content can access a single image in a database of over one million images in less than a second. %M C.DL.97.193 %T TINTIN: A System for Retrieval in Text Tables %S Databases %A Pallavi Pyreddy %A W. Bruce Croft %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 193-200 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p193-pyreddy/p193-pyreddy.pdf %X Tables form an important kind of data element in text retrieval. Often, the gist of an entire news article or other exposition can be concisely captured in tabular form. In this paper, we examine the utility of exploiting information other than the key words in a digital document to provide the users with more flexible and powerful query capabilities. More specifically, we exploit the structural information in a document to identify tables and their component fields and let the users query based on these fields. Our empirical results have demonstrated that heuristic method based table extraction and component tagging can be performed effectively and efficiently. Moreover, our experiments in retrieval using the TINTIN system have strongly indicated that such structural decomposition can facilitate better representation of user's information needs and hence more effective retrieval of tables. %M C.DL.97.202 %T I Read the News Today, Oh Boy: Reading and Attention in Digital Libraries %S User Communities %A David M. Levy %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 202-211 %K Digital library, Reading, Attention, Hypertext %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p202-levy/p202-levy.pdf %X This is a paper at the intersection of two topics now receiving considerable attention. The question of reading -- of what it is to read and how reading has changed over time -- has been attracting some interest in recent days, no doubt due in part to the very visible transformation of technology now under way. To a lesser but still substantial extent, the topic of human attention is also the subject of increasing discussion. There is growing awareness of attention as a highly limited resource, stemming in part from the realization that an abundance of information, good though it is in many ways, is also a tax on our attention. This paper examines current assumptions about what it means (or will mean) to read digital documents and to read "in" digital libraries. It suggests that current work in digital library design and development is participating in a general societal trend toward shallower, more fragmented, and less concentrated reading and, by calling attention to this phenomenon, offers an opportunity to question this movement. %M C.DL.97.212 %T Content + Connectivity => Community: Digital Resources for a Learning Community %S User Communities %A Gary Marchionini %A Victor Nolet %A Hunter Williams %A Wei Ding %A Josephus Beale, Jr. %A Anne Rose %A Allison Gordon %A Ernestine Enomoto %A Lynn Harbinson %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 212-220 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p212-marchionini/p212-marchionini.pdf %X Digital libraries offer new opportunities to provide access to diverse resources beyond those held in school buildings and to allow teachers and learners to reach beyond classroom walls to other people to build distributed learning communities. Creating learning communities requires that teachers change their behaviors and the Baltimore Learning Community Project described here is based on the premise that access to resources should be tied to the assessment outcomes that increasingly drive curricula and classroom activity. Based on examination of curriculum guides and discussions with project teachers, an interface for the BLC digital library was prototyped. Three components (explore, construct, and present) of this user interface that allows teachers to find text, video, images, web sites, and instructional modules and create their own modules are described. Although the technological challenges of building learning communities are significant, the greater challenges are mainly social and political. %M C.DL.97.221 %T Talking in the Library: Implications for the Design of Digital Libraries %S User Communities %A Andy Crabtree %A Michael B. Twidale %A Jon O'Brien %A David M. Nichols %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 221-228 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p221-crabtree/p221-crabtree.pdf %X We describe the use of ethnomethodologically-informed ethnography as a means of informing the requirements elicitation, design, development and evaluation of digital libraries. We present the case for the contribution of such studies to the development of digital library technology to support the practices of information-searching. This is illustrated by a particular study of the help desk at a university library, examining the implications it has for designing appropriate functionality for a digital library. This requires us to address the problems of using ethnographic data in systems design. %M C.DL.97.230 %T Browsing in Digital Libraries: A Phrase-Based Approach %S Navigation and Browsing %A Craig G. Nevill-Manning %A Ian H. Witten %A Gordon W. Paynter %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 230-236 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p230-nevill-manning/p230-nevill-manning.pdf %X The thrust of this research is to build systems that let users become familiar with the content of a digital library by browsing a hierarchical structure of phrases that are repeated frequently within the collection. Despite our syntactic approach to phrase identification, the structures that are obtained in practice frequently correspond to plausible conceptual hierarchies. This permits large corpora of text to be browsed efficiently, with access to a particular document requiring a number of steps that varies with the logarithm of the size of the corpus. The method shows promise for collections of up to 50 Mbyte, but still poses significant practical problems before it can be adopted on a wider scale. We plan to investigate ways to scale the hierarchical inference by building multiple hierarchies and merging them. On the browsing side, we are developing a disk -- rather than memory-based system that can run efficiently on client-class machines. We believe that in the context of large information bases such as the New Zealand Digital Library, this interface will obviate the "query and hope" approach to browsing, and allow users to develop an intuition that would otherwise be very difficult to acquire. %M C.DL.97.237 %T Lexical Navigation: Visually Prompted Query Expansion and Refinement %S Navigation and Browsing %A James W. Cooper %A Roy J. Byrd %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 237-246 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p237-cooper/p237-cooper.pdf %X We have designed a document search and retrieval system, termed Lexical Navigation, which provides an interface allowing a user to expand or refine a query based on the actual content of the collection. In this work we have designed a client-server system written in Java to allow users to issue queries, have additional terms suggested to them, explore lexical relationships, and view documents based on keywords they contain. Lexical networks containing domain-specific vocabularies and relationships are automatically extracted from the collection and play an important role in this navigation process. The Lexical Navigation methodology constitutes a powerful set of tools for searching large text collections. %M C.DL.97.247 %T Auto-Adaptive Illustration through Conceptual Evocation %S Navigation and Browsing %A Michel Crampes %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 247-254 %K Hypertext, Conceptual graphs, Conceptual evocation, Conceptual evocative links, Conceptual evocative engine, Auto-adaptivity %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p247-crampes/p247-crampes.pdf %X When engaged in reading, a reader is permanently building up associations of ideas either freely, or guided by the evocative power of the text and his imagination. This paper finds its inspiration in this natural mechanism to consider a formal model of Conceptual Evocation that could be used for automatic adaptative illustration or, more generally, dynamic and auto-adaptative hypernavigation in hypermedia applications. We borrow from Sowa's Conceptual Graphs a theoretical framework for node conceptual modelling. In search of more creative mechanisms, we introduce Conceptual State Vectors to tag the nodes, and a Conceptual Evocative Engine to dynamically create Conceptual Evocative Links between nodes. Finally a mock-up is presented that shows the operationality of all the concepts in the context of a TV program composition. %M C.DL.97.256 %T Quantitative Analysis and Visualization Regarding Interactive Learning with a Digital Library in Computer Science %S Posters %A Ghaleb Abdulla %A Winfield S. Heagy %A Edward A. Fox %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 256 %* (c) Copyright 1997 ACM %M C.DL.97.257 %T GeoScience Self-Organizing Map and Concept Space %S Posters %A Hsinchun Chen %A Terry R. Smith %A Tobun Dorbin Ng %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 257 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p257-chen/p257-chen.pdf %M C.DL.97.257 %T Internet Browsing and Searching: User Evaluations of Category Map and Concept Space Techniques %S Posters %A Hsinchun Chen %A Bruce R. Schatz %A Andrea L. Houston %A Robin R. Sewell %A Tobun Dorbin Ng %A Chienting Lin %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 257 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p257-chen/p257-chen.pdf %M C.DL.97.258 %T The Itsy Bitsy Spider %S Posters %A Hsinchun Chen %A Bruce R. Schatz %A Marshall Ramsey %A Y-Ming Chung %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 258 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p258-chen/p258-chen.pdf %M C.DL.97.258 %T Medical Information Retrieval %S Posters %A Hsinchun Chen %A Bruce R. Schatz %A Susan M. Hubbard %A Tamas E. Doszkocs %A Andrea L. Houston %A Robin R. Sewell %A Kristin M. Tolle %A Tobun D. Ng %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 258 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p258-chen/p258-chen.pdf %M C.DL.97.258 %T LIBClient: A Tool for Legal Research on the Web %S Posters %A Bert J. Dempsey %A Robert C. Vreeland %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 258-259 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p259-jansen/p259-jansen.pdf %M C.DL.97.259 %T An Information Retrieval Application for Simulated Annealing %S Posters %A Bernard J. Jansen %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 259-260 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p258-chen/p258-chen.pdf %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p259-jansen/p259-jansen.pdf %M C.DL.97.260 %T Cognitive Load Effects and Design of Computer Based Instruction %S Posters %A Slava Kalyuga %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 260 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p260-kalyuga/p260-kalyuga.pdf %M C.DL.97.260 %T Packaging Digitized Images for Access from an OPAC %S Posters %A Virginia Kerr %A Claire Dougherty %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 260-261 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p260-kalyuga/p260-kalyuga.pdf %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p261-krichhoff/p261-krichhoff.pdf %M C.DL.97.261 %T Storage Structures in Digital Libraries: JSTOR %S Posters %A Amy J. Kirchhoff %A Mark Ratliff %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 261 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p261-krichhoff/p261-krichhoff.pdf %M C.DL.97.261 %T Branch Libraries for Multimedia Repositories %S Posters %A Michael Kozuch %A Wayne Wolf %A Andrew Wolfe %A Don McKay %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 261-262 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p261-krichhoff/p261-krichhoff.pdf %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p262-meyer/p262-meyer.pdf %M C.DL.97.262 %T Exporting a BRS/Search Structured Database to an Access Database on a Web Accessible Windows NT Server %S Posters %A Jeffrey Meyer %A Charles Cooper %A Stephanie Normann %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 262 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p262-meyer/p262-meyer.pdf %M C.DL.97.262 %T Building Multi-Discipline Digital Libraries %S Posters %A Michael L. Nelson %A Kurt Maly %A Stewart N. T. Shen %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 262-263 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p262-meyer/p262-meyer.pdf %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p263-rowe/p263-rowe.pdf %M C.DL.97.263 %T Distinguishing the Picture Captions on the World Wide Web %S Posters %A Neil C. Rowe %A Brian Frew %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 263 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p263-rowe/p263-rowe.pdf %M C.DL.97.263 %T On Page Coherence for Dynamic HTML Pages %S Posters %A Antonio Si %A Hong Va Leong %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 263-264 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p263-rowe/p263-rowe.pdf %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p264-song/p264-song.pdf %M C.DL.97.264 %T Neighboring Graphs as Alternative Organizations for Information Retrieval %S Posters %A Fei Song %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 264 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p264-song/p264-song.pdf %M C.DL.97.264 %T Bibliographic Integration in Digital Document Libraries %S Posters %A Atsuhiro Takasu %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 264-265 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p264-song/p264-song.pdf %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p265-thompson/p265-thompson.pdf %M C.DL.97.265 %T Connecting Citizens to the National Spatial Data Infrastructure via Local Libraries %S Posters %A Derek Thompson %A Jeffrey Burka %A Gary Marchionini %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 265 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p265-thompson/p265-thompson.pdf %M C.DL.97.266 %T Multilingual Newspaper Clippings Image Database %S Posters %A Susanna S. Y. Tsang %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 266 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/263690/p266-tsang/p266-tsang.pdf %M C.DL.97.267 %T HELIOS %S Demonstrations %A Edward Galloway %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 267 %* (c) Copyright 1997 ACM %M C.DL.97.267 %T Lexical Navigation System %S Demonstrations %A James Cooper %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 267 %* (c) Copyright 1997 ACM %M C.DL.97.267 %T USIA Digital Library %S Demonstrations %A Cynthia Borys %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 267 %* (c) Copyright 1997 ACM %M C.DL.97.267 %T Accessing Statistical Information Via the Internet %S Demonstrations %A Cathryn Dipp %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 267 %* (c) Copyright 1997 ACM %M C.DL.97.268 %T Digital Libraries in Museums and Galleries %S Panels %A Joseph A. Busch %A Jim Blackaby %A Robin Dowden %A Joseph Busch %A Beth Sandore %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 268 %* (c) Copyright 1997 ACM %X Museums and galleries have been investigating a range of technical challenges in user interface design and information retrieval that are key items on the digital libraries research agenda. Presentations by this panel will include discussion of issues related to: * access to content-rich photographic archive and related source materials; * contextualization and re-purposing of research materials; * evaluation of instructional uses of images; * relevance judgments based on image properties such as color, shape, and texture; * authentication and control of intellectual property; * distributed participation in data collection; and * search redirection and knowledge discovery. This panel will illustrate how these challenges are being met today through demonstrations of exemplary applications. %M C.DL.97.269 %T NCSTRL: Experience with a Global Digital Library %S D-Lib Panels on Interoperability %A Carl Lagoze %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 269 %* (c) Copyright 1997 ACM %M C.DL.97.269 %T NDLF: A Shared Architecture for Research Libraries %S D-Lib Panels on Interoperability %Q National Digital Library Federation %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 269 %* (c) Copyright 1997 ACM %M C.DL.97.269 %T Issues in Metadata %S D-Lib Panels on Interoperability %A Stuart Weibel %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 269 %* (c) Copyright 1997 ACM %M C.DL.97.269 %T Infobus: Experience in Linking Heterogeneous Systems %S D-Lib Panels on Interoperability %Q Stanford University Digital Library Initiative %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 269 %* (c) Copyright 1997 ACM %M C.DL.97.271 %T Thesauri and Metadata %S Workshops %A Joseph A. Busch %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 271 %* (c) Copyright 1997 ACM %X During the past two years consensus has been growing on the Dublin Core, a core set of extensible metadata elements to describe document-like objects. The impetus for reaching this agreement has been to improve the performance of Inter- and intranet searching generally through the use of proprietary text search engines such as AltaVista, Lycos, etc. This workshop will focus on the development and application of thesauri and related tools (such as cross-reference and authority files) as mechanisms for coordinating resource discovery through the searching and processing of metadata attribute data values. The goal of the workshop will be to develop an agenda of issues related to metadata attribute data values including, for example, a proposed mechanism for developing guidelines on the creation and use of thesauri for networked resource discovery. %M C.DL.97.271 %T Education and Curriculum Development for Multimedia, Hypertext and Information Access: Focus on Digital Libraries and Information Retrieval %S Workshops %A Edward Fox %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 271 %* (c) Copyright 1997 ACM %X This workshop is part of a series of meetings that began in 1995 to develop guidelines for curricula and courses in the broad area of "information"; see about Multimedia, Hypertext and Information Access at http://ei.cs.vt.edu/~fox/MHIA/. Attendees will help draft guidelines (similar to those by SIGGRAPH, SIGCHI) for curricula, courses and training programs in this area. Educators will present syllabi and describe courseware for courses or training programs about digital libraries or information retrieval. Employers will describe knowledge and skills they seek when recruiting in these areas. Researchers will explain testbeds that can be used by learners. Workshop results will be disseminated over WWW and later through ACM publications, and also will be made available through online courseware for undergraduate and graduate students. %M C.DL.97.272 %T Collaboration in the Digital Library %A Michael Twidale %A David Nichols %A Jon O'Brien %A Bob Sandusky %B DL'97: Proceedings of the 2nd ACM International Conference on Digital Libraries %D 1997 %P 272 %* (c) Copyright 1997 ACM %X This workshop will explore collaboration in digital libraries. It will: assess and compare studies of collaborative activity in information searching; attempt to spot emerging themes across the different studies; and consider recommendations for improving collaboration. %M C.DL.98.1 %T Information Space Representation in Interactive Systems: Relationship to Spatial Abilities %A Bryce Allen %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 1-10 %K Data visualization, Cognitive abilities, Spatial representations %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p1-allen/p1-allen.pdf %X Digital libraries, lacking a natural spatial organization, may adopt a variety of mechanisms for visualizing information in two or more dimensions. Understanding the cognitive basis for the use of spatial features in information retrieval including spatial abilities, is important to the development of interactive information retrieval. This research investigated the interaction of spatial abilities with two-dimensional data representations in an experimental interactive system. The results showed that users with lower levels of spatial abilities were assisted in finding and interpreting digital information when spatial representations of information were employed. These results have implications for the design of digital libraries. %M C.DL.98.11 %T Comparing Feature-Based and Clique-Based User Models for Movie Selection %A Joshua Alspector %A Aleksander Kolcz %A Nachimuthu Karunanithi %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 11-18 %K User modeling, Information filtering, Collaborative filtering, Feature extraction, Neural networks, Linear models, Regression trees, Bagging, CART %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p11-alspector/p11-alspector.pdf %X The huge amount of information available in the currently evolving world wide information infrastructure at any one time can easily overwhelm end-users. One way to address the information explosion is to use an "information filtering agent" which can select information according to the interest and/or need of an end-user. However, at present few such information filtering agents exist. In this study, we evaluate the use of feature-based approaches to user modeling with the purpose of creating a filtering agent for the video-on-demand application. We evaluate several feature and clique-based models for 10 voluntary subjects who provided ratings for the movies. Our preliminary results suggest that feature-based selection can be a useful tool to recommend movies according to the taste of the user and can be as effective as a movie rating expert. We compare our feature-based approach with a clique-based approach, which has advantages where information from other users is available. %M C.DL.98.19 %T An Extensible Constructor Tool for the Rapid, Interactive Design of Query Synthesizers %A Michelle Baldonado %A Seth Katz %A Andreas Paepcke %A Chen-Chuan K. Chang %A Hector Garcia-Molina %A Terry Winograd %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 19-28 %K Constructor tool, Query synthesizer, Regional schema, Query generation, Query translation, Attribute translation, Metadata architecture, Schema %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p19-baldonado/p19-baldonado.pdf %X We describe an extensible constructor tool that helps information experts (e.g., librarians) create specialized query synthesizers for heterogeneous digital-library environments. A query synthesizer produces a graphical user interface in which a digital-library patron can specify a high-level, fielded, multi-source query. Furthermore, a query synthesizer interacts with a query translator and an attribute translator to transform high-level queries into sets of source-specific queries. In this paper, we discuss how our tool for constructing synthesizers can facilitate the discovery of available attributes (e.g., 'title'), the collation of schemas from different sources, the selection of input widgets for a synthesizer (e.g., a drop-down list widget to support input of controlled vocabulary), and other design aspects. We also describe the user interface of our prototype constructor, which is implemented based on the Stanford InfoBus and metadata architecture. %M C.DL.98.29 %T Digital Libraries and Knowledge Disaggregation: The Use of Journal Article Components %A Ann Peterson Bishop %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 29-39 %K User Studies, Documents, Information seeking and use %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p29-bishop/p29-bishop.pdf %X A scientific journal article is comprised of standard components, such as author names, an abstract, figures, a bibliography, and sections describing methods and results. With the creation of digital documents and new tools for manipulating them comes the ability to facilitate the disaggregation of journal articles into separate components. This paper describes how article components are identified, mobilized, and used by students and faculty members, based on the preliminary analysis of data collected through focus groups, workplace interviews, transaction logging, and usability testing associated with the University of Illinois Digital Libraries Initiative project. The paper presents a schema of component use purposes, discusses the intellectual and physical processes of component use, identifies several issues and implications for digital library design, and highlights the need for multiple methods in studying document disaggregation. %M C.DL.98.40 %T Technologies for Repository Interoperation and Access Control %A Shirley Browne %A Jack Dongarra %A Jeff Horner %A Paul McMahan %A Scott Wells %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 40-48 %K Interoperation, Intellectual property rights, Access control, Authentication, Software licensing, Data modeling, Software reuse, Standards %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p40-browne/p40-browne.pdf %X Over the past several years, network-accessible repositories have been developed by various academic, government, and industrial organizations to provide access to software and related resources. Allowing distributed maintenance of these repositories while enabling users to access resources from multiple repositories via a single interface has brought about the need for interoperation. Concerns about intellectual property rights and export regulations have brought about the need for access control. This paper describes technologies for interoperation and access control that have been developed as part of the National High-performance Software Exchange (NHSE) project, as well as their deployment in a freely available repository maintainer's toolkit called Repository in a Box. The approach to interoperation has been to participate in the development of and to implement an IEEE standard data model for software catalog records. The approach to access control has been to extend the data model in the area of intellectual property rights and to implement access control mechanisms of varying strengths, ranging from email address verification to X.509 certificates, that enforce software distribution policies specified via the data model. Although they have been developed within the context of software repositories, these technologies should be applicable to distributed digital libraries in general. %M C.DL.98.49 %T Conjunctive Constraint Mapping for Data Translation %A Chen-Chuan K. Chang %A Hector Garcia-Molina %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 49-58 %K Constraint mapping, Data translation, Semantic interoperability %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p49-chang/p49-chang.pdf %X In this paper we present a mechanism for translating information in heterogeneous digital library environments. We model information as a set of conjunctive constraints that are satisfied by real-world objects (e.g., documents, their metadata). Through application of semantic rules and value transformation functions, constraints are mapped into ones understood and supported in another context. Our machinery can also deal with hierarchically structured information. %M C.DL.98.59 %T Automatic Subject Indexing Using an Associative Neural Network %A Yi-Ming Chung %A William M. Pottenger %A Bruce R. Schatz %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 59-68 %K Automatic indexing, Semantic indexing, Semantic retrieval, Automatic subject assignment, Amateur indexing, Concept Space, Information retrieval, Interspace, Semantic locality %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p59-chung/p59-chung.pdf %X The global growth in popularity of the World Wide Web has been enabled in part by the availability of browser based search tools which in turn have led to an increased demand for indexing techniques and technologies. As the amount of globally accessible information in community repositories grows, it is no longer cost-effective for such repositories to be indexed by professional indexers who have been trained to be consistent in subject assignment from controlled vocabulary lists. The era of amateur indexers is thus upon us, and the information infrastructure needs to provide support for such indexing if search of the Net is to produce useful results. In this paper, we propose the ConceptAssigner, an automatic subject indexing system based on a variant of the Hopfield network [13]. In the application discussed herein, a collection of documents is used to automatically create a subset of a thesaurus termed a Concept Space [4]. To automatically index an individual document, concepts extracted from the given document become the input pattern to a Concept Space represented as a Hopfield network. The Hopfield net parallel spreading activation process produces another set of concepts that are strongly related to the concepts of the input document. Such concepts are suitable for use in an interactive indexing environment. A prototype of our automatic subject indexing system has been implemented as part of the Interspace, a semantic indexing and retrieval environment which supports statistically-based semantic indexing in a persistent object environment. %M C.DL.98.69 %T Archival Storage for Digital Libraries %A Arturo Crespo %A Hector Garcia-Molina %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 69-78 %K Digital library repository, Archival storage, Long-term preservation of data %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p69-crespo/p69-crespo.pdf %X We propose an architecture for Digital Library Repositories that assures long-term archival storage of digital objects. The architecture is formed by a federation of independent but collaborating sites, each managing a collection of digital objects. The architecture is based on the following key components: use of signatures as object handles, no deletions of digital objects, functional layering of services, the presence of an awareness service in all layers, and use of disposable auxiliary structures. Long-term persistence of digital objects is achieved by creating replicas at several sites. %M C.DL.98.79 %T Considerations for Information Environments and the NaviQue Workspace %A George W. Furnas %A Samuel J. Rauch %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 79-88 %K Digital library, Multiscale worlds, Query, Navigation, Browsing, Search, Information visualization, Information gathering environments %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p79-furnas/p79-furnas.pdf %X This paper presents design considerations for the construction of advanced information environments, and a prototype interface that attempts to respond to them. The design considerations came from task analyses of information gathering activities, from changes in the global information environment, and from advances in human-computer interaction. These led to a number of desired design properties that are guiding our prototyping efforts, including the system, NaviQue, detailed here. It is a visually rich environment for information gathering and organizing, based on a navigable, fractal structure of information, ubiquitous queriability, lightweight interaction with ad hoc sets, and information visualization. The resulting interaction paradigm smoothly integrates more than a half dozen synergies between querying, navigation and organization. %M C.DL.98.89 %T CiteSeer: An Automatic Citation Indexing System %A C. Lee Giles %A Kurt D. Bollacker %A Steve Lawrence %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 89-98 %K Citation indexing, Citation context, Literature search, Bibliometrics %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p89-giles/p89-giles.pdf %X We present CiteSeer: an autonomous citation indexing system which indexes academic literature in electronic format (e.g. Postscript files on the Web). CiteSeer understands how to parse citations, identify citations to the same paper in different formats, and identify the context of citations in the body of articles. CiteSeer provides most of the advantages of traditional (manually constructed) citation indexes (e.g. the ISI citation indexes), including: literature retrieval by following citation links (e.g. by providing a list of papers that cite a given paper), the evaluation and ranking of papers, authors, journals, etc. based on the number of citations, and the identification of research trends. CiteSeer has many advantages over traditional citation indexes, including the ability to create more up-to-date databases which are not limited to a preselected set of journals or restricted by journal publication delays, completely autonomous operation with a corresponding reduction in cost, and powerful interactive browsing of the literature using the context of citations. Given a particular paper of interest, CiteSeer can display the context of how the paper is cited in subsequent publications. This context may contain a brief summary of the paper, another author's response to the paper, or subsequent work which builds upon the original article. CiteSeer allows the location of papers by keyword search or by citation links. Papers related to a given paper can be located using common citation information or word vector similarity. CiteSeer will soon be available for public use. %M C.DL.98.99 %T Page and Link Classifications: Connecting Diverse Resources %A Stephanie W. Haas %A Erika S. Grams %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 99-107 %K Web page classification, Link types, Retrieval, Content analysis, Style recommendations %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p99-haas/p99-haas.pdf %X As digital libraries of all kinds increase in size and scope, they contain more and more diverse information objects. The value of any collection is drawn in part from an understanding of what is there and what relationships exist between items. We believe that classification systems for World Wide Web pages and links, and by extension for any diverse digital library, will be most effective if they are developed in tandem. Therefore, we propose integrated classification systems for Web pages and links which are based on a content analysis of 75 source pages, the almost 1,500 links they contained, and the target pages to which the links led. The consistency with which we were able to classify pages and links bodes well for the possibilities of automatic classification. The slightly lower level of consistency of the link classifications emphasizes the importance of considering context and user expectations in specifying anchors. We conclude by raising important questions about how best to design and link together diverse resources such as those found on the Web or in a digital library. %M C.DL.98.108 %T Axis-Specified Search: A Fine-Grained Full-Text Search Method for Gathering and Structuring Excerpts %A Yasusi Kanada %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 108-117 %K Information retrieval, Full-text search, Information extraction, Information gathering, Document classification, Electronic encyclopedia, Newspaper database %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p108-kanada/p108-kanada.pdf %X A text search method, which is called an axis-specified search method, is proposed. This method is suitable for full-text searches of a large-scale text collection. In this method, in addition to specifying search strings, the user selects an axis from a predefined set. The system outputs excerpts and hyperlinks that are ordered along the axis. The search strings express the specific subject of the search, and the axis specifies a general-purpose method of ordering results. Short sub-topics, which cannot be easily caught by statistical methods, are effectively gathered from the text collection. The user can get satisfactory results using a simple search string. Even if the number of results is very large, the user can easily survey them, because they are well structured. This method has been applied to an electronic encyclopedia and a newspaper database. In these applications, distributed descriptions that were related to each other could be gathered, and the user could discover their relationships from the results. For example, by specifying "semiconductor" for a search string and "year" for an axis, a table listing seven decades of semi-conductor-related topics sorted by year was generated from newspaper issues published over a single year. By specifying "basin" for a search string and "area" (m{squared}) for an axis, descriptions of the world's largest rivers were extracted from the encyclopedia and sorted according to their basin areas. %M C.DL.98.118 %T Key Frame Preview Techniques for Video Browsing %A Anita Komlodi %A Gary Marchionini %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 118-125 %K Video browsing, Interface design, Key frames, User testing %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p118-komlodi/p118-komlodi.pdf %X Digitized video is an important format in digital libraries. Browsing video surrogates saves user time, storage capacity and avoids unnecessary downloading of large files. The study presented in this paper compared dynamic and static presentation techniques for key frames extracted from video documents. For this study key frames were automatically extracted and then a subset was manually selected to best represent the document. The three interface designs used were: 4 key frame static storyboard display, 12 key frame static storyboard display and 12 key frame dynamic slideshow display. The key frames in all displays were shown in temporal order. User performances on object, action identification, and gist comprehension and selection tasks were compared across treatments. Examination time and user satisfaction were also measured. Static storyboard displays proved to support object identification better, while other user performance measures showed no statistically significant differences. Using fewer key frames in static displays saved considerable amount of user time and screen real estate and user performance on gist comprehension and selection did not decrease when key frames were carefully selected to support queries. Implications for interface design and further research are discussed. %M C.DL.98.126 %T Metadata Visualization for Digital Libraries: Interactive Timeline Editing and Review %A Vijay Kumar %A Richard Furuta %A Robert B. Allen %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 126-133 %K History, Interactivity, Metadata, Taxonomy, Timelines, tmViewer, Visualization %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p126-kumar/p126-kumar.pdf %X Interactive Timeline Editing and Review (ITER), a general framework for modeling and presenting temporal information, is described. In addition, the tmViewer interface is described for viewing temporal and other metadata. ITER and tmViewer go beyond previous electronic timeline displays in treating timelines as hypertexts and structured documents, and allowing interactive display of the metadata in addition to the events. The use of the tool is described for exploring bibliographic records, such as search hits from the book database available at amazon.com, and for the presentation of timelines. %M C.DL.98.134 %T Making Global Digital Libraries Work: Collection Services, Connectivity Regions, and Collection Views %A Carl Lagoze %A David Fielding %A Sandra Payette %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 134-143 %K Digital library architecture, Distributed searching, Case studies %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p134-lagoze/p134-lagoze.pdf %X There are many technical challenges in designing the architecture of globally-distributed, federated digital libraries. This paper focuses on the problem of global resource discovery and describes a service architecture and server topology for improving the performance and reliability of that process. The technique described is based on three concepts. Connectivity regions are groups of sites with relatively good network connectivity. Collection services provide the necessary meta-information so that a group of digital library servers can interoperate as a collection. Collection views represent the configuration of the collection that conforms to connectivity regions. The work that is described here is based on experience with the NCSTRL international digital library of computer science research and is implemented as part of the Dienst architecture upon which NCSTRL is based. %M C.DL.98.144 %T An Integrated Reading and Editing Environment for Scholarly Research on Literary Works and their Handwritten Sources %A E. Lecolinet %A L. Likforman-Sulem %A L. Robert %A F. Role %A J-L. Lebrave %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 144-151 %K Hypermedia, Reading/editing environment, Text / image coupling, Image analysis, Text encoding, Information visualization %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p144-lecolinet/p144-lecolinet.pdf %X We present an integrated system devoted to the visualization and the editing of hypermedia documents from literary material including document images and structured text. First, capabilities are offered to transcribe manuscript images. Transcribing the text consists in coupling lines typed on the keyboard with their corresponding text lines in the manuscript images. A semi-automatic system based on computer-human interaction and document analysis is proposed for performing this task. This system provides editing capabilities for linking document images and the corresponding structured textual representations (encoded by means of a logical markup language). Finally, application-specific visualization tools have been developed in order to provide users with an idea of the overall organization of the hyperdocument and help them to navigate. %M C.DL.98.152 %T Heroic Measures: Reflections on the Possibility and Purpose of Digital Preservation %A David M. Levy %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 152-161 %K Digital preservation, Digital documents, Use, Archiving %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p152-levy/p152-levy.pdf %X Preserving digital information is a difficult and poorly understood problem. The current inability to accomplish digital preservation is a major impediment to the adoption of digital forms on a grand scale. Recognizing this, in December, 1994 the Commission on Preservation and Access (CPA) and the Research Libraries Group (RLG) convened a Task Force on Digital Archiving. In May, 1996 the Task Force issued its report, entitled "Preserving Digital Information: Report of the Task Force on Archiving of Digital Information." This paper has been written in the context of, and partly as a response to, the Task Force report. It analyzes migration as a preservation strategy and, as a counterweight to an overly narrow technical focus on "the digital object," it argues that use considerations -- the purposes for which the digital materials being preserved are to be used -- must figure centrally in any preservation strategy. %M C.DL.98.162 %T Making Metadata: A Study of Metadata Creation for a Mixed Physical-Digital Collection %A Catherine C. Marshall %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 162-171 %K Metadata, Digital library, Ethnographic study, Mixed physical-digital collections, Visual resources, Local knowledge %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p162-marshall/p162-marshall.pdf %X Metadata is an important way of creating order in emerging distributed digital library collections. This paper presents an analysis of ethnographic data gathered in a university library's educational technology center as the staff develops metadata for a mixed physical-digital collection of visual resources. In particular, the paper explores issues associated with the application of standards, uncertain collection and metadata boundaries, distribution and responsibility, the types of description that arise in practice, and metadata temporality and scope. These issues help to characterize a problem space, and to explore the trade-offs collection maintainers must face when they create metadata for heterogeneous materials. %M C.DL.98.172 %T Beyond SGML %A Roger Price %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 172-181 %K SGML, Document architectures, Document, Views %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p172-price/p172-price.pdf %X The International Standard for the Standard Generalized Markup Language (SGML) published in 1986 is now seen as a mature language for expressing document structure and is accepted as the basis for major projects such as the Text Encoding Initiative and important hypertext languages such as HTML and XML. The historical origin of SGML as a technique for adding marks to texts has left a legacy of complexities and difficulties which hinder its wide acceptance. A key difficulty is the dual role that SGML documents currently play: they are both a representation for interchange and a human readable presentation. We examine possible document markup techniques in a post-SGML 86 world with emphasis on the framework architecture. The novel ideas include the generalization of the notion of a "character" to a much broader token which is strongly typed to differentiate text, markup, images and other component types. %M C.DL.98.182 %T Query Performance for Tightly Coupled Distributed Digital Libraries %A Berthier A. Ribeiro-Neto %A Ramurti A. Barbosa %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 182-190 %K Digital library, Distributed, Query performance %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p182-neto/p182-ribeiro-neto.pdf %X We consider a digital library distributed in a tightly coupled environment. The library is indexed by inverted files and the vector space model is used as ranking strategy. Using a simple analytical model coupled with a small simulator, we study how query performance is affected by the index organization, the network speed, and the disks transfer rate. Our results, which are based on the Tipster/Trec3 collection, indicate that a global index organization might outperform a local index organization. %M C.DL.98.191 %T Practical Application of Existing Hypermedia Standards and Tools %A Lloyd Rutledge %A Jacco van Ossenbruggen %A Lynda Hardman %A Dick C. A. Bulterman %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 191-199 %K Hypermedia, HyTime, DSSSL, SMIL, SP, Jade, Berlage, GRiNS %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p191-rutledge/p191-rutledge.pdf %X In order for multimedia presentations to be stored, accessed and played from a large library they should not be encoded as final form presentations, since these consume storage space and cannot easily be adapted to variations in presentation-time circumstances such as user characteristics and changes in end-user technology. Instead, a more presentation independent approach needs to be taken that allows the generation of multiple versions of a presentation based on a presentation-independent description. In order for such a generated presentation to be widely viewable, it must be in a format that is widely implemented and adopted. Such a format for hypermedia presentations does not yet exist. However, the recent release of SMIL, whose creation and promotion is managed by the World Wide Web Consortium, promises to become such a format in the short term and be for hypermedia what HTML is for hypertext. The technology for enabling this presentation-independent approach is already available, but requires the use of large and unapproachable standards, such as DSSSL and HyTime. In this paper we show that these two standards can be used with SMIL, and by concentrating on a particular application, illustrate the use of publicly available tools to support the generation of multiple presentations from a single presentation-independent source. %M C.DL.98.200 %T SONIA: A Service for Organizing Networked Information Autonomously %A Mehran Sahami %A Salim Yusufali %A Michelle Q. W. Baldonado %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 200-209 %K Clustering, Classification, Feature selection, Distributed information %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p200-sahami/p200-sahami.pdf %X The recent explosion of on-line information in Digital Libraries and on the World Wide Web has given rise to a number of query-based search engines and manually constructed topical hierarchies. However, these tools are quickly becoming inadequate as query results grow incomprehensibly large and manual classification in topic hierarchies creates an immense bottleneck. We address these problems with a system for topical information space navigation that combines the query-based and taxonomic systems. We employ machine learning techniques to create dynamic document categorizations based on the full-text of articles that are retrieved in response to users' queries. Our system, named SONIA (Service for Organizing Networked Information Autonomously), has been implemented as part of the Stanford Digital Libraries Testbed. It employs a combination of technologies that takes the results of queries to networked information sources and, in real-time, automatically retrieve, parse and organize these documents into coherent categories for presentation to the user. Moreover, the system can then save such document organizations in user profiles which can then be used to help classify future query results by the same user. SONIA uses a multi-tier approach to extracting relevant terms from documents as well as statistical clustering methods to determine potential topics within a document collection. It also makes use of Bayesian classification techniques to classify new documents within an existing categorization scheme. In this way, it allows users to navigate the results of a query at a more topical level rather than having to examine each document text separately. %M C.DL.98.210 %T An Agent-Based Approach to the Construction of Floristic Digital Libraries %A J. Alfredo Sanchez %A Cristina A. Lopez %A John L. Schnase %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 210-216 %K Agents, Agent-based interfaces, Floristic digital libraries, FNA, Chrysalis %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p210-sanchez/p210-sanchez.pdf %X This paper describes an agent-assisted approach to the construction of floristic digital libraries, which consist of very large botanical data repositories and related services. We propose an environment, termed Chrysalis, in which authors of plant morphologic descriptions can enter data into a digital library via a web-based editor. An agent that runs concurrently with the editor suggests potentially useful morphologic descriptions based on similar documents existing in the library. Benefits derived from the introduction of Chrysalis include reduced potential for errors and data inconsistencies, increased parallelism among descriptions, and considerable savings in the time regularly spent in visually checking for parallelism and manually editing data. %M C.DL.98.217 %T Digital Library Information Appliances %A Bill N. Schilit %A Morgan N. Price %A Gene Golovchinsky %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 217-226 %K Digital library, Information appliance, Paper document metaphor, Active reading, Browsing, Information exploration, Digital ink, Pen computing, Mobile Web browser, Mobile computing, Network computer %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p217-schilit/p217-schilit.pdf %X Although digital libraries are intended to support education and knowledge work, current digital library interfaces are narrowly focused on retrieval. Furthermore, they are designed for desktop computers with keyboards, mice, and high-speed network connections. Desktop computers fail to support many key aspects of knowledge work, including active reading, free form ink annotation, fluid movement among document activities, and physical mobility. This paper proposes portable computers specialized for knowledge work, or digital library information appliances, as a new platform for accessing digital libraries. We present a number of ways that knowledge work can be augmented and transformed by the use of such appliances. These insights are based on our implementation of two research prototype systems: XLibris, an "active reading machine," and TeleWeb, a mobile World Wide Web browser. %M C.DL.98.227 %T Herbarium Specimen Browser: A Tool for Accessing Botanical Specimen Collections %A Erich R. Schneider %A John J. Leggett %A Richard K. Furuta %A Hugh D. Wilson %A Stephan L. Hatch %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 227-234 %K Browsing, Pattern discovery, Mapping, Full-text retrieval, WWW, Botanical collections %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p227-schneider/p227-schneider.pdf %X For several years the Texas A&M Bioinformatics Working Group has pursued the construction of a novel digital library resource, an electronic adaptation of the information in the S.M. Tracy Herbarium, a major collection of preserved plants. This paper describes a tool we have developed for panoramically surveying the contents of the collection: the Herbarium Specimen Browser. While some of the Specimen Browser's implementation details (particularly its unconventional use of a full-text retrieval system to store its database, and its specialized mapping software) are of general interest, it also exhibits properties which designers of similar digital library access systems may find worth considering: support for pattern discovery, use of regularity in hypertext link sources and destinations, and employment of Javascript as an interface simplification mechanism. %M C.DL.98.235 %T BUS: An Effective Indexing and Retrieval Scheme in Structured Documents %A Dongwook Shin %A Hyuncheol Jang %A Honglan Jin %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 235-243 %K Structured documents, SGML, XML, Information retrieval, Indexing, Accumulator %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p235-shin/p235-shin.pdf %X In recent digital library systems or World Wide Web environment, many documents are beginning to be provided in the structured format, tagged in mark up languages like SGML or XML. Hence, indexing and query evaluation of structured documents have been drawing attention since they enable to access and retrieve a certain part of documents easily. However, conventional information retrieval techniques do not scale up well in structured documents. This paper suggests an efficient indexing and query evaluation scheme for structured documents (named BUS) that minimizes the indexing overhead and guarantees fast query processing at any level in the document structure. The basic idea is that indexing is performed at the lowest level of the given structure and query evaluation computes the similarity at higher level by accumulating the term frequencies at the lowest level in the bottom up way. The accumulators summing up the similarity play the role of accumulating all the term frequencies of the related part at a certain level. This paper also addresses the implementation of BUS and proves that BUS works correctly. In addition, along with several experiments, it shows that BUS facilitates efficient indexing in terms of space and time and guarantees the reasonable retrieval time in response to user queries. %M C.DL.98.244 %T Global Digital Museum: Multimedia Information Access and Creation on the Internet %A Junichi Takahashi %A Takayuki Kushida %A Jung-Kook Hong %A Shigeharu Sugita %A Yasuyuki Kurita %A Robert Rieger %A Wendy Martin %A Geri Gay %A John Reeve %A Rowena Loverance %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 244-253 %K Digital museum, Internet, World-Wide Web, Global search, Museum education %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p244-takahashi/p244-takahashi.pdf %X Multimedia information access on the Internet creates a new paradigm for museum information and education service that complements conventional school programs. We designed and developed the Global Digital Museum to permit easy access to the cultural heritage stored in museums around the world. The system provides a single virtual museum, enabling global search and edit of museum contents on the Internet. We applied the Global Digital Museum model to K-12 museum education by using real museum multimedia data. Technical issues addressed include: 1) unified and global access to heterogeneous and distributed multimedia contents of museums; and 2) interactive editing of the contents on the World-Wide Web. We describe the concept of Global Digital Museum, the system and network architecture, the data model for museum information, and implementation of a prototype system on the Internet. %M C.DL.98.254 %T Ontology-Based Metadata: Transforming the MARC Legacy %A Peter C. Weinstein %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 254-263 %K Metadata, Ontology, Bibliographic relations, Catalog structure %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p254-weinstein/p254-weinstein.pdf %X We propose a new catalog based on a formal ontological model of bibliographic relations. A hierarchy of live central concepts describes the creation of work. Each kind of relation between works occurs at a particular level in the hierarchy. Related works share data at some level of the hierarchy, yielding a tree structure that reduces redundant representation of shared attributes. To show that ontology-based metadata is practical, we generated a knowledge base of metadata from a sample of MARC records. We implemented the ontology in description logic (Loom), mapped Machine Readable Cataloging (MARC) attributes and values to the ontology, and loaded the data into Loom with all values treated as separate instances. We then unified matching instances, and deduced relations between works. This process thus converts relationships implicit in MARC into explicit relations that are easy to utilize with computers. Our web interface permits browsing by navigating relations between works. Ontology-based metadata can also support user inquiry and digital-library operation in other important ways. %M C.DL.98.264 %T Database Selection Techniques for Routing Bibliographic Queries %A Jian Xu %A Yinyan Cao %A Ee-Peng Lim %A Wee-Keong Ng %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 264-273 %K Query routing, Database selection, Collection fusion, Bibliographic databases, Information retrieval %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p264-xu/p264-xu.pdf %X Query routing refers to the general problem of selecting from a large set of accessible information sources the ones relevant to a given query (i.e. database selection), evaluating the query on the selected sources, and merging their results. As the number of information sources on the Internet increases dramatically, query routing is becoming increasingly important. Much of the previous work in query routing focused on information sources that are document collections. In this paper, we address the database selection problem for databases with multiple text attributes. In particular, we have proposed a number of different database selection techniques each requiring different types of knowledge about the databases' content, e.g. past queries, past query results, and statistical information collected from the database records. By conducting a series of experiments on a set of bibliographic databases, we evaluate and compare the performance of these proposed techniques. %M C.DL.98.275 %T A Hierarchical Access Control Scheme for Digital Libraries %A Chaitanya Baru %A Arcot Rajasekar %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 275-276 %K Digital library, Access control, Security %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p275-baru/p275-baru.pdf %X We present an access control scheme that extends the authorization/privilege model employed in database systems to handle the notion of digital library collection hierarchies. This scheme is being implemented within the digital library infrastructure at the San Diego Supercomputer Center. %M C.DL.98.277 %T A Web Art Gallery %A Murat Bayraktar %A Chang Zhang %A Bharadwaj Vadapalli %A Neill A. Kipp %A Edward A. Fox %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 277-278 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p277-bayraktar/p277-bayraktar.pdf %X N/A %M C.DL.98.279 %T Collaborative Information Agents on the World Wide Web %A James R. Chen %A Nathalie Mathe %A Shawn Wolfe %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 279-280 %K Intelligent agents, Information access, Collaborative system, Knowledge-base, World Wide Web %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p279-chen/p279-chen.pdf %X In this paper, we present DIAMS, a system of distributed, collaborative information agents which help users access, collect, organize and exchange information on the World Wide Web. Personal agents provide their owners dynamic displays of well organized information collections, as well as friendly information management utilities. Personal agents exchange information with one another. They also work with other types of information agents such as matchmakers and knowledge experts to facilitate collaboration and communication. %M C.DL.98.281 %T Experimenting a 3D Interface for the Access to a Digital Library %A Pierre Cubaud %A Claire Thiria %A Alexandre Topol %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 281-282 %K Digital library, Human-computer interaction, Virtual reality, VRML %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p281-cubaud/p281-cubaud.pdf %X We experiment the production of VRML scenes on the fly for the unguided browsing through a digitalized rare books collection. The physical appearance of books is captured by photographic textures in order to help the user evaluation of the collection relevance. In this preliminary work, we address the problems of 3D scenes dynamic specification and VRML browser response time for such scenes. %M C.DL.98.283 %T Efficient Searching in Distributed Digital Libraries %A James C. French %A Allison L. Powell %A Walter R. Creighton, III %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 283-284 %K Collection selection, Database selection, Text resource discovery, Distributed searching %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p283-french/p283-french.pdf %X When a digital library is decomposed into many geographically distributed repositories, search efficiency becomes an issue. Increasing network congestion makes this a compelling issue. We discuss an effective method for reducing the number of servers needed to respond to a query and give examples of search space reduction in the NCSTRL distributed digital library. %M C.DL.98.285 %T Using Decision Theory to Order Documents %A Eric J. Glover %A William P. Birmingham %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 285-286 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p285-glover/p285-glover.pdf %X As the content in digital libraries grow, it is important to organize query results so that more "valuable" results are ranked higher. We postulate that this kind of ranking will make it easier for users to find documents that meet their information need. We describe a model of a user's information need that incorporates the idea of "value." This model is based on decision theory, and is realized in a digital library. Preliminary results show that ranking documents based on value is beneficial. Document value stems from the information need of a user of an information retrieval (IR) system [2]. This typically includes topical relevance as well as publication date, grade level, size of document, and so forth. For the most part, IR systems focus on finding documents that are topically relevant, and often ignore other factors, or consider them as constraints. We believe that a more effective model of information need is value, where the value of a document is rationally determined by considering a variety of factors. In particular, the value perspective allows us to do away with artificial constraints on the search process, replacing them with preferences. In this paper, we focus on using value to order documents that are returned by a search engine. The advantage to this "post ordering" arrangement is that it is fully compatible with existing search engines. %M C.DL.98.287 %T Topic Labeling of Broadcast News Stories in the Informedia Digital Video Library %A Alexander G. Hauptmann %A Danny Lee %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 287-288 %K Topic detection and labeling, Topic spotting and classification, Video library, Digital libraries, Broadcast news story indexing %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p287-hauptmann/p287-hauptmann.pdf %X This paper describes the implementation of a topic labeling component for the Informedia Digital Video Library. Each news story recorded from the evening news is assigned to one of 3178 topic categories using a K-nearest neighbor classification algorithm. In preliminary tests, the system achieved recall of 0.491 with relevance of 0.482 when up to 5 topics could be assigned to a news story. %M C.DL.98.289 %T Failure Analysis in Query Construction: Data and Analysis from a Large Sample of Web Queries %A Bernard J. Jansen %A Amanda Spink %A Tefko Saracevic %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 289-290 %K Web queries, Query construction %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p289-jansen/p289-jansen.pdf %X This paper reports results from a failure analysis (i.e., incorrect query construction) of 51,473 queries from 18,113 users of Excite, a major Web search engine. Given that many digital libraries are accessed via the Web, this analysis points to the need for redesign of the traditional search engine interfaces. %M C.DL.98.291 %T Dynamic Query Result Previews for a Digital Library %A Steve Jones %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 291-292 %K Dynamic queries, Query previews %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p291-jones/p291-jones.pdf %X Previous models of dynamic querying supported by query previews have focussed on attribute based querying, have required information providers to create preview tables, and have provided little information to support initial query refinement. We present an alternative model that has been implemented for the New Zealand Digital Library, and describe the system architecture and user interface. %M C.DL.98.293 %T Usage Analysis of a Digital Library %A Steve Jones %A Sally Jo Cunningham %A Rodger McNab %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 293-294 %K Transaction log analysis, Search interface, Usage analysis %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p293-jones/p293-jones.pdf %X We analyse transaction logs for a large full-text document collection for Computer Science researchers. We report insights gained from this analysis and identify resulting search interface design issues. %M C.DL.98.295 %T Preserving Electronic Documents %A Douglas A. Kranch %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 295-296 %K Electronic documents, Preservation %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p295-kranch/p295-kranch.pdf %X Electronic documents have many advantages, but they also have the serious disadvantages. One of them is difficulty in preservation. A method should be developed for preserving electronic documents in their original form that is independent of the hardware or software standards used. %M C.DL.98.297 %T Querying Structured Web Resources %A Ee-Peng Lim %A Cheng-Hai Tan %A Boon-Wan Lim %A Wee-Keong Ng %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 297-298 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p297-lim/p297-lim.pdf %X In our ongoing WebIR (Web Information Retrieval) research, we are looking into how web search engines can be extended to exploit the structuredness of web collections for retrieval type queries. Our overall goal is to create a new breed of web search engines that handle retrieval queries involving both intra- and inter-document structures. To achieve this goal, the following issues have to be addressed: * How do we obtain the structural information about a web collection? * What is the appropriate query model? In other words, how should the new retrieval queries look like? How should the query results be represented? * What are the appropriate indexing and query evaluation strategies? * What should be the ranking formula for the query results? * What is the appropriate framework to measure the performance of the new search engines? In the remaining sections of our paper, we will present our approaches to address the first two issues in the WebIR research project. %M C.DL.98.299 %T Searching for Content-Based Addresses on the World-Wide Web %A Joel D. Martin %A Robert Holte %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 299-300 %K Distributed digital libraries, Query, Web, Search engines, Content-based addresses, Dead links, QuerySearch %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p299-martin/p299-martin.pdf %X This paper presents a method for constructing queries that are sufficient to retrieve a target web page. These queries can be thought of as content-based addresses for the target page and can have many potential uses. %M C.DL.98.301 %T An Image-Capable Audio Internet Browser for Facilitating Blind User Access to Digital Libraries %A Thierry Pun %A Patrick Roth %A Lori Petrucci %A Andre Assimacopoulos %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 301-302 %K Internet, WWW, Digital libraries, Blind user access, Sound space, Image analysis, Rehabilitation %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p301-pun/p301-pun.pdf %X The Internet now permits widespread access to textual and pictorial material from digital libraries. The widespread use of graphical user interfaces, however, increasingly bars visually handicapped people from using such material. We present here our current work aimed at the adaptation of an Internet browser to facilitate blind user access to digital libraries. The main distinguishing characteristics of this browser are: (1) active user interaction, both for the macro-analysis and micro-analysis of screen objects of interest; (2) use of a touch-sensitive screen to facilitate user interaction; (3) generation of a virtual sound space into which the screen information is mapped; (4) transcription into sounds not only of text, but also of images. Several prototypes have been implemented, and are being evaluated by blind users. %M C.DL.98.303 %T Information Forage Through Adaptive Visualization %A Dmitri Roussinov %A Marshall Ramsey %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 303-304 %K Intelligent searching, Interactive data exploration, Information representation, WWW, Search engines, Information retrieval %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p303-roussinov/p303-roussinov.pdf %X Automatically created maps of concepts improve navigation in a collection of text documents. We report our research on leveraging navigation by providing interactively the ability to modify the maps themselves. We believe that this functionality leads to better responsiveness to the user and a more effective search. For this purpose we have created and tested a prototype system that builds and refines in real-time a map of concepts found in Web documents returned by a commercial search engine. %M C.DL.98.305 %T A Graphical Interface for Speech-Based Retrieval %A Laura Slaughter %A Douglas W. Oard %A Vernon L. Warnick %A Julie L. Harding %A Galen J. Wilkerson %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 305-306 %K Speech-based retrieval, GUI, Digital library %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p305-slaughter/p305-slaughter.pdf %X This paper describes preliminary usability testing for a graphical interface designed to facilitate rapid browsing of recorded speech. Expert interviews and focus group discussions were used to assess the alignment between browsing behaviors employed by members of the intended user population and an early mockup of the interface. The results provide guidelines for the next iteration of prototype development and suggest that graphical representations offer a viable method for browsing audio and multimedia recordings. %M C.DL.98.307 %T An Interactive WWW Search Engine for User-Defined Collections %A Robert G. Sumner, Jr. %A Kiduk Yang %A Bert J. Dempsey %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 307-308 %K Search engines, WWW, Virtual collection, LIBClient, Subject gateway, IRISWeb %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p307-sumner/p307-sumner.pdf %X Given the dynamic nature and the quantity of information on the WWW, many individual users and organizations compile and use focused WWW resource lists related to a particular topic or subject domain. The IRISWeb system extends this concept such that any user-defined set of WWW pages (a virtual collection) can be retrieved, indexed, and searched using a powerful full-text search engine with a relevance-feedback interface. This capability adds full-text searching to highly customized subsets of the WWW. Here we describe the IRISWeb software and an experiment that highlights its potential. %M C.DL.98.309 %T Site Outlining %A Koichi Takeda %A Hiroshi Nomiyama %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 309-310 %K Site outlining, Views, Visualization %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p309-takeda/p309-takeda.pdf %X In this paper, we propose a "site outlining" technique for building highly integrated digital libraries comprising dynamic information sources such as Web sites on the Internet. The notion of a site is defined as a structured entity with annotated links. %M C.DL.98.311 %T Digital Library for Education and Medical Decision Making %A Mark C. Tsai %A Kenneth L. Melmon %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 311-312 %K Integration system, Intelligent integration, Distributed database systems, Digital library, Electronic notebook, Information retrieval %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p311-tsai/p311-tsai.pdf %X Stanford Health Information Network for Education (SHINE) integrates online guideline texts, textbooks, journals, bibliographic systems, medical images, digital video, relational databases, and knowledge-based systems formerly accessible individually through the Z39.50 protocol, SQL language, HTTP protocol, and full-text search engines. We discuss the architecture that is used to integrate these distributed heterogeneous systems. We explain other components: electronic notebook, and log recording systems that make SHINE a complete system to support medical decision making and learning. We also discuss how the system will be integrated with electronic medical record systems to support medical decisions. The same concepts can be applied to aggregation of knowledge domains to optimize the functions of other (non-medical) target users. %M C.DL.98.313 %T Internet Access to Scanned Paper Documents %A Marcel Worring %A Arnold W. M. Smeulders %B DL'98: Proceedings of the 3rd ACM International Conference on Digital Libraries %D 1998 %P 313-314 %K Document access, Document understanding, Hypertext structure, Hypertext understanding %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/dl/276675/p313-worring/p313-worring.pdf %X In this contribution we identify the different structures to encounter in a hyperdocument. Methods are described for deriving those structures from scanned paper originals. The content and structure of the document is then made available in a form suited for an Internet browser. It provides convenient access to the scanned paper document. %M C.DOC.85.1 %T Separating Content from Form: A Language for Formatting On-Line Documentation and Dialog %S On-Line: Humans and Computers %A Charlie Wiecha %A Max Henrion %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 1-7 %* (c) Copyright 1986 Association for Computing Machinery %X Recent research has demonstrated the advantages of separating management of the user interface from the application program. A user interface system should integrate access to on-line help and documentation with other dialog for interacting with the program into a uniform environment. We describe such a user interface management system called ICE, with emphasis on its facilities for authoring networks of frames containing help information and menus for interacting with the application program. Authors can write help and dialog using a language similar to the SCRIBE document processing system, widely used at CMU and elsewhere. But instead of generating hardcopy documents for different printing devices, ICE produces interactive "softcopy" documents consisting of a network of frames combining documentation and interface. In ICE the screen layout of frames and the style of interaction is specified in a format file which is separate from the dialog file that contains the text to appear in the frames. This separation allows the dialog author to write the text without having to worry much about its precise appearance on the screen. The display designer can specify the actual format independently. The same text can be formatted in different ways to make use of different display devices and to allow experimentation with alternative formats and styles of interaction. %M C.DOC.85.8 %T Computer User Manuals in Print: Do They Have a Future? %S On-Line: Humans and Computers %A John B. McKee %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 8-14 %* (c) Copyright 1986 Association for Computing Machinery %X What sort of a role will the printed page play in the computer user manuals of the future? I believe that print does have a future in this area, but not perhaps the future we might have foreseen five years ago. At that time nothing was less controversial than the viability of print as a medium of documentation. That viability is in question now, and to show how the questioning developed I propose to examine its beginnings in the recent past. I shall then go into some detail on how the controversy about print is being maintained at present. Finally, I shall explain how I feel the controversy is likely to be resolved, by making four predictions about the future of computer user manuals, and those whose job it is to produce them. %M C.DOC.85.15 %T ADL -- A Documentation Language %S Automatic Systems Documentation Generators %A Richard H. Smith %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 15-17 %* (c) Copyright 1986 Association for Computing Machinery %X The problems of documentation began when programming the first program ended. In the intervening years much has been done to relieve the programmer's problems. The pioneer programmer struggled with machine language, today he or she uses a relatively tractable high order language, and tomorrow some suggest the programmer will be extinct. "Codeless Programming" is the header line of a new product description of one fourth generation software package [7]. However, improvements in program documentation have been less dramatic. Progress has been impeded by our difficulty in deciding whether to document at all, whether to do it in earnest, and who should do it. As our views toward documentation evolved over the years, four distinct periods can be identified. %M C.DOC.85.18 %T Software Maintenance Documentation %S Automatic Systems Documentation Generators %A Miheko L. Ouchi %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 18-23 %* (c) Copyright 1986 Association for Computing Machinery %X This work aims at presenting a model for assisting in the development of Information System for software maintenance documentation. It seeks to emphasize the optimization of the functions related to the documentation, by employing automatic processes. In this study the system of documentation is based on a Data Dictionary structure, adequately designed for the organized storage of the information needed for the execution of the maintenance activities. Forms of the information input, updating and retrieval have been analysed with the intention of utilizing the basic software of support, as well as to consider the possibilities of the Dictionary interface with the Operating System file, throughout the modification of the application software. %M C.DOC.85.24 %T Document Generation from a PSA Database %A E. D. Callender %A Y. Yamamoto %A D. B. Childs %A A. M. Farny %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 24-33 %* (c) Copyright 1986 Association for Computing Machinery %X During the past five years, we have been using automated tools for producing requirements and design documents. [1] Based on our experiences we have developed a prototype procedure for producing instances of documents automatically from a PSL/PSA database [5] to support system engineering tasks. System engineering is the discipline for designing and developing information systems. This paper introduces and describes our prototype procedure for generating automated documentation. The paper is organized into six sections. The remainder of the introduction describes our definition of a document, our distinction between a document type and instance, and the current role of the document in system engineering. Section 2 provides some historical background on the documentation process. Section 3 describes the prototype procedure for document generation currently in use. Section 4 describes an example of a prototype procedure application. Section 5 gives examples of the documents we have generated using our prototype procedure. Section 6 is a conclusion which describes technical issues and future work. %M C.DOC.85.34 %T Evolution of Program Documentation Through a Long-Term Project %S Automatic Systems Documentation Generators %A Peter E. Schilling %A John T. Wizzard %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 34-43 %* (c) Copyright 1986 Association for Computing Machinery %X This paper is a case study with some recommendations. Over the course of a four-year (twenty person-year) project, the method of documenting programs changed from using separate files containing input data for a documentation lister, to placing all of the program documentation in the source code and using an extraction program when separate documentation was needed. The history and reasons for this evolution are described. The project revealed the usefulness of documentation tools including program templates, a good cross-reference lister, in-line documentation, and the extraction program. %M C.DOC.85.44 %T BASIC and DOS Jobstreams in IBM PC Software Documentation %S Papers %A Michael P. Barnett %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 44-54 %* (c) Copyright 1986 Association for Computing Machinery %X This paper describes some applications of a programming technique that can be used to produce on-line and printed documentation of BASIC programs written for the IBM PC. The methodology helps to document the usage and other aspects of software, for purposes of review, instruction, reference and general information. The author has used the techniques: (1) to explain the usage of a program by reference to a succession of simplified versions which exclude unnecessary details, (2) to construct file driven adaptations of interactive programs for use in automated demonstrations, and to run these adaptations, (3) to capture sample displays of text and graphics that illustrate the actions of a program, (4) to print batches of programs in formats that are easy to read, and to perform other related cosmetic and editorial processes. %M C.DOC.85.55 %T Designing Computer Documentation that Will be Used: Understanding Computer User Attitudes %A Ann Solem %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 55-56 %* (c) Copyright 1986 Association for Computing Machinery %X At the Los Alamos National Laboratory we have over 15 years of experience in designing computer documentation for computer users of the Los Alamos Integrated Computing Network (ICN), which includes five major operating systems. Currently there are over 6,000 users of the ICN: programmers, scientists, technicians, managers, technical editors, and secretaries. They can choose from more than 1,000 printed documents and a variety of online information sources. Because of this plethora of information, many users do not know where to find the information they need. And, after finding the right document, they may be dissatisfied by the way the information is presented. Over the last few years we studied our computer users and their needs for information. Our objective was to develop a model that could be used to organize the mountain of computer documentation that is needed for complex computer networks. In this paper we present the results of this study. %M C.DOC.85.57 %T Better Quality Through Better Indexing %S Papers %A Paula Angerstein %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 57-60 %* (c) Copyright 1986 Association for Computing Machinery %X Readers of technical documentation generally agree that the information in those manuals is only as good as the ease with which they can find it. An informative and accurate index is one of the best tools for helping the reader find information quickly and easily. Yet indexes are one of the most neglected areas of technical documentation, in part because the tools used for creating indexes have not kept pace with other document creation tools. This paper discusses the qualities of a good index, and how different index creation tools can hinder or contribute to achieving those qualities. The method developed at Burroughs, which provides capabilities for generating high-quality indexes easily, is described. %M C.DOC.85.61 %T Documentation's Recognition Problem: What Can We Do About It? %S Documentation Recognition and Education %A Diana Patterson %A Chris Hallgren %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 61 %* (c) Copyright 1986 Association for Computing Machinery %X N/A %M C.DOC.85.62 %T If Writers Can't Program and Programmers Can't Write, Who's Writing User Documentation? %S Documentation Recognition and Education %A Gregory R. McArthur %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 62-70 %* (c) Copyright 1986 Association for Computing Machinery %X User documentation has been around as long as there have been machines requiring an explanation for their proper use. Instruction sheets, quick reference guides, troubleshooting keys, and owner's manuals are all designed to tell the user, via the written word, what, when, and how to do something with a given machine. With the advent of the computing age (or more specifically, with the invention of the microprocessor), an entirely different type of instruction manual was required; these machines could be made to do things that were user-determined. Not only did the capabilities of the machine itself mandate a description, but so did the functional aspects of the software that ran on the machine. It did not make any difference if you were describing how to operate and manage a large-scale supercomputer or an individually owned personal computing machine; the user needed to be told explicitly how and what to do at both the machine level and the instruction sets or programs that ran on it. Writing those guides and other user-oriented computer documentation has been primarily the domain of technical writers and editors. As systems became more complex, the amount of information required to inform a user about their operation grew proportionately, until user guides of some form, in either on-line or hard copy form, have become a de facto documentation requirement. Unfortunately, much of that documentation is now being authored by non-writers: individuals who have had little or no previous experience with writing user documentation, but who have a great deal of knowledge about the underlying software or hardware components. At just the time when users need correct and concise documentation on the systems they acquire, technical writers and editors are being sidetracked into copy-editing or proofreading tasks and requested to make only minor changes to the text written by engineers and programmers. It is time to reverse what may be an incipient and dangerous trend: permitting individuals with no prior technical writing experience to author user documentation. %M C.DOC.85.71 %T An Informal Overview of CUINFO (Cornell's Computer-Based Bulletin Board) %S Networks %A Steven L. Worona %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 71-77 %* (c) Copyright 1986 Association for Computing Machinery %X N/A %M C.DOC.85.78 %T Help Texts vs. Help Mechanisms: A New Mandate for Documentation Writers %S Networks %A Nathaniel S. Borenstein %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 78-83 %* (c) Copyright 1986 Association for Computing Machinery %X To compare different methods of accessing and presenting on-line help, controlled experiments were conducted. Several different help systems were compared, including a natural language help system and a human tutor. The results indicate that, while varying the help mechanism may have some effect on learning, its importance is greatly overshadowed by the simple quality of the help texts being presented. Even for on-line help, good writing seems to be the most important part of helping the user, far more important than elaborate or sophisticated mechanisms. %M C.DOC.85.84 %T Improving Systems Documentation Using an Online Copy Editor %S Language Up [the] Grade %A Russell L. Kahn %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 84-87 %* (c) Copyright 1986 Association for Computing Machinery %X For the last three years I have been using Writers Workbench, a UNIX text-editing tool, to edit computer documentation. In this article I outline my experiences using the system, noting both the advantages to explore and pitfalls to avoid in using this tool. Writers Workbench is especially useful for improving a writer's basic skills -- punctuation, spelling, and grammar. When used effectively, Writers Workbench can cut down on wordiness and improve the consistency of a manual. It can help in the creation of a table of contents, index, glossary, and bibliography and in checking readability. Furthermore, by creating user-defined dictionaries, authors or editors can customize the tool to fit their purposes and styles. However, Writers Workbench is not good at catching problems relating to organization, focus, and clarity. %M C.DOC.85.88 %T New Metaphors for Understanding the New Machines %S Language Up [the] Grade %A Richard M. Chisholm %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 88-96 %* (c) Copyright 1986 Association for Computing Machinery %X Thought frequently misunderstood and dismissed as irrelevant ornamentation, metaphors are useful tools for writers in the computer industry. Metaphors are especially useful for presenting information about new technologies because they help readers grasp whole concepts immediately and because they illuminate concepts that are difficult to communicate otherwise. It is important to distinguish this use of metaphors from their use in literature and advertisement. Participants in the workshop will follow procedures for investigating the suitability of several metaphors. They will analyze the power and appropriateness of metaphors currently used in the computer industry by applying seven criteria: Is the metaphor useful? understood? close? illuminating? acceptable? economical? memorable? %M C.DOC.85.97 %T A Paperless Environment for Group Effort in Document Development %S The Computer Medium %A John A. Cross %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 97-101 %K Paperless, Group effort, Computer-mediated communication, Online composing %* (c) Copyright 1986 Association for Computing Machinery %X Research into the effect of word processing on writing and a paperless environment for the submission and grading of student assignments has led to considerations for new technology to support the development of system documentation. We assert that a relatively paperless system which integrates the concepts of word processing, electronic mail, computer conferencing and the HANDIN paperless system for student assignments (Cross and Wolfe, 1985) has potential for facilitating the process of developing system documentation. A conceptual framework and specific system features are presented. Research goals and methodologies are briefly considered. %M C.DOC.85.102 %T Creating a Campus On-Line News System %S The Computer Medium %A Pm Weizenbaum %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 102-107 %* (c) Copyright 1986 Association for Computing Machinery %X Information Systems, MIT's campus-wide computing service organization, recently reorganized and strengthened its resources. Out of this recent effort came the decision to explore several ways of reporting on the expanded range of systems and services we offer. One service that central computing facilities must provide is timely notice of changes to the supported systems. This paper presents the design and implementation of Information Systems' "On-Line News System", which keeps users updated about changes in the wide variety of services offered by Information Systems. %M C.DOC.85.108 %T Factors Affecting Readability %S Using Human Language %A Chris Hallgren %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 108-109 %* (c) Copyright 1986 Association for Computing Machinery %X No one has found a way to really help writers create readable prose. Robert Gunning developed a method for calculating the 'Fog Index' and Rudolph Flesch worked out more than one formula for measuring the simplicity of writing. By one of Flesch's formulas (the one without personal pronouns), Ronald S. Lemos in the February, 1985 issue of Communications of the ACM (CACM) was able to prove that CACM required two less years of school to read than Datamation. Statistics can prove anything. I have no idea what Sophomore in High School could read the CACM cover to cover and even understand most of it. Flesch's book 'The Art of Plain Talk' was given to me at a Yourdon Systems Analysis course. The Instructor handed it to each of us, saying something like "read this and you'll be a manager in no time" (supposedly, management is handed to the least efficient person who can also write well). The book is full of examples, mostly journalistic, showing how good writers evoke human interest. Of course, these writers had human events, thoughts and feelings as their focal points, not software, I doubt whether any of the graduates of that week ever used Flesch as a reference for grading their own documentation. How would Bernard Shaw have documented software? Or Mingus played it? This paper addresses these burning issues. %M C.DOC.85.110 %T Documentation: Effective AND Literate %S Using Human Language %A Paul S. Burdett, Jr. %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 110-113 %* (c) Copyright 1986 Association for Computing Machinery %X The purpose of this paper is to show how documentation can be literate, in a stylistic sense, and still be effective. Literate prose is a powerful tool that, when properly used in computer documentation, can take advantage of the full power of the English language. This does not mean that all computer documentation must or can read like a Nobel Prize novel, but neither does it have to read like a military cryptogram. A happy medium -- founded on healthy grammar and syntax, and following the logic of the software being documented -- is a good AND obtainable goal. %M C.DOC.85.114 %T The Flesch Index: An Easily Programmable Readability Analysis Algorithm %S Using Human Language %A John Talburt %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 114-122 %* (c) Copyright 1986 Association for Computing Machinery %X N/A %M C.DOC.85.123 %T Multilingual Programming: Coordinating Programs, User Interfaces, On-Line Help and Documentation %S Automatic Documentation with Perspectives %A Gary Perlman %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 123-129 %K Automatic program generation, Automatic documentation, User interface, Language design, Single source of information %* (c) Copyright 1986 Association for Computing Machinery %Y Problems with Documentation Examples Experimental Design Specification Data Bases of Bibliographic References Data Analysis System Interface Option Parser Generator Electronic Survey System Formalization Abstractions Idiomatic Templates Database of Attributes Multiple Target Languages Template Macros Properties of Multilingual Programs Generalization & Imagination Flexibility and Resilience to Change Accuracy and Consistency Economy of Expression Discussion Choosing the Appropriate Focus Multiple Views of Programs Natural Language Cost/Benefit Analysis References %X The high cost of software is not due to the difficulty of coding, but in recoding and redocumenting software. This can be better understood when one considers how many expressions of the same ideas must be constructed and coordinated. Program code and comments, user interface and on-line help, and a variety of off-line documents, all must be consistent. A solution to the coordination problem is presented in this paper. Multilingual programming is a method of developing software that uses a database of information to generate multiple target languages like commented program code, user interface languages, and text formatting languages. The method begins with an analysis of a domain to determine key attributes. These are used to describe particular problems in the domain and the description is stored in a database. Attributes in the database are inserted in templates of idioms in a variety of target languages to generate solutions to the original problem. Because each of these solutions is based on the same source database of information, the solutions (documents, programs, etc.) are consistent. If the information changes, the change is made in the database and propagated to all solutions. Conversely, if the form of a solution must change, then only the templates change. In sum, the method saves much effort for updates of documents and programs that must be coordinated by designing for redesign. %M C.DOC.85.130 %T The Impact of Technology on Publishing Through the Ages to You %S Automatic Documentation with Perspectives %A Diana Patterson %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 130-133 %* (c) Copyright 1986 Association for Computing Machinery %X This paper presents various technological developments from the Rosetta Stone to the Apple Macintosh computer. With the advent of each change the quality of the product decays significantly, and is only restored to something near the glory of the past after a long period requiring much creative endeavour. This paper was presented as a slide presentation with extemporaneous comments. %M C.DOC.85.134 %T Merging Text and Graphics %S Graphics and Text %A Judi Cleary %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 134-138 %K Pixel, Raster, Resolution, WYSIWYG %* (c) Copyright 1986 Association for Computing Machinery %X The capability to merge graphics and text into a consolidated document can greatly enhance communication. Even simple graphics such as boxes and arrows can help organize ideas and make information easier to understand. It is still disturbing to see the number of manuals that describe computer graphics systems that do not include even one graphic image! In the phototypesetting world, the capability to merge graphics and text has been available for some time, but only recently have the components for less costly systems become available. This paper will discuss a segmented system in use in a scientific R&D environment for including graphics into documents. %M C.DOC.85.139 %T Dynamic Screens and Static Paper %S Graphics and Text %A Sandra Baissac Smith %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 139-145 %* (c) Copyright 1986 Association for Computing Machinery %X Graphic building design systems in an architectural practice serve a dual role as an effective means of drafting production, and as a visual tool within the creative design process. These systems must allow the same freedom as the traditional pencil and yellow tracing paper. They may be conceived and designed as unstructured systems on several levels. Unstructured Input Unstructured Paths Unstructured Tasks Unstructured Data Each is a source of potential ambiguity, and each affects the documentation effort. This paper will discuss the types of problems encountered in creating documentation for such unstructured programs. Questions will be raised as to the approach to printed and on-line reference documents, as well as training. Examples of tasks and documentation will be based on the graphics programs developed by Skidmore, Owings & Merrill (SOM) for the use of its professional staff. These programs process two- and three-dimensional graphic data, interface with plotting devices and with engineering analysis programs. %M C.DOC.85.146 %T A Case History of a Computer Media Event -- Introducing a Supercomputer Center %S A Different Vision %A Roger Segelken %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 146-160 %* (c) Copyright 1986 Association for Computing Machinery %X N/A %M C.DOC.85.161 %T From Pencils and Paste-Ups to VDTs and the Integrated Page: Some Thoughts on the State-of-the-Art %S A Different Vision %A Karen E. Andresen %B ACM Fourth International Conference on Systems Documentation %D 1985 %P 161-164 %* (c) Copyright 1986 Association for Computing Machinery %X N/A %M C.DOC.88.5 %T Ban the Book? Interactive Documentation and the Writer's Responsibility for the Human/Machine Interface %A Liora Alschuler %A Debra Schneider %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 5-12 %* (c) Copyright 1990 Association for Computing Machinery %X To answer our own question: no -- but, ... Hardcopy will continue to be important, but it will be only one feature of an integrated documentation delivery system as the document blends into the machine. Today's user documentation is an interference. It is the paper that comes with the disk; the book that comes with the machine. It stands between the machine and the user. Ideally, user documentation should be transparent, should bring the user to the machine, then tactfully withdraw. System and programmer documentation is always out of date and does not provide a good return on investment. The more we rely on software, the more critical it is for us to understand how it is put together. And despite all the promises of new languages, there is no such thing as self-documenting code. Ideally, programmer documentation should be an integrated part of the system. Problems on the human/machine interface must overcome the barrier between humanism and technology that divides our culture. The way through this barrier is paved with interactive, graphic, smart documentation that looks more like video games than like school textbooks. Our analysis grew out of our experience selling, using and producing documentation in situations where documentation is under-funded, unappreciated and generally the object of scorn. We formulated a theory of what documentation should look like and with this theory as our guide, began to look around at what was available. We saw that many of the promising new technologies were adding problems as well as solving them. %M C.DOC.88.13 %T Bridging the Moat: Helping Training and Documentation to Work Together %A R. Dennis Walters %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 13-18 %* (c) Copyright 1990 Association for Computing Machinery %X You're in Corporate Training, and you're returning from a meeting about a joint project with Documentation to support users on the new system. The meeting upset you, because you and Documentation couldn't agree on what users need to know about the system. If only the two departments weren't so -- antagonistic! As you walk down the hall toward your office, you seem to see looming ahead the walls of a fortress with battlements. The name of your department stands out in sharp relief, like an inscription chiseled on a granite arch over the drawbridge. Disturbed, you look behind you. At the other end of the hallway, rising as if out of a mist, appears a second castle, inscribed "Documentation". Even more disturbing, you notice for the first time that a moat separates the two castles. It has no bridge. %M C.DOC.88.19 %T Case Study: Reorganizing the Document Production Unit %A Gerald McCartney %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 19-24 %* (c) Copyright 1990 Association for Computing Machinery %X A rapidly growing user base, a perception of declining service, and low morale forced the User Services Group in the Computing Center at the University of Notre Dame to review its procedures and service posture. The production of documentation, the newsletter, and the provisions of training courses were ripe for reorganization because for a long time they been performed on an ad-hoc basis with little forward planning or revisions in the light of experience. The staff involved were dealing with apparently unceasing demand, low budgets and little apparent control of the problem. This paper deals with the task of reorganizing these three allied functions into one and the consequent enhancements that each aspect of the service enjoyed. %M C.DOC.88.25 %T Communicating with Icons as Computer Commands %A Philip Rubens %A Robert Krull %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 25-33 %* (c) Copyright 1990 Association for Computing Machinery %X If one attempts to define the salient features of a conventional sign system, one could suggest that it will have three aspects: leveling, sharpening, and assimilation [1]. Leveling simply means that extraneous detail and objects have been delete. Sharpening involves making the remaining detail stand-out from the background. Finally, assimilation means that exaggeration and other deformation techniques are used to interpolate from mimetic, or real, to imaginative, or metaphoric, detail. Techniques of this variety allow developers of icons to represent fairly complex environments with relatively simple graphics. Since computer screens and memory both have their own varieties of limitations, employing techniques such as these help information developers create useful iconic representations within a limited operating framework. %M C.DOC.88.35 %T Documentation Project Management (from Both Sides) %A Alice Powers McElhone %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 35-39 %* (c) Copyright 1990 Association for Computing Machinery %X The subject of this article is not how to convince your management you need staff or how to train that staff -- there is far too much information on that subject as it is. Instructional design and that whole mystique is also omitted (I don't have a new lock on how to make people learn; clear and simple works for me). Instead, the focus here is on some ideas that helped me get some very big jobs done against very big odds. We'll take a look at the parts we can control: How to organize our own responsibilities and how to get cooperation from the people who can hold us up -- in short, Project Management: PLANNING, PROCESS and CONTROL. As the song goes, "I've looked at life from both sides now" -- then, as manager of a high tech vendor's publications department and now, as manager of an independent publications company, selling a service I used to buy. The similarities are more striking than the differences. On both sides of the bargaining table, it takes negotiating skills, planning skills, team-building, quality control. %M C.DOC.88.41 %T Documentation -- The Good, the Bad, and the Ugly %A John Minor Ross %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 41-46 %* (c) Copyright 1990 Association for Computing Machinery %X Most people would agree that it is eager to criticize user documentation than to come up with solutions. This explains the plight of the microcomputer community...no shortage of critics for a seemingly never-ending flow of documentation. This is a review of some of the problems facing the PC industry today. It also touches on how educators may attempt to equip students with a perspective to improve the documentation that will be shipped with tomorrow's products. While the theme herein is perhaps somewhat amusing, its value is nevertheless intended to be significant. It may help you to form your own answers to such questions as: * Does documentation have to be so boring? * Why do manuals always seem to be oriented towards someone else? * Why is what you don't know so hard to find? * Why is there always too little or too much detail about what you need to know? %M C.DOC.88.47 %T Expectations and Experiences with Hypercard: A Pilot Study %A Ted Smith %A Steve Bernhardt %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 47-56 %* (c) Copyright 1990 Association for Computing Machinery %X As interested and moderately sophisticated users of computer software, and as teachers of writing in university and corporate settings, we were naturally intrigued by the concept of hypertext and by the hype over HyperCard as a hypertext tool. Our research interests in text creation and reception, in intertextual and intratextual relations, in computer applications of these interests -- all these made us eager to try out this new tool. We initially conceived of a project in which students in a writing class would be required to enter material for a research project into a common HyperCard database and then individually create links between pieces of information in the database. Our goal was to explore the types of linking relations each student established, as well as to see to what relational links the students created in common. It soon became clear that, given the time frame for completing the project (a short summer school term), we would have to abbreviate our research design. So we began with a public domain HyperCard database called "The AIDS Stack" and assigned students the task of adding a few cards to the stack. They were then to use the stack as background material for developing a set of policy and information materials on AIDS for a fictitious company. In the next two sections we describe and critique the AIDS Stack as an information database; then we describe the students' use of the stack. We believe that the students' use of HyperCard is instructive for 1) characterizing the reactions of naive users to a hyperdocument and a hypertext tool, and 2) identifying some limitations of HyperCard in its present form. Both kinds of information ought to be valuable to teachers and hypertext developers. Thus, in Section 4, The Ideal HyperTool, we offer some suggestions for an improved version of HyperCard based on our students' experience with it. %M C.DOC.88.57 %T Guesswork and Common Sense: The Alphabetic Reference Design Process for Microsoft Works %A Rick Grimm %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 57-61 %* (c) Copyright 1990 Association for Computing Machinery %X A successful reference is one whose organization is readily comprehended very soon after the book is first opened. This usually isn't a problem for alphabetic references with a broad focus. People have learned their ABCs and easily grasped the organization of encyclopedias, dictionaries, and atlases for centuries. However, creating an alphabetic reference that focused on four software applications for the novice computer user proved to be a challenge. %M C.DOC.88.63 %T An Integrated Approach to Documentation Retrieval Using a SPIRES Database %A Suzanne Schluederberg %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 63-68 %* (c) Copyright 1990 Association for Computing Machinery %X The University of Michigan Computing Center is committed to providing greater and easier access to its documentation. We want to publish materials that users can locate themselves, and to provide exactly the kind of information they need. To this end, a committee was formed in October 1986 to review all documentation currently produced and to offer recommendations for improvement. Three especially important recommendations from the committee are being implemented. They are: 1. Reduce the number of types of documentation from six to three, categorized by function rather than size. 2. Design a searchable document retrieval database to replace the current online documentation facility. 3. Centralize all input and output document files on one Computing Center ID. This paper will summarize progress to date on these projects, especially the development of the new database. It will highlight features already incorporated into the database structure, as well as those that will be future design enhancements. %M C.DOC.88.69 %T Is Universal Document Exchange in Our Future? %A Louis M. Gomez %A Donald F. Pratt %A Mark R. Buckley %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 69-73 %* (c) Copyright 1990 Association for Computing Machinery %X Will there come a day when we will all work in a common document production environment so that if you gave me a file or I gave you one, either of us could print it immediately, using the equipment we have, or edit it immediately, using a markup language that is straightforward, easy to use, and familiar to both of us? That summarizes the goal we've labeled universal document interchange. We do not see that day coming. Although much effort is being put toward the goal of universal exchange, it appears to us that it can go only so far. What we do expect to happen is a flourishing of translation products and services as the interchange problems become more manageable but do not go away. From now on for as far as we can see, editors are going to be tinkering with different varieties of markup to accomplish the wide variety of tasks associated with technical documentation. %M C.DOC.88.75 %T Justifying the Cost of New Computers for Documentation %A Donald F. Pratt %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 75-79 %* (c) Copyright 1990 Association for Computing Machinery %X Corporate accounting practices sometimes make it very difficult to justify the cost of new computer equipment, for documentation or any other purpose. These practices, however, tend to keep us from understanding the costs and overestimating the immediate benefits of new systems. Perseverance and these guidelines from experience may help in justifying genuinely needed systems sooner rather than later. 1. Avoid both the highest- and lowest cost systems. 2. Choose equipment that can perform many tasks. 3. Buy good hardware and software separately; don't buy turnkey systems. 4. Automate piecemeal, not wholesale never buy more than one of a piece of equipment you haven't used before. 5. Adjust your lease or depreciation schedules to the reality that equipment will be obsolete within three years. 6. If your justification isn't strong enough, wait a year. 7. But if your justification strong, don't wait, or you'll lose more immediate benefits than you can recover in the future. %M C.DOC.88.81 %T Letting Software Engineers Do Software Engineering or Freeing Software Engineers from the Shackles of Documentation %A Benson H. Scheff %A Tom Georgon %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 81-91 %* (c) Copyright 1990 Association for Computing Machinery %X General Orientation * This is not a paper about documentation * This is a paper about: --- Achieving higher software ..... Productivity ..... Quality --- Minimizing software risk Underlying thesis * $30B worth of DoD software needs for the early 1990s * Not enough software engineers to fill these needs * Software engineers must be more efficient * Software engineering documentation is a good candidate for study --- High cost --- Pervasive activity --- Strong repetitive elements %M C.DOC.88.93 %T Managing Economics with Desktop Publishing %A Lisa Ruffolo %A Susan Smith %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 93-100 %* (c) Copyright 1990 Association for Computing Machinery %X As managers of a business dedicated to producing the kind of computer documentation our clients want and their users need, we have had to educate ourselves and our writers to respond to the demands of our market. When we first started writing computer user documentation, our clients simply expected accurate, well-written user manuals, so we honed the writing and organization skills required for producing usable computer manuals. As computer users grew more sophisticated, they demanded software that was both powerful and easy to use. We had already discovered that you can't write a helpful manual for unhelpful, poorly-designed software, so we learned about systems design in order to test the software we document and improve the user interface. We researched how people learn so that we could design effective on-screen tutorials, help systems and other forms of on-line documentation. Now we are taking advantage of the desktop publishing technology that is revolutionizing the role of the writer so that we can streamline the production of documents to provide users with customized, up-to-date, accurate manuals. %M C.DOC.88.101 %T The Novice User Enters the Discourse Community: Implications for Technical Writers %A Karla Saari Kitalong %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 101-110 %* (c) Copyright 1990 Association for Computing Machinery %X The purpose of this paper is threefold: to critique existing definitions of computer literacy and the approaches to computer literacy instruction that such definitions engender, to suggest an enriched approach to computer literacy based on the sociolinguistic notion of the discourse community, and to outline some of the technical communications issues that arise when computer literacy and sociolinguistics are considered in tandem. The main conclusion that is reached in the paper is that, as communications professionals working in computing environments, technical writers and trainers need to pay increased attention to the contexts in which computing takes place, the linguistic conventions of language used in computing contexts, and the specific needs of computer users, in order to act effectively as a "bridge" between computing community "insiders" and "outsiders," or expert and novice members. %M C.DOC.88.111 %T SYMPLE, An Icon-Based Computer Language %A Erwind Earl Blount %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 111-119 %* (c) Copyright 1990 Association for Computing Machinery %X This paper will describe an icon-based computer language called SYMPLE. SYMPLE stands for Symbolic Programming Language, and is the end result of the continuing evolution of the icon as an information interface. Today's computer languages use the syntactical representation of bits as their root programming construct and are limited to the use of unique data structures in representing aggregate information (e.g., arrays, unions, linked lists). The conception of syntactical linearity in the English language (e.g., characters to build a word, words to build a sentence, sentences to build a paragraph, etc.) have carried over to computer languages resulting in the "Von Neuman" bottleneck of serial processing (one step at a time operations). SYMPLE conceptually and functionally avoids the serial bottleneck by handling information, and the processes regarding that information as one entity (the Icon). SYMPLE extends icon use from its present graphics symbolism to a fully interactive programming methodology. SYMPLE treats the icon as a piece of code (i.e., functions, subroutines, whole programs) or a graphics symbol, a communications routine, an operating systems call, ad infinitum. %M C.DOC.88.121 %T Textual and Visual Access to a Computer by People Who Know Nothing About It %A Patricia Baggett %A Andnrzej Ehrenfeucht %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 121-133 %* (c) Copyright 1990 Association for Computing Machinery %X For some time now we have been working in the area of designing systems to help people do tasks. (Some people have accused us of being "driven by our toys.") In this paper we'll discuss two specific experimental studies whose results we used in designing a videodisc-based system for assembly of an object. First we briefly discuss the scope of the problems we tackle, and we give a description of experimental psychology and experimental computer science, and the underlying principles for designing our systems. %M C.DOC.88.135 %T Twentieth-Century American Poetry: Proposal for a HyperCourse %A John M. Slatin %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 135-143 %* (c) Copyright 1990 Association for Computing Machinery %X In this paper, I am going to discuss plans for using Apple Computer's HyperCard software to address certain problems in the teaching of twentieth-century American poetry. Hypertext and hypermedia systems are designed to allow rapid, non-linear movement through large and often highly diversified knowledge bases, typically consisting of numerous discrete elements, or "nodes," which may be linked with one another in many and complex ways. Hypertext is well suited, therefore, as a medium for presenting large bodies of highly complex technical information which often need not be read sequentially from beginning to end. And with the addition of graphics and sound capabilities like those provided by HyperCard, hypermedia becomes an excellent medium for studying poetry, another complex system in which a great many separate entities -- not all of them written documents -- are linked in many and complex ways. %M C.DOC.88.145 %T Writing Computer Documentation in English for International Users %A Jo-Anne Tanenbaum %B ACM Sixth International Conference on Systems Documentation %D 1988 %P 145-151 %* (c) Copyright 1990 Association for Computing Machinery %X Writing computer documentation for use in several countries involves more problems than writing for use in only one country. My consulting experience at a major international bank illustrates these problems and their solutions. %M C.DOC.89.5 %T Designing Hypermedia Help Systems: Problems and Issues %S Hypertext: A General Discussion %A Ayami Ogura %A Jennifer Robertson %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 5-12 %* (c) Copyright 1989 Association for Computing Machinery %X Over the past few years we have seen a significant increase in hypertext and hypermedia research; the variety of products now available is quite impressive and it seems we are constantly adding newer and even more innovative hypersystems. Clearly, hypermedia is an idea that has captured the imagination of the computer world and many claims have been made for its utility. %M C.DOC.89.13 %T Business Planning in Technical Documentation Organizations %S Documentation from the Manager's Perspective %A David P. Mongeau %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 13-19 %* (c) Copyright 1989 Association for Computing Machinery %X Business planning is a process of deciding what an organization will do to be successful, and how it will do it. Business planning can benefit any organization that wants to control its future and to succeed. However, a literature review and some practical experience at AT&T Bell Laboratories suggests that technical documentation organizations have virtually ignored the application of business planning, both as a means of creating their futures and as a means of advancing their profession. The business planning process involves creating an organizational mission; diagnosing the organization's strengths, weaknesses, opportunities, and risks; setting goals; developing objectives and action plans; developing a financial plan; and writing, sharing, and implementing the plan. Following these steps in the Bell Labs Publication Center, we have seen our budget and staff grow and our client base diversify. %M C.DOC.89.21 %T Designing Manuals for Hacker Styles of Learning %S User-Centered Approaches to Documentation %A Barbara Mirel %A Susan Feinberg %A Leif Allmendinger %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 21-23 %* (c) Copyright 1989 Association for Computing Machinery %X Although tutorials in user manuals are an industry standard, findings from recent research challenge the efficacy of a tutorial approach. By tutorial, we mean instructional material that introduces users to the main functions of a program by walking them through the procedures and explanations of a task scenario. While theoretically sound in principle, tutorial instructions are often ineffective in practice because users, faced with actual workplace tasks, have neither the time nor inclination to first work through a tutorial and then return to their actual tasks. Put simply, many users approach on-line tasks with a "hacker" rather than a "tutorial" style of learning. Hackers want to solve problems, not learn software. They jump into tasks and hack away at relevant program functions, learning through trial and error. Hackers are often unwilling to read manuals before using an application; however, if referring to a manual is faster and easier than experimenting, hackers will do so when they confront problems. Designing manuals to facilitate hacker styles of learning is the focus of a study that we conducted. We tested a nontutorial prototype manual against a tutorial version of the same instructions for a complex query task, that is for selecting only the database records that meet specific conditions. Our results confirm what minimalist manual researchers have found, namely that tutorials are often dysfunctional for active learning styles. Manuals should encourage and enhance users' demonstrated learning behaviors rather than expecting users to unnaturally conform to a pre-set tutorial design. Our purpose is to propose what an instructional design must entail if a manual is to effectively accommodate hacker styles of learning. %M C.DOC.89.25 %T Rhetoric and Human-Computer Interaction: Investigations into the Writing of User-Centered Documentation %S User-Centered Approaches to Documentation %A Robert R. Johnson %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 25-32 %* (c) Copyright 1989 Association for Computing Machinery %X This paper investigates the need for a user-centered theory of writing documentation. User-centered approaches present new challenges for writers, and it is argued that rhetoric and human-computer interaction are the most appropriate fields for developing a theory to meet those challenges. In addition, applications of the theory are proposed to aid writers in solving common documentation problems. %M C.DOC.89.33 %T A Writing Course in User-Documentation for Computer Science Majors %S Teaching Analytical and Technical Skills %A W. Steve Anderson %A John R. Talburt %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 33-37 %* (c) Copyright 1989 Association for Computing Machinery %X The problem we present grows out of a simple question: What role should user-documentation play in the curriculum for students in computer science? We are convinced it should have an important rob, and we will explain here how we prepared and taught such a course for this audience. %M C.DOC.89.39 %T Writing On-Line Help when Space is Limited %S Hypertext and Online Documentation %A Jo-Anne Tanenbaum %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 39-40 %* (c) Copyright 1989 Association for Computing Machinery %X When the space allowed for on-line help is strictly limited, the writer or manager must decide what information to include, and what to omit. In my experience as an independent documentation consultant, I worked for one client with a severe limitation for on-line help, and one client whose limitation was more flexible. The first client used software that allowed only one screen of on-line help per input field, plus one screen for an overall description. The second client had no software limitation, but wanted the on-line help to be compact enough that the user could look at it quickly. %M C.DOC.89.41 %T Creating Effective HyperCard Online Documentation and Training %S Hypertext and Online Documentation %A Meryl Natchez %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 41-44 %* (c) Copyright 1989 Association for Computing Machinery %X N/A %M C.DOC.89.45 %T The Relationships between Online Help Systems and Print Documentation: An Empirical Investigation %S Empirical Investigations of Readers' Needs %A Ali Emdad %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 45-48 %* (c) Copyright 1989 Association for Computing Machinery %X Issues addressing the time needed to learn a software system and the effectiveness of the communication between the end-user and a software system have been receiving attention over the past decade [e.g., Emdad, 1988, Pepper, 1981, Way, 1982]. This paper reports on an empirical investigation on the instructional effectiveness of the printed software documentation versus the online help facilities of a software system. %M C.DOC.89.49 %T A Survey of Technical Computer Users Resulting in Guidelines for the Development of Technical Computer Documentation %S Empirical Investigations of Readers' Needs %A Michael L. Puscas %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 49-65 %* (c) Copyright 1989 Association for Computing Machinery %X At present, there is a lack of documentation on the technical information needs, preferences, and attitudes of technical users. Technical users have been inadequately studied, therefore the technical documentation and information needs of this user group are not well understood. If technical users are not well understood, then documentation produced for them may not be satisfying their unique needs important information may be lacking, or information may be inappropriately organized making information retrieval needlessly difficult. There is also a lack of documentation on the design, development, and structure of technical documentation. As a result technical computer documentation may not contain the correct content, nor be structured for maximum usability by technical users. In short, we don't understand technical users, and therefore we haven't developed technical manuals that meet their needs. This study attempted to provide information on technical users and apply that information to the development of a technical documentation development model. %M C.DOC.89.67 %T The Art of Interviewing a Technical Expert %S Strategies for Planning a Documentation Task %A Sarena B. Green %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 67-75 %* (c) Copyright 1989 Association for Computing Machinery %X Interviewing technical experts is an integral part of preparing and writing a technical document. The interview not only determines the content and accuracy of a document but also its organization. Frequently, however, the interview process is frustrating for both the writer (interviewer) and the technical expert (interviewee). Often, it is difficult to elicit needed information from the technical expert for a variety of reasons. This paper explains the tools for conducting a successful one-to-one interview with a technical expert. Interviewing skills and techniques covered include appropriate phrasing of questions, knowing when to listen and when to speak, how to guide the conversation subtly, and how to relax the respondents and get them to volunteer needed information. This paper does not examine the process of planning an interview and assumes that you, the writer, have already prepared for the interview. That is, you have prepared a list of questions to ask, made sure that the interviewee is the person who can provide needed information, and if time has permitted, researched and become familiar with the topic. %M C.DOC.89.77 %T Sentence First, Verdict Afterward: Finding the Prerequisites for Good Computer Documentation %S Strategies for Planning a Documentation Task %A Andrew Oram %A Kathleen Ferraro %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 77-83 %* (c) Copyright 1989 Association for Computing Machinery %X Computer documentation reflects the underlying structures and relationships within computer systems. Therefore, successful documentation depends on understanding and interpreting these structures and relationships, not on superficial improvements in writing style, format, presentation philosophy, or technical medium. This paper proposes that the research and writing of documentation be driven by the structure of the software. The paper identifies tasks to be performed on the design side of the software, and on the documentation side. The most formal and technical part of this paper covers the responsibilities of the engineers, and provides writers with a proposal they can present to their reviewers. This section lists the basic categories of features that engineers must cover (flags, counters, identifiers, table entries, and raw data), as well as what to document for each feature. It is the engineers' responsibility to provide a context for each feature on the system, showing how it would be used in real life. Based on this feature-by-feature information, writers must build examples and procedures of gradually increasing complexity. The resulting documents contain immediately applicable information, and are easy to verify and review. %M C.DOC.89.85 %T Users Invoked: How Documents Help Readers Assume User Roles %S Theories of Documentation Development %A Mark Simpson %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 85-92 %* (c) Copyright 1989 Association for Computing Machinery %X N/A %M C.DOC.89.93 %T Conceptual Foundations for Computer Documentation: New Distinctions for a New Era %S Theories of Documentation Development %A David K. Farkas %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 93-96 %* (c) Copyright 1989 Association for Computing Machinery %X Concepts are thoughts made clear and distinct by the distinctions we draw at their boundaries. The concept "conifer" comes about when we begin to make a specific distinction about the features of certain trees. If we cannot formulate such a distinction, we do not have the concept. As the computer industry changes, much depends on our ability to formulate new and relevant distinctions and to thereby refocus old concepts and make new ones possible. Otherwise, our overall understanding of our field will diminish and our day-to-day work will in subtle ways become less effective. As documentation specialists, our view of the computer industry is necessarily different from that of those who design systems, manufacture systems, or market systems. Thus, we need to carve up the universe in ways that are most useful for our work. At the same time, of course, we have to understand and use the distinctions made elsewhere in the industry. The purpose of this paper is to point out four traditional distinctions within the computer industry that are not highly serviceable to those engaged in documentation and to describe refinements upon or alternatives to those distinctions. The distinctions are as follows: (1) Computer systems and noncomputer systems (2) Computer hardware and software (3) Documentation and interface (4) Print and online documentation As we shall see, the distinction between computer hardware and software has always presented significant conceptual difficulties in the area of documentation. In the case of the other distinctions, the difficulties have come about or have been exacerbated by technological change. %M C.DOC.89.97 %T A Distributed Architecture for Document Management %S Supporting and Maintaining Documentation %A Clifford A. Reid %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 97 %* (c) Copyright 1989 Association for Computing Machinery %X TOPIC is a document management system that uses this distributed model of network computing. It uses a variety of caching mechanisms to minimize network traffic, and thereby fully utilizes the distributed processing power of the network clients. TOPIC uses file sharing for shared data access as well as message passing. It supports login security by having each client read an encrypted password file in a shared data area. Infrequent updates to shared databases are implemented using a simple file locking scheme. By limiting its interaction with the network to file sharing, TOPIC is highly portable across networks of UNIX, VMS, and DOS platforms. %M C.DOC.89.99 %T Software Maintenance Documentation %S Supporting and Maintaining Documentation %A Robert L. Glass %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 99-101 %* (c) Copyright 1989 Association for Computing Machinery %X This paper is about software maintenance documentation. Although user manuals have been perhaps the most spectacular failure in software documentation, maintenance manuals may well be the most costly. Software maintenance consumes well over half of the typical software budget [Glass 81]. Of the maintenance tasks, more time is spent on understanding the software than on any other [Fjelsted 79]. The purpose of software maintenance documentation is to help software maintainers with that (enormously expensive) understanding. %M C.DOC.89.103 %T Manuals that Meet Market Demands %S User-Centered Approaches to Documentation Development %A Ladene McClaran %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 103-107 %* (c) Copyright 1989 Association for Computing Machinery %X N/A %M C.DOC.89.109 %T Forms Based Documentation to Support Structured Development and CASE Implementation %S A Question of C.A.S.E. %A David Bellin %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 109-113 %* (c) Copyright 1989 Association for Computing Machinery %X One of the most important aspects of structured development is the creation and enforcement of standards. Standards define how a given methodology is to be used within your organization. Examples of standards might include - Which forms and other documents must be bundled together - Steps in the approval process - When and by whom certain project steps must be done - Maximum size of a module of code %M C.DOC.89.115 %T The Myth and Realities of C.A.S.E. for Documentation %S A Question of C.A.S.E. %A Diana Patterson %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 115-119 %* (c) Copyright 1989 Association for Computing Machinery %X Hypertext seems to be the major focus of user documentation groups, and even some system documentation people. But system developers, engineers and architects are interested in C.A.S.E. More of our documentation work will be coming from or going into C.A.S.E. solutions and integrated systems, and documentation groups should begin to look very seriously at what C.A.S.E. advertises itself to be, what it is in fact, and what role documentors are likely to play in the face of this touted "software development revolution." %M C.DOC.89.121 %T Maintaining Multiple Versions of a Document %S Hints on the Documentor's Toolkit %A Amy L. Hinds %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 121-124 %* (c) Copyright 1989 Association for Computing Machinery %X As the software industry continues to release new versions of products, documentation must also coordinate releases of new documentation. Configuration management and version control have been continuous problems for technical documentation groups. Current text editors and publishing systems do not allow an advanced method of conditionally including and excluding information. This paper presents a method of tailoring documentation to produce multiple versions of a document from a single source file. This method can be used on UNIX based system with any text processing method, such as LaTeX and Scribe, that requires formatting commands. %M C.DOC.89.125 %T Scribe Support in GNU Emacs %S Hints on the Documentor's Toolkit %A J. Emmett Black %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 125-135 %* (c) Copyright 1989 Association for Computing Machinery %X Think of Scribe as a compiler for a document description language; Scribe is NOT an editor. Scribe is a "high level" document processing system, or a "composition engine" which permits users to deal with documentation at a higher level of abstraction than is possible with "word-processors" or "page processors." One of the methods used to provide this higher level of abstraction is the separation of the "form" or "layout" of the document from the "content;" thus avoiding distraction of the document's author with superfluous details of document format. This frees the writer to concentrate on the content of a document, rather than its format. With the increasing popularity of WYSIWYG style editors, which are more properly described as "page processing" systems; fewer people are willing to insert the type of "mark-up" commands required to properly use a "document processing" system such as Scribe. Described herein are a set of support functions, written in a dialect of LISP, which provide assistance to the Scribe user during the preparation and composition of documents. These support functions provide "short-cuts" for insertion of Scribe mark-up, as well as certain features useful during composition and maintenance of large documents. Collectively, these support functions are called "Scribe Mode" and are written to be used with the "GNU Emacs" editor. GNU Emacs is known to run under the Unix and VAX/VMS operating systems, and various versions have been observed to operate on a wide variety of host computers, and other operating systems. %M C.DOC.89.137 %T Usability Planning for End User Training %S Strategies for Planning and Testing Documents %A David C. Leonard %A A. Lynne Waller %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 137-142 %* (c) Copyright 1989 Association for Computing Machinery %X N/A %M C.DOC.89.143 %T "Executable" Documentation: Testing the Documentation, Documenting the Testing %S Strategies for Planning and Testing Documents %A Fred Ballard %B ACM Seventh International Conference on Systems Documentation %D 1989 %P 143-146 %* (c) Copyright 1989 Association for Computing Machinery %X Too often documentation represents wishful thinking. It is what the designer hopes the program will do. It is what the programmer thinks the program does. It is what the customer wants the program to do. Often little effort is made to check the documentation against what the program actually does. As with many tasks performed in the program development environment, even less effort is made to automate checking the correspondence of expected, documented, results to actual results. This paper will describe a modest effort to allow the computer testing of expected results against actual output in a "literate" style [1]. %M C.DOC.90.1 %T The Editorial Role in Developing an Online User Interface %S Writers and Editors Making the Transition to Online Media %A Deborah Dameron %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 1-16 %* (c) Copyright 1990 Association for Computing Machinery %X As the quality of online systems escalates as a marketing issue, the Editor becomes proportionately more important to the development of a usable and consistent user interface. Editors are vital to the development of a quality user interface for any online system, be it a software product, its accompanying help, or more extensive online documentation. Editors negotiate for quality, lending an experienced eye for detail to each stage of product development, working as part of the Development Team to build a consistent product that meets user needs. %M C.DOC.90.17 %T HELPing Writer and Product Team Communication Through Online Document Design %S Writers and Editors Making the Transition to Online Media %A Julie S. McDuffee %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 17-21 %* (c) Copyright 1990 Association for Computing Machinery %X As technology advances, software companies must reevaluate and adapt their policies toward product development. The specific product addressed in this paper is an Asset/Liability Management System (ALMS) for the financial industry. The project involves three programmers, who will design and code the ALMS application and one writer, who will design and code an online help system. The end users sees one product, a diskette, that contains both the application and the documentation. %M C.DOC.90.23 %T Visual Syntax Diagrams for Programming Language Statements %S Visual Issues in Technical Communication %A Lisa M. Braz %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 23-27 %* (c) Copyright 1990 Association for Computing Machinery %X This paper discusses the following topics: * The advantages and disadvantages of using railroad diagrams as opposed to BNF diagrams. * How to determine whether to use railroad diagrams. * Converting BNF diagrams into railroad diagrams. The information in this paper is partially based on the results of experiences converting BNF diagrams to railroad diagrams in a 4GL manual for Informix. %M C.DOC.90.29 %T How Do Writers View Usability Information? A Case Study of a Developing Documentation Writer %S Implementing Usability Information %A Patricia A. Sullivan %A James E. Porter %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 29-35 %* (c) Copyright 1990 Association for Computing Machinery %X Our study examines how, and to what degree, one writer's rhetorical orientation filters results from usability tests. * what is his rhetorical orientation? * what value does he place on, and how does he classify and apply, usability test information? %M C.DOC.90.37 %T The Role of Indexing in Technical Communication %S Information Retrieval %A Mary Jane Northrop %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 37-40 %* (c) Copyright 1990 Association for Computing Machinery %X The success of a technical document depends heavily on the index. The task of indexing a technical document often cannot begin until insufficient time remains to do a good job. However, for many users of the document, a good index is mandatory to its usability. A good index is especially crucial for technical documents because readers tend to look up specific topics instead of reading the document from cover to cover. A poor index often frustrates readers and taints their view of the entire document. To create a good index, you have to know what makes a good index, understand the indexing tools available, and follow the steps to producing a good index. Additionally, you must make many process decisions that affect the quality of the final index you produce. The skills and processes for creating a good index are similar to those required for most technical communication projects: methodical approach, knowledge of the users' needs, collaboration with colleagues, and testing. This paper discusses how to create a good index and how to make decisions about using personal computer word-processing tools to create an index. It also discusses the feasibility of creating maintainable indexes using these tools. %M C.DOC.90.41 %T How Usability Testing Can Aid the Development of Online Documentation %S From a User's Eye View: Industry, Consulting, and Academic Perspectives on the Development of Online Documentation %A Mark Simpson %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 41-48 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.DOC.90.49 %T Putting a Local Information System Online Using Pre-Packaged Software %S From a User's Eye View: Industry, Consulting, and Academic Perspectives on the Development of Online Documentation %A Jennie Dautermann %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 49-53 %* (c) Copyright 1990 Association for Computing Machinery %X Many small organizations have the need for information storage and retrieval systems which they dream of putting on-line for ease of access. Such a project designed with modest equipment and pre-packaged software can achieve three important objectives: * allow users to design their own access tools * clarify the information needs of a community * improve information access. These goals may be sufficient in themselves in many situations, but they may also become interim steps which prepare users for involvement in larger institutional projects at some later time by enabling them to think through their information needs in concrete and manageable terms. During an information management project with the nursing department of a midwest community hospital, a standard PC data base became the vehicle for introducing each of these benefits to the department and for preparing the department to participate in a larger main frame project already in progress in their hospital. %M C.DOC.90.55 %T User-Centeredness, Situatedness, and Designing the Media of Computer Documentation %S From a User's Eye View: Industry, Consulting, and Academic Perspectives on the Development of Online Documentation %A Bob Johnson %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 55-61 %* (c) Copyright 1990 Association for Computing Machinery %X Certainly, the research and theory-building of Simon and Newell (2), or G. Polya (3) is applicable to the academic and workplace settings of business, but somehow the terminology of the theory lost its relevance during the translation. My purpose in this article is to discuss how user-centered computer documentation can avoid a similar fate. At present I fear our direction is veering in the direction of such a fate, and that one step toward correcting our course is to develop a clear theoretical understanding of what user-centerdness means to documentation. This means that although there may be a tacit theory which underlies current applications, it is important to make the theory visible, and thereby illuminate the gaps that may exist. In addition, my focus will also be upon the contribution that user-centered theory can bring to our understanding of how to design for the different media of computer documentation. As we all know, online and hypermedia documentation is becoming a central charge of our profession, and user-centered theory can go a long way in helping us understand the similarities and differences among the different media. %M C.DOC.90.63 %T Documentation Design Based upon Intuitive Feature Taxonomy and Use Logging %S Usability Testing: Its Uses and Misuses %A Hal Berghel %A David Roach %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 63-68 %* (c) Copyright 1990 Association for Computing Machinery %X Although the quality of documentation of office automation software has increased significantly in the past few years, current offerings are not without problems. Those difficulties which have to do with the design and organization of the documentation are addressed in this paper. To illustrate, consider the following situations: 1) the command and control information which is commonly needed is either omitted or hard to find on the 'command card' or 'keyboard template' provided by the vendor, 2) the command or control information which we intuitively feel should be discussed in one section of the manual is actually located in an unrelated section, 3) the manual's table of contents does not seem to correspond well with the functional characteristics of the product, 4) the most appropriate command is not to be found in the manual's index, and 5) the 'help' facility frequently wastes rather than conserves time by providing the user with inappropriate alternatives. We maintain that these sorts of obstructions arise in many cases because insufficient attention has been given to an common sensical and intuitive analysis of the product's functionality as well as empirical use studies. We describe how these difficulties may be overcome by appeal to research results reported in the literature. Word processing software will be used to illustrate the technique. %M C.DOC.90.69 %T Usability and Hardcopy Manuals: Evaluating Research Designs and Methods %S Usability Testing: Its Uses and Misuses %A Barbara Mirel %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 69-77 %* (c) Copyright 1990 Association for Computing Machinery %X In order to realize the potential of conducting a conversation between pure and applied research, documentation researchers and practitioners must clearly understand the limitations that exist in the conclusions that investigators derive from specific methods of inquiry. In this article, I look solely at experimental usability tests that rely on quantitative methods of analysis. I analyze the ways in which the research designs and questions of the past ten years of experimental studies affect the strength of cumulative conclusions and the confidence we can have in those conclusions. My purpose is not to give preference to experimental research as the most important approach to usability testing. Far from it. Rather my critical review has two purposes: (1) to facilitate the dialogue between academic and industrial researchers by identifying the limits of current experimental findings; and (2) to propose research agendas and designs for future experimental usability tests that can strengthen the conclusions that such researchers offer for practical consideration. %M C.DOC.90.79 %T Document Means More Than Manual: Document Design Outside the Computer Industry %S Alternatives to Traditional Methods %A Lorraine Wilkin %A Wendie Wulff %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 79-86 %* (c) Copyright 1990 Association for Computing Machinery %X We suggest that some interesting implications for document design in the computer industry can be uncovered by comparing traditional how-to documents with non-traditional ones. In this paper, we will discuss some non-traditional how-to documents, with the intent of contributing to the development of definitions of what how-to documents are and perceptions of how they might be created and/or revised to perform in various situations of use. Through a few case studies, we will contrast the traditional document-as-product approach, the one most frequently found in the computer industry, with the less traditional product-as-document approach which is more familiar to the consumer product and service industries. We will end by describing some implications of the product-as-document approach for practicing document designers in more traditional computer-documentation contexts. %M C.DOC.90.87 %T Designing and Prototyping a Portable Hypertext Application %S Development Tools for Information Analysis %A Duane Ressler %A Dee Stribling %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 87-94 %* (c) Copyright 1990 Association for Computing Machinery %X At SAS Institute, our diverse, but integrated set of software products added an additional challenge: our ultimate goal would be to create not just hypertext, but hyperdocuments -- online information combining hypertext and hypermedia with other software applications (see Martin, 1990). In short, we were faced with the challenge of exploring portable online information applications to document a wide-range of software products. The key question we needed to address was "What should our online information actually look like under different operating systems, for different products, and for different segments of our user population?" There are many different ways to try and answer this question. For example, you can explore the feasibility of using online information and hypertext by purchasing hypertext software or consulting with outside experts. In any case, it is helpful to be able to explore features and functionality of several different online information applications within your organization before committing resources to either purchasing or developing hypertext software systems. This paper discusses how writers and programmers worked together to address this question and others by prototyping hypertext applications using capabilities of existing products available in one software system. Developing within the context of an integrated set of software products provided the additional opportunity to create and test several types of online information; from utility applications to text-intensive online documents. The purpose of this paper is to provide insights and suggestions for designing and prototyping portable online information applications gained from this research and development effort. This paper illustrates how you can often combine aspects of different products, taking advantage of features such as screen display management, to simulate and test online information applications before committing to a particular hypertext environment. The paper also shows how the concept of hyperdocuments can provide the paradigm necessary to build online information systems that are completely integrated into application-oriented software products as well as serving as stand-alone applications. %M C.DOC.90.95 %T Artificial Neural Networks as Cognitive Tools for Professional Writing %S Development Tools for Information Analysis %A Patricia A. Carlson %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 95-110 %* (c) Copyright 1990 Association for Computing Machinery %X N/A %M C.DOC.90.111 %T The Why, Where and How of Minimalism %S A Critique of the Minimalist Approach to Document Design %A R. John Brockmann %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 111-119 %* (c) Copyright 1990 Association for Computing Machinery %X Minimalism is the self-described label that a group of current researchers and writers have given to computer documentation's newest style of writing. It's chief theorist is John Carroll of the IBM Watson Research Laboratories who has published articles about his minimalist experiments over the last six years and has recently packaged them all in a new book by MIT Press, The Nurnberg Funnel, published earlier this summer. The basic message of the minimalists is: "Get out of the way of the learner as much as possible": The key idea in the Minimalist approach is to present the smallest possible obstacle to learners' efforts, to accommodate, even to exploit the learning strategies that cause problems for learners using systematic instructional materials. The goal is to let the learner get more out of the training experience by providing less overt training structure (Carroll, 1990, Chap. 4). And this leads them to do such things as cut 75% of the pages from manuals including overviews, introductions, and summaries. But where does minimalism come from? How has it been used by various companies? How does it answer a chronic philosophical problem of user de-skilling in computer user documentation? And, what shortcomings should writers be wary of in minimalism? These are some of the questions this paper will seek to answer. %M C.DOC.90.121 %T A Stepwise Approach to Developing Software Documentation %S Documenting the Process, and the Process of Documentation %A Gwen L. Stimely %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 121-124 %* (c) Copyright 1990 Association for Computing Machinery %X Published documentation development processes clearly explain how to break up the process into parts and which parts to do when. What they do not explain is how to merge documentation and software development so that documentation rework and catch-up are minimized. They also do not explicitly account for developing a document from one version to the next, or how to integrate multiple authors into the development process. This paper describes: * A stepwise approach to customizing standard development processes * A customized development process * An implementation example of this process %M C.DOC.90.125 %T Documenting the Software Development Process %S Documenting the Process, and the Process of Documentation %A June S. Hopkins %A Jean M. Jernow %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 125-133 %* (c) Copyright 1990 Association for Computing Machinery %X The Software Engineering Process Group (SEPG) at the Data Systems Division of Litton Systems, Inc., was given the task of documenting the software development process used within the division. This paper describes how the SEPG at Litton accomplished this task. It discusses the sources we used for guidance and describes the resulting documentation for defining the software development process and the methods and tools that support the process. After reviewing the existing software process documentation at Litton, the SEPG concluded that three separate documents were required: a revised set of Software Policies and Procedures (PPGs), a Software Engineering Handbook, and a Software Management Handbook. The SEPG established working groups to develop these documents. The working group responsible for the Software Engineering Handbook decided to develop it as a user manual for the software development process. Following Weiss' guidelines for developing a usable user manual, the working group developed storyboards for sections of the manual. A model initially developed at IBM and refined by SEI and others was used to describe the software development process as a series of work tasks, each of which has entry criteria, exit criteria, objectives, and steps to perform. Several authors developed the storyboards and the corresponding modules of the handbook. The handbook was partitioned into short modules, each of which has a topic sentence and a figure (where applicable). The result is a modular Software Engineering Handbook that is easy to read and maintain. The use of working groups and the development of the Software Engineering Handbook as a user manual proved to be efficient and effective methods for generating high quality software process documentation. %M C.DOC.90.135 %T The Mythical Task %S Organizing Technical Information %A Chris Hallgren %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 135-139 %* (c) Copyright 1990 Association for Computing Machinery %X We confront a time in society when phrases such as "information anxiety" have become cliches. As documentation developers, we have a mission to sort information into structures that help users perform their work on computers. Task-based documentation has emerged as one of the most popular models for explaining the principals of sorting information into useful instructions or learning materials. This paper deals with environments where standard task-analysis flounders, either due to the conflicts between different audiences who use the same task elements in different ways, or the complexity of the domain, which makes discrete task modules nearly impossible to define. Under these conditions, we equate the definition of clear tasks with myth -- meaning a symbolic goal more than a real possibility. This paper will explore ways to track down the mythical tasks in the information that describes a large, open computer graphics system. This discussion will also serve as a model for analyzing the use of open systems. First we supply the technological history that has led to this information breakdown. Then we present two models from the computer graphics field to use as examples in the application of the theories in this paper. Following this, the paper discusses Tour Books, Tool Books, Job Books, and the importance of both precise and alternate terminology. Finally, it will discuss the usefulness and limitations of indexes, cross references, alphabetic references and hyper text (extended indexes and cross references). %M C.DOC.90.141 %T An Interactive Source Code Commenter for Prolog Programs %S Approaches to Self-Documenting Code %A David Roach %A Hal Berghel %A John R. Talburt %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 141-145 %* (c) Copyright 1990 Association for Computing Machinery %X Prolog meta-circular interpreters, i.e., interpreters for Prolog written in Prolog, perform at least two operations on an object program -- they parse it and execute its instructions. There is a useful variant of the meta-circular interpreter, the meta-circular parser, which as its name suggests, parses an object program without executing its instructions. The value of such a parser is that it provides an elegant means to modify Prolog source code. As the object program is parsed, new information in the form of additional instructions, comments, etc., can be selectively inserted. The Prolog source code commenter we describe is a meta-circular parser with facilities added to allow a user to interactively enter comments. As a Prolog program is parsed into its basic components, the user is allowed to view that component and enter an appropriate comment. The result is a new fully commented (and formatted) source program. %M C.DOC.90.147 %T RAP: Relocation Allowance Planner, A Rule-Based Expert System with Self-Defining Documentation Features %S Approaches to Self-Documenting Code %A John R. Talburt %A Hal Berghel %A David Roach %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 147-150 %* (c) Copyright 1990 Association for Computing Machinery %X Government employees who are relocating are often eligible for reimbursements for expenses incurred during the relocation process. However, a host of complex government regulations must be examined in order to determine which expenses, if any, are reimbursable. In response to this problem, one set of the regulations, Appendix B of the Health and Human Services (HSS) Travel Manual[6], was encoded into an expert system called RAP: Relocation Allowance Planner[1,7]. Although the user interface of RAP is written in C, the rule base and inference engine of RAP is written in the fifth-generation logic programming language Prolog[3]. The advent of fifth generation declarative languages and tools, such as Prolog, has had a tremendous impact on application systems development, particularly in the area of intelligent systems. From a systems documentation standpoint, program coding more closely resembles the natural language description of the problem solution than coding in procedural languages such as COBOL and C. Although there are user and system documentation manuals for this system[7], this paper focuses on three of the more interesting self-documenting and self-defining design features incorporated in the RAP system. %M C.DOC.90.151 %T Writing Instructional Materials for Computing Service Courses %S Additional %A Marlene Menard %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 151-156 %* (c) Copyright 1990 Association for Computing Machinery %X A commonly-performed computing task is document production, a job which involves either wordprocessing or text processing. Despite a similar end-product, the two methods differ and a person familiar with only one method is often frustrated when the second one is initially presented. This is particularly true when the person who wordprocesses on a microcomputer is asked to transfer a document to a mainframe computing environment, a place where text processing may be the only means to produce a document. To appreciate the frustrations and to develop a solution to problems encountered by the wordprocessing user, it is useful to look at basic differences between the two methods and to focus on the difference in the timing of thinking strategies between each one. While I may try the patience of my readers by defining the two terms, a review from a simple perspective will help recognize the timing differences and will assist with seeing a possible solution to the problem. %M C.DOC.90.157 %T Playing Detective with Full Text Searching Software %S Additional %A Darrell R. Raymond %A Heather J. Fawcett %B ACM Eighth International Conference on Systems Documentation %D 1990 %P 157-166 %* (c) Copyright 1990 Association for Computing Machinery %X Searching large text databases often resembles detective work. We explored this notion with an experiment in which subjects used powerful full text searching software to solve problems about the Arthur Conan Doyle story The Hound of the Baskervilles. The experiment was conducted in two parts: in the first part subjects attempted to teach themselves about the software using only the documentation; in the second part, subjects used the software to answer questions such as What brand of cigarette does Watson smoke? The experiment provided a great deal of feedback about the usability of the software and the documentation. Among the results that have wider implications are the need for better display of context, and a need for careful documentation of the characteristics of full text searching. %M C.DOC.91.1 %T Teaching User Documentation by Modular Decomposition %S Pre-Conference Workshop %A John R. Talburt %A W. Steve Anderson %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 1-2 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p1-talburt/p1-talburt.pdf %X Documentation design through stepwise refinement into two-page modules is certainly not new. An early approach to structured documentation called STOP: Sequential Thematic Organization of Publications was used in the early 1960's (Tracey, Rugh, Starkey [4]). Most recently, Edmond Weiss has very eloquently and succinctly described the modular approach to documentation in his book, How to Write Usable User Documentation (Weiss[5]). The focus of this workshop concerns the use of structured methods in teaching user documentation. Our experiences in academia (Anderson, Talburt [2]) have shown modular decomposition to be an effective instructional approach, particularly for computer science and engineering students, an audience already familiar with structured design concepts. Students with technical writing backgrounds have also found modular decomposition to be a useful alternative method for manual prototyping. %M C.DOC.91.3 %T Helping the User Retrieve Data from a CD-ROM %S Usability and Literacies %A Susan Feinberg %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 3-4 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p3-feinberg/p3-feinberg.pdf %X This abstract provides a brief history of the development of the product and an overview of the kinds of interfaces that helped users retrieve data from the CD-ROM. A beta-test provided the information that the development team used to design and improve the user interfaces. %M C.DOC.91.5 %T An Experiment in Teaching Online Searching to College Students %S Usability and Literacies %A Eva M. Thury %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 5-11 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p5-thury/p5-thury.pdf %X Today's electronic retrieval systems were designed for information professionals like reference librarians or database search specialists or for those who want to emulate the behavior of such professionals. That is, online databases are oriented towards searchers who are typically working to locate information for others, on topics they are not themselves studying (Marchionini and Shneiderman, p. 71). The documentation for online retrieval systems is accordingly intended to help users maximize the measures of successful information use appropriate to information professionals, the measures formulated by information science: precision and recall. Yet, as online information systems become more accessible, there are more groups being trained to use them without intermediaries, at various levels of competence. This can include students at any level from gradeschool to college, as well as technical and business users who have been taught to use online search systems for themselves. This is a growing population (Borgman, p. 49) of end users gathering information for themselves. The increasing presence of users who do not fit the model of the information professional suggests that there is a need to reconsider the orientation and aims of documentation for online sources in the light of what is becoming understood about the differences between the behavior of these two groups of users. %M C.DOC.91.12 %T OLH: An On-Line Help Facility for Managing Multiple Document Types in their Native Formats in a Distributed Environment %S Online Tools to Solve Documentation Problems %A Kevin M. Cunningham %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 12-20 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p12-cunningham/p12-cunningham.pdf %X In trying to construct and maintain a useful and comprehensive on-line help system that organizes all the material available in a heterogeneous distributed UNIX-based environment, our documentation group encountered three fundamental difficulties in dealing with existing online documents: * an incompatible variety of formats * no central location * political constraints Rather than spend our time converting and relocating perfectly good existing documents, we developed a menu-based help browser, OLH, that allows us to maintain the documents in their native formats and in their original locations in a way transparent to the user. The OLH system: * makes all our online documents accessible through a common interface * supports on-the-fly conversion of some document types to support users who can't view the documents in their native formats (e.g., over dialup) * allows us to maintain the hardcopy and on-line versions of many documents in single-source modules OLH is built on an operating-system-independent database, and currently has interfaces for devices supporting the X Windows System and plain-text terminals. %M C.DOC.91.21 %T Online Help in the Real World %S Online Tools to Solve Documentation Problems %A Susan D. Goodall %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 21-29 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p21-goodall/p21-goodall.pdf %X Today online documentation is a required part of any PC application and in the future online documentation will replace most of the manuals that currently accompany software applications. Online documentation can take many forms. However, when people talk about online documentation, they are usually talking about online help. Online help is accessed from within the application, teaches the user how to use an application, and provides answers to the user's questions. This paper describes one successful approach to creating online help for a complex application that runs under Microsoft Windows 3.0. %M C.DOC.91.30 %T INFO: A Simple Documentation Annotation Facility %S Online Tools to Solve Documentation Problems %A Scott Tilley %A Hausi Muller %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 30-36 %K Annotation, Documentation, Hypertext, Maintenance, Software %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p30-tilley/p30-tilley.pdf %X INFO is a simple hypertext facility that can be used to annotate standard documents (such as source code) in an unobtrusive fashion. Experience with INFO has shown that programmers tend to provide more detailed design and implementation decisions if they have more than a few lines in which to do so, and are allowed to document these in a free-format fashion. INFO is not meant to be the ultimate hypertext system. Rather, it can be used in conjunction with standard tools under IBM's VM/CMS to provide a simple yet efficient document annotation facility. %M C.DOC.91.37 %T Preparing for the Inevitable: Localizing Computer Documentation %S Documentation Complexities %A Nancy Hoft %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 37-43 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p37-hoft/p37-hoft.pdf %X In the past two years alone, global change has been dramatic, exciting, and telling for American business. The future won't be any less boring. In 1992, the European Economic Community (EEC) becomes a strong international economic force. The year 1997 probably will mark the introduction of yet another strong, international economic force, China. And in our own hemisphere, President Bush is pushing hard and fast for a North American Trade Agreement among the US, Canada, and Mexico. All of this spells increased competition for American businesses and, for us, technical communicators it means start preparing NOW to address a diversity of international audiences. International business specialists use the word "localization" to describe communicating in local terms to a locale. A locale is the linguistic, cultural, and legal characteristics of a nationality, ethnic group, company, or individual. It can be as big as a continent, or as small as a user. As communication specialists, are we prepared to address the inevitable localization of the products we write about and, consequently, the documentation we write? This paper compiles the results of interviews with professionals from seven companies in the computer industry who manage their companies's international efforts. All interviews focused on each company's localization process. What do they do to localize their documentation? How effective is it? Can they test and control its effectiveness? Is it costly? What are some typical roadblocks and how have they overcome them? Is it possible to write in English to minimize translation errors? Each company's localization process is discussed separately. %M C.DOC.91.44 %T SUPER: Documentation and Training %S Documentation Complexities %A Ivan Maffezzini %A Sylvie Dumas %A Bernard Weber %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 44-48 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p44-maffezzini/p44-maffezzini.pdf %X This paper is a case study of the integration into an engineering project of on-line documentation based on hypertext. We will start by describing briefly the system and method of development before the introduction of hypertext, and then outline the changes effected by its introduction. The principal exchanges between the developers of person/machine interface (PMI) will also be described. An example of the influence of hypertext on system definition will be presented. Finally, we will sketch out predicted improvements. %M C.DOC.91.49 %T Procedure Writing Across Domains: Nuclear Power Plant Procedures and Computer Documentation %S Documentation Complexities %A Douglas R. Wieringa %A David K. Farkas %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 49-58 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p49-wieringa/p49-wieringa.pdf %X Computer documentation, and in particular documentation for end-user software applications, is so prevalent today that it is easy to forget the larger world of procedure writing, of which computer documentation is only a part. Numerous types of procedures exist, ranging from administrative procedures that focus on human activities, to procedures for assembling consumer products, to procedures governing the operation, maintenance, and repair of complex industrial equipment. One domain in which procedures play an important role is the large and complex process-control facilities such as oil refineries and chemical plants. This paper discusses procedures and procedure writing at one kind of process-control facility -- the nuclear power plant. We think that the differences between nuclear power plant documentation and the documentation of computer systems -- especially software applications -- are interesting and instructive, and we will try to point out some lessons learned from procedure writing in the nuclear power industry that apply directly to software documentation. We first provide an overview of recent efforts to improve procedure quality at nuclear power plants and discuss some of the distinctive challenges faced in documenting nuclear power plant procedures. We then describe how some of the techniques used by nuclear power plant procedure writers can be applied to software documentation. We cover the process of developing and testing nuclear power plant procedures and two of the formats that have proven valuable in creating usable plant documentation. The first is a two-column text format in which users can select either general or highly detailed instruction. The second is a flowchart format that reduces the user's cognitive burdens in following highly branching procedures. The paper concludes with comments on the potential of online procedures, an area in which the nuclear power industry could learn from the writers of computer documentation. %M C.DOC.91.59 %T Important Issues in Hypertext Documentation Usability %S Hypertext: The First Chapter %A Flerence M. Fillion %A Craig D. B. Boyle %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 59-66 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p59-fillion/p59-fillion.pdf %X In 1987, Conklin [1] wrote about the excitement created by the Hypertext concept. Since then, many papers have been published on the subject, and many empirical studies have been undertaken. However, results of studies concerning the advantages of today's Hypertext systems over their paper-based counterparts have shown that many problems still need to be solved if Hypertext is to fulfill its promises. The Hypertext medium can present few to many advantages over the paper medium, depending on the task to be performed. We believe that documentation is an area in which Hypertext should have many advantages over paper. Because of its very nature, documentation is well suited to non-linear format. Documentation users are typically looking for specific topics and are not likely to read the document from cover to cover. They do not have to adapt their mental models the way they may have to with other forms of Hypertext (such as fiction or learning environments) [2]. Their use of a Hypertext document differs from the paper document only by the medium on which it is presented. Hypertext systems can provide the users with faster and more efficient access and search mechanisms. The purpose of this paper is to identify issues that could significantly influence the use and success of future Hypertext documentation systems and to direct future research. We recognize nine significant issues. We discuss four of the issues in detail and mention the importance and the question raised by the other five issues. %M C.DOC.91.67 %T Hardcopy to Hypertext: Putting a Technical Manual Online %S Hypertext: The First Chapter %A Vicki Coleman %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 67-72 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p67-coleman/p67-coleman.pdf %X More and more companies are delivering their technical documentation online. A major problem associated with this is how to add value to that online document so that it will prove useful to the customer. According to William Horton, "Online documentation requires a way for users to quickly and conveniently find and display the information they need." [HOR] One solution to the problem of adding value to and organizing online documentation is the use of hypertext. In fact, "many recent software packages have been delivered with online manuals or online help systems in hypertext form." [NIE] This paper deals with the effort involved in translating a hardcopy Air Force technical manual into hypertext format. The first two sections describe the project involved and the steps taken on first receiving the manual. The next section describes why the basic structure of the manual was not changed, what changes were made to the structure of the manual, and what additions were made. The interface to the expert system is covered next and then a description of the problems that were encountered during the conversion process is discussed. Finally, additional capabilities that the hypertext tool provides are discussed. %M C.DOC.91.73 %T A System for Classification and Control of Information in the Computer Aided Cooperative Workplace %S The Architecture of Information %A M. Carl Drott %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 73-77 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p73-drott/p73-drott.pdf %X After a brief overview of the role of documentation in CACW this paper will discuss CACW documentation which is automatically generated and then follow with an examination of several forms of user supplied documentation, some of which were expected in the design of the system, and some of which arose spontaneously. %M C.DOC.91.78 %T The Hidden Path: Indexing in Information Management %S The Architecture of Information %A Chris Hallgren %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 78-82 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p78-hallgren/p78-hallgren.pdf %X This paper addresses the creation of an index as a parallel project to all other efforts related to developing documentation. This paper views an index as a collection of strategies designed to ensure the proper depth and scope of a set of information. The Index Control Log is a phrase invented by the author to describe the information that results from these strategies over the life of a software development project. In the opinion of the author, an Index Control Log should drive and be fed by the design of information in a documentation project. On the one hand, an Index Control Log can keep track of the cultural aspects of information through word use. As sophistication grows, the Index Control Log serves as a translation table between different audiences' usage of key terms. Software must fit into a professional context, and, therefore, word use becomes a very sensitive and important area of focus. Not only does each profession have its own "language", but each level of expertise, and each "culture" within each profession (for example, animators within computer graphics artists), has a different syntax, often with confusing meanings for the same words. The Index Control Log is a place to record these variations in usage, and to formulate strategies for word use in the information. On the other hand, the Index Control Log can contain project management information in the form of checklists for the contents of different sections, or for the overall set of information. Every set of information has one or more particular audience levels and demographic qualities to address. Each level of knowledge requires different terms and concepts to aid in learning and use. A properly designed index ("designed" is used intentionally), can aid in shaping information that completely addresses the need of a given audience to explore information, and give it the keys to independently find what they seek. Thus, the title of this paper "The Hidden Path" refers to the success of a set of information, if a seeker, using the language chosen by the index, finds a piece of information in the index, despite being unable to locate it using the organizational tools of the information itself. %M C.DOC.91.83 %T Documenting a Scientific Visualization Tool %S Technology into Text %A Neal W. Johnston %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 83-87 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p83-johnston/p83-johnston.pdf %X N/A %M C.DOC.91.88 %T The First IBM Computer Operations Manual and IBM's 1953 Entry into Electronic Digital Computers %S Technology into Text %A R. John Brockmann %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 88 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p88-brockmann/p88-brockmann.pdf %X This paper expands upon earlier research reported at SIGDOC '89 on the 1948-52 Eckert Mauchly Computer Company/UNIVAC computer documentation and examines the work of Sidney L. Lida, the author of the 1953 Principles of Operation: Type 701 and Associated Equipment -- the first IBM computer operations manual. This new research seeks to discern whether the documentation for the 701 (a) reflected the innovations in technology of the 701 itself; (b) was constrained by established IBM documentation paradigms and thus their target audience's expectations arising from IBM's earlier punch-card and calculator technology -- after all "Most people, insiders and outsiders, considered IBM to be a punched-card company", or (c) represented a synthesis of precedent and innovation as his competitor Chapline had. *The text of this paper is unable to be printed here because of previous copyright commitments. It will appear in its entirety in Historical Considerations of American Technical Communication (Norwood, NJ: Ablex Publishers, 1992). %M C.DOC.91.89 %T The Challenge of Translating User Data into Workable Documents %S What to do With Interview Data %A Jennie Dautermann %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 89-94 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p89-dautermann/p89-dautermann.pdf %X Recent emphasis on usability studies in the field of computer documentation has been justly focused on the understanding of the specific needs of system users. But the results of such study are not always easily translated into texts which adequately address user needs. Both the interpretations of collected data and the implementation of those interpretations into texts require specific interpretive and adaptive strategies that are often lost between the mechanics of testing and the many other constraints that drive document production. This paper explores the development and use of usability information in a project to provide documentation for a programming language called ISETL. Developed for use in university mathematics classes, this language provides students with a means of learning mathematics through constructing the actual processes of advanced mathematics on a computer. %M C.DOC.91.95 %T A Metric for Hypertext Usability %S Measurements and Metaphors %A Elmamoun M. Babiker %A Hiroko Fujihara %A Craig D. B. Boyle %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 95-104 %K Usability, Metric, Hypertext %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p95-babiker/p95-babiker.pdf %X Many hypertext systems are currently available. Like any other software system, the usability evaluation of the system plays an important role in the design and use of the system. Many studies [17] have focused on evaluating only individual attributes of usability. Therefore, a metric for measuring overall usability of hypertext system is needed. Such a metric unifies all individual evaluations into a single measure. It also helps designers identify problems that hinder users from effective use of their product. In addition, a metric provides a basis for comparison among hypertext systems. In this paper, a metric for evaluating usability of hypertext systems is presented. Our focus is on hypertext documentation systems. The metric is based on three important attributes which are important in any hypertext system: access and navigation, orientation, and user interaction. Each parameter is computed based on user performance time, key stroke time and error rate. The usability metric is applied to three different hypertext systems. Our testing has shown that the computed metric values approximate closely the user usability rating. %M C.DOC.91.105 %T A Homunculus in the Computer? %S Measurements and Metaphors %A R. John Brockmann %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 105 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p105-brockmann/p105-brockmann.pdf %X This paper focuses upon is the use of personification and anthropomorphicism in the development of new technologies. When UNIVAC 1 predicted a landslide for Eisenhower over Stevenson based on an analysis of early election returns, a finding that flew in the face of all the human political pundits, Charles Collingwood refused to believe the findings and told Cronkite on the air: [UNIVAC] sent me back a very caustic answer. He said that if we continue to be so late in sending him results, it's going to take him a few minutes to find out just what the prediction is going to be. So he's not ready yet with the predictions, but we're going to go to him in just a little while (Shurkin, 252). *The text of this paper is unable to be printed here because of previous copyright commitments. It will appear in its entirety in Historical Considerations of American Technical Communication (Norwood, NJ: Ablex Publishers, 1992). %M C.DOC.91.106 %T Multiple Methods and the Usability of Interface Prototypes: The Complementarity of Laboratory Observation and Focus Groups %S Measurements and Metaphors %A Patricia Sullivan %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 106-112 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p106-sullivan/p106-sullivan.pdf %X Recently, I used a focus group in a usability study of an interface prototype as a balance for a laboratory observation. The clients for this usability study wanted a sense of whether their interface was attractive to a range of users, whether the range of users understood the product, and whether the users could use the interface quickly; they also wanted user feedback on a list of potential features they could include in the next phase of development. Because of very limited resources available for the usability study, and because of the disparate questions the clients had, a focus group for some new users was used to supplement a laboratory observation and interview of other new users. This paper reports on what strengths and weaknesses these methods yielded as complementary approaches to testing the usability of interface prototypes. %M C.DOC.91.113 %T TechWriters: The Next Generation: Distributed Systems and the Changing Roles of Technical Communicators %S Documentation Departments, Part II %A Phyllis S. Galt %A Susan B. Jones %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 113-118 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p113-galt/p113-galt.pdf %X In 1988, MIT's central computing organization, Information Systems, created a Network Services department. Their mission was to enhance and maintain MITnet, the campus network, and to develop and implement products to be used in a distributed environment. This group, recently renamed Distributed Computing and Network Services (DCNS), incorporated some new approaches to software development and implementation at MIT. One important change was the inclusion of technical writers on the development teams. The authors, Phyllis Galt and Susan Jones, worked as technical writers on the first two development projects of Network Services. This paper will describe how the development teams for TechMail, a Macintosh TCP/IP-based electronic mail system, and TechInfo, a public information system, were able to integrate document development into the overall development process, as well as how the writers influenced the interface design. %M C.DOC.91.119 %T Documentation: Dispersed? or Centralized? %S Documentation Departments, Part II %A Ronald S. Iseri %A Katherine Stevens %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 119-124 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p119-iseri/p119-iseri.pdf %X In analyzing how a company produces its documentation, the disposition of its technical writers is a topic for serious consideration. Frequently, the options narrow down to two: a centralized department set up specifically to produce documentation, or a dispersed design, where writers are integrated into product teams along with analysts, programmers, engineers, or other line personnel. Credible arguments and streams of anecdotal evidence can be amassed in favor of one design or the other depending on one's point of view. Such an exercise frequently dwells on the less important aspect of structure and not enough on the important issues of support, management, and individual adaptation. This paper tries to avoid this error while describing one company's experience in moving from a centralized to a dispersed documentation model. %M C.DOC.91.125 %T Quality is Relative: Quality as a Function of Historical Paradigm %S Documentation Departments, Part II %A R. John Brockmann %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 125 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p125-brockmann/p125-brockmann.pdf %X Is quality "transcendentalist" soaring above the historical era in which it is developed, applied, and understood? Or is quality relative to the communication beliefs of the time? Three snapshots suggesting the latter will be explored. First we will look at the quality critiques of American sewing machine user manuals of the 1870s and 80s as published in Sewing Machine News and Sewing Machine Advance. These manuals were intended for an audience of women and differ dramatically from the American agricultural technology manuals of the same era intended for men (mower and reaper manuals). Whereas the women's manuals were richly illustrated, and had lengthy explanations with the required actions broken into many steps (a.k.a. "system-style instructional design), the men of the same era, fearful of "book-farming," would only accept very brief un-illustrated instructions hidden away behind advertisements or within spare parts ordering policies (a.k.a. "minimalist instructional design?). What was quality documentation in the 1870s and 1880s? Second, we will observe the dilemma that Hewlett Packard writers faced in the later 1980s when they moved from drafting documentation using the dominant quality paradigm of "specific, clear, and comprehensive" instructions to a new quality paradigm of minimalism in which information is "intentionally incomplete." Why did they have fears of "letting go?" Finally, we will observe why in the early 1990s it had to be a new employee in the intel Corp. who initiated a minimalist approach to hardware documentation that received unprecedented rave reviews from upper level management. *The text of this paper is unable to be printed here because of previous copyright commitments. It will appear in its entirety in Historical Considerations of American Technical Communication (Norwood, NJ: Ablex Publishers, 1992). %M C.DOC.91.126 %T Reader Opinion Cards as a Measure of Customer Satisfaction %S Practical Quality Measurement for Publications %A Carol Tyler %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 126-134 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p126-tyler/p126-tyler.pdf %X Engineering is convinced the manual is not technical enough. Marketing says the manuals are too thick. The trade magazine editor who reviewed the product gave the manual only a fair rating with no elaboration. Sound familiar? Writers tend to receive a variety of conflicting directions, often with very little real customer input as support. You can be proactive and solicit customer feedback even if don't have a large budget. This paper explains why the Publications department at Intel PCED (the retail part of Intel) began using reader opinion cards as a measure of customer satisfaction, some of the disadvantages to this type of data collection, and finally, bow to create simple reader opinion cards that get responses. %M C.DOC.91.135 %T Ten Steps to Usability Testing %S Practical Quality Measurement for Publications %A Marion Hansen %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 135-139 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p135-hansen/p135-hansen.pdf %X You believe your company must make its products easier to use to stay competitive. Management won't hire a human factors or usability testing expert because they don't see the value. What do you do? You can be proactive and conduct a usability test to convince the cynics -- even if you don't have a background in psychology, human factors, or testing; a large budget; or a testing lab. This paper covers the basics so that with some work and not much money, you can conduct a decent usability test. Here are the 10 steps that lead to a successful usability test. 1 Do your homework 2 Write the test plan 3 Design the test 4 Arrange a test location and equipment 5 Conduct a dry run 6 Recruit users 7 Set up the test room 8 Conduct the test 9 Compile and analyze the results 10 Take action %M C.DOC.91.140 %T Text in Context: Writing Online Documentation for the Workplace %S Hypertext: The Second Chapter %A Roger D. Theodos %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 140-148 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p140-theodos/p140-theodos.pdf %X One key to the usability of technical documentation is the strength of its links to user contexts. These contexts are created by both work and task specific environments. The structure and design of documentation also carries with it contextual meaning. The most useful documents are those in which a consonance exists between the document's context and those of work and task. Hypertext has been touted as a means by which users can create their own document contexts based on their work and task needs. This paper reports on the development of a prototype document designed to test the ability of hypertext to meet the needs of users in a high tech market. %M C.DOC.91.149 %T Using Task Analysis in Documentation Field Research %S Task Analysis %A Kent Sullivan %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 149-153 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p149-sullivan/p149-sullivan.pdf %X Task analysis, the "systematic analysis of human task requirements and/or task behavior" (Stammers et al., 1990), is a primary research method used in the human factors and ergonomics fields to identify and understand the components of a particular job, set of tasks, or task in a particular context. Researchers and practitioners in other fields, such as technical writing and usability testing, have recognized the importance of task analysis in designing concise, usable documentation, as well as in helping to create intuitive products. In fact, a technical writer must do some form of task analysis in order to truly create a task-oriented manual. However, the task analysis performed is often implicit in the writing process instead of a formal procedure. A number of articles about task analysis methods have been aimed at technical writers in recent years, but my research indicates that formal methods are being used very selectively in many companies in the computer industry. (See Berghel & Roach [1990], Bradford [1988], and Leonard & Waller [1989], among others.) While there could be many reasons for this lack of use, my work with several different writing teams at Microsoft points to three possibilities: (1) an assumption that task analysis is primarily valuable when a completely new product is being created, (2) a feeling that task analysis would take too much time for the information it yields, and (3) confusion about what task analysis techniques would be best to use for a given situation and set of questions. In this paper I address these three concerns by describing some first steps I took in adapting task analysis for a usability field research project at Microsoft. The context of my discussion is one phase of a usability field study conducted on a programming product. Specifically, I discuss: 1) The questions the writing team needed to have answered 2) The type of task analysis I chose to use 3) The type of information the task analysis generated 4) How the group of writers (and program designers) used the information 5) Ideas for implementing the method %M C.DOC.91.154 %T Comparing MIS and User Views about Task Needs %S Task Analysis %A Barbara Mirel %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 154-158 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p154-mirel/p154-mirel.pdf %X In this paper, I present findings from research that I conducted on users' strategic approaches to computerized tasks in actual work settings. By examining the ways in which people succeed and fail in manipulating computer systems for their complex, professional purposes, I sought to gain insight into the content and form of documentation that would support strategic interactions with computers. I interviewed 22 users of a financial system in a national research laboratory, users who work on projects funded primarily by the Department of Energy. In the laboratory, about 150 research and development scientists use budget and account data from this mainframe integrated financial system (IFS) to track and manage their project costs. Training on the system and its reports is provided by the Management Information Systems (MIS) department. %M C.DOC.91.159 %T Case Study of Phone Survey for Customer Satisfaction %S Task Analysis %A Connie Brown %B ACM Ninth International Conference on Systems Documentation %D 1991 %P 159-167 %* (c) Copyright 1991 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/122778/p159-brown/p159-brown.pdf %X A small phone survey is one of the best improvement tools a writing group can have. For a small fee if done by a summer intern, the group can get reliable measures of customer satisfaction, and reliable directions for improving the product or service. This paper briefly presents the methods and results of small phone surveys done in the summers of 1990 and 1991 by an intern at Intel's PC Enhancement Division. %M C.DOC.92.1 %T Electronic Documentation System: Using Automated Hypertext Techniques for Technical Support Services %A V. Konstantinou %A P. Morse %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 1-6 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p1-konstantinou/p1-konstantinou.pdf %X The Electronic Documentation System, was developed to provide fast, easy, online information retrieval, meeting a specific need for engineering industries. It addresses the requirements of both the user and the author of electronic documentation and provides a viewing system that can be used across a variety of platforms. It also takes advantage of sophisticated cross-referencing techniques to automate the development of electronic documents. %M C.DOC.92.7 %T A Critical Assessment of the Minimalist Approach to Documentation %A Hans van der Meij %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 7-17 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p7-van_der_meij/p7-van_der_meij.pdf %X Carroll's (1991) minimal manual has been considered an important advance in teaching first-time users the basics of computer programs. Unfortunately, it is not very clear what minimalism really means. Practitioners, for example, will find it difficult to create their own minimal manual because the principles of minimalism have not been described in enough detail (see Horn, 1992; Tripp, 1990). It is also not yet settled that a minimalist approach is the most effective one because critical experiments have hardly been conducted. This study therefore closely examines the minimalist principles and claims. This paper describes the basic ideas of minimalism, its design principles and how they can be operationalized. A parallel is drawn between a minimalist and constructivist perspective on learning and instruction. Like minimalism, constructivism places a high value on experience-based learning in context-rich environments. Like minimalism, it stresses the need to capitalize on the learner's prior knowledge as much as possible. And like minimalism, constructivists urge learners to follow their own plans and goals, to make inferences, and to abstract principles from what they experience (see Duffy & Jonassen, 1991, 1992). An experiment is reported that examines the claims of minimalism. Strong and significant gains on several factors were found, all favoring the minimal manual over a control (conventional) manual. The discussion points to several issues that minimalism has yet to address. %M C.DOC.92.19 %T Internationalizing Online Information %A Carla Kary Merrill %A Marjorie Shanoski %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 19-25 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p19-merrill/p19-merrill.pdf %X In order to attract and keep customers in growing international markets, businesses must plan for reliable and efficient translation of their product information. Information that is not designed with translation in mind often requires complete redesign before it can be successfully translated. In our documentation projects at SEI, we help our clients avoid costly redesign by being aware of the design constraints of internationalizing information and by using online techniques that help us stay within those constraints. In this paper we describe some of the constraints that translation imposes on the design of online information. We discuss the problems translators encounter if developers and writers ignore these constraints. Finally, we offer practical examples of tools and techniques for writing online information. We show how they allow us to deal effectively with the constraints of internationalization. %M C.DOC.92.27 %T Developing Hypertext Documents for an International Audience %A Elizabeth S. Spragins %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 27-34 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p27-spragins/p27-spragins.pdf %X The increasingly global nature of technical communication has considerable implications for the development of on-line databases and hypertext documents. When the potential audience for a given text transcends national boundaries, the issues of text development become more complex. The fundamental task of defining such an audience requires the consideration of many variables other than familiarity with the subject matter and the hypertext format; the writer must address individuals who differ greatly with respect to language proficiency, rhetorical expectations, and cultural background. Since a hypertext system is based on association rather than indexing, it can generate multiple layers of text that correspond to each level of such a diverse audience. %M C.DOC.92.35 %T Navigating Online Information: A Characterization of Extralinguistic Factors that Influence User Behavior %A Brad Mehlenbacher %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 35-46 %K Design principles, GOMS analysis, Navigation, Participatory design, User behavior %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p35-mehlenbacher/p35-mehlenbacher.pdf %X The paper examines the extralinguistic factors that influence user behavior with online information systems. Extralinguistic factors include any interface features which are "outside" how users understand and comprehend written texts online. Extralinguistic features, therefore, are interface features that support (1) how users formulate their information goals or represent their tasks, (2) how users navigate to new or related topics of interest to them, and (3) how users quickly scan (rather than read) online information. It is argued that text comprehension is only one task that users engage in when using online information systems. A model of online user behavior that includes goal setting, navigating, scanning, and text comprehension is outlined. I argue that a broader definition of online information use is necessary and discuss various design principles for avoiding communication breakdowns before users reach their desired information. Finally, I conclude by suggesting that a Participatory Design Approach to the design of human-computer interfaces is one method of undermining our tendency, as software designers, to apply design advice and guidelines without first accounting for user tasks and information goals. %M C.DOC.92.47 %T Test Early, Test Often: A Formative Usability Kit for Writers %A Sophie Kohn Kaminsky %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 47-55 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p47-kaminsky/p47-kaminsky.pdf %X Current methods of designing software products and documentation make it more possible to do early and frequent usability testing than ever before. This is particularly true with online documentation. The technique of prototyping combined with the fact that many customers of software products are accessible to development groups for consultation about products, interfaces, and documents under construction reduce the logistical barriers to usability testing. Therefore, writers now have an opportunity to do their own testing of their emerging documentation ideas. A kit has been developed to help writers take advantage of this potential opportunity. The kit is called "Formative Usability" to distinguish it from "Summative Usability". The emphasis is on iterative tests which point out immediate improvements that can be made long before the documentation is complete. %M C.DOC.92.57 %T A Multimedia and Multisource Document Editor of an Open Architecture %A Jin-Kun Lin %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 57-62 %K Multimedia, Editor, X window systems, User interface %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p57-lin/p57-lin.pdf %X Two of the recent developments in electronic documents are multimedia and hypermedia systems. Current multimedia systems are limited because they can not contain general third-party media in their documents. Hypermedia systems can only link documents together and cannot merge documents into compound documents. To overcome these limitations, we have implemented a prototype editor to create documents on the X Window system. Not only it opens a door for general third-party media tools to be integrated in documents, but it also allows users to compose compound documents with other documents. The corresponding metaphor for the manipulation of included media is fold-and-paste. The folded media are clipped by viewports and displayed by live processes that operate on the original copies. The key technique used to provide these functions is embedded virtual screens. With the simple and powerful mechanism of embedded virtual screens, our editor is a multimedia and multisource document editor of an open architecture with regard to containing general media in its compound documents. It expands the capability in composing multimedia documents and it provides a simple mechanism to create documents that share some information with each other. %M C.DOC.92.63 %T A Multiple Presentation Document Management System %A Augusto Celentano %A Silvano Pozzi %A Donato Toppeta %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 63-71 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p63-celentano/p63-celentano.pdf %X The paper proposes an approach to the definition of a document management system oriented to the support of cooperative activities based on multiple-presentation documents. In our view, multiple-presentation means that the informative content of a document can be presented to the reader by using different shapes, styles and levels of detail, according to the reader profile. The Zelig document management system is based on the definition of an only conceptual (i.e. abstract) document, which is mapped to several concrete documents, each used to fulfil a different communication goal. A prototype implementation of the Zelig system has been carried out within the MS-Windows environment. %M C.DOC.92.73 %T Online Information and Reduced Interval in Publishing: Impact on the Information Developing Cycle %A Peter Fournier %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 73-77 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p73-fournier/p73-fournier.pdf %X The reduction in the time required to publish online information in the CAD/CAM writing group in BNR is forcing writers into a more iterative approach to planning, writing, getting approval for, and fixing documentation. This is the natural result of reduced internal in software development. Online documentation has become the only option for keeping up with the software. It is the only medium that allows writers to produce documentation in parallel with software development, production and distribution. More iteration, more frequent distribution, and especially shorter production intervals has required significant changes in the documentation development process. These changes are solving some problems and creating or exacerbating others. %M C.DOC.92.79 %T Seven (Plus or Minus Two) Things to Remember about Producing Multimedia Documentation %A John Johnson %A Catherine Titta %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 79-86 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p79-johnson/p79-johnson.pdf %X Producing multimedia documentation requires a new view of a technical communicator's roles, skills, and responsibilities. %M C.DOC.92.87 %T Converting to Online: A Case History %A Anne Harrington %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 87-95 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p87-harrington/p87-harrington.pdf %X Moving information from print to online is not a simple matter of moving text and illustrations from one format to another. One of the most difficult problems for a writer who is learning to move information from the printed page to the screen is developing a mindset for presenting information in the new medium. Online information must be designed for the screen. This involves deconstructing the paper manual and reassembling it for the online medium to make information accessible and readable on the screen. To accomplish this, certain concepts of the "book" must be abandoned before online design can begin. This paper discusses how I used DECwindows Hotspots, a hypertext tool, to provide hypertext lists of topics as alternative navigation through an online book. This paper also describes a one-page hypertext table that served as a 'front end' to the equivalent of sixty-eight pages of information, and a hypertext design for an online "page" for a reference manual. %M C.DOC.92.97 %T Online Help: Exploring Static Information or Constructing Personal and Collaborative Solutions Using Hypertext %A Dickie Selfe %A Stuart Selber %A Dan McGavin %A Johndan Johnson-Eilola %A Carol Brown %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 97-101 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p97-selfe/p97-selfe.pdf %X We discuss the evolution of online help: book-oriented, exploratory, and constructive. Book-oriented online help mirrors paper-based documentation: it is relatively static, linear, and is structured in a manner familiar to most users; but this type of online help is often not efficient at responding to the complex demands of specific users and tasks. Hypertext-based online help -- either exploratory or constructive -- offers an alternative model addressing some of the limitations of book-oriented online help. Exploratory online help takes advantage of a higher level of interactivity. It is possible to create multiple paths in a document, but it is more complex to navigate (because less familiar to users) than books. Constructive online help represents a higher level of complexity, customization, and interactivity. It can provide a higher level of feedback between users, managers, and developers. It can encourage users to reconceptualize projects and work habits but may require time to construct and gatekeep to avoid cognitive overload. %M C.DOC.92.103 %T Monitoring User Actions in the Hypertext System "HyperMan" %A A. Myka %A U. Guntzer %A F. Sarre %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 103-113 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p103-myka/p103-myka.pdf %X The hypertext system "HyperMan" provides for an automatic conversion of linear machine-readable documents into hypertexts by applying text partitioning and link generation methods. After completion of the generation process, the graphical user interface of the system enables users to browse through the converted documents very easily. To determine whether user actions allow conclusions to be drawn about a generated hypertext, a special component that records user actions has been integrated into the system. In this way sequences of actions can be identified that provide hints of relationships between two document passages or between two terms that occur in the text. Then, the relationships can be stored as links or thesaurus entries, respectively, in the system's data base and can be made available to subsequent users. In addition to acquiring relationships, the user observation component also provides for hints about the acceptance of system components. These hints can serve as a basis for further development of the system. %M C.DOC.92.115 %T CODEDOCs: Executable Documents for Documenters: The End of the Passive User Guide %A Philip Buxton %A Peter Fournier %A Peter Sturgeon %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 115-119 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p115-buxton/p115-buxton.pdf %X What began as research into the creation of an automated toolset for writers, using embedded executable code in documents, or CODEDOCs, has evolved into a re-examination of the user guide as a construct in documentation suites. The CODEDOC redefines the traditional user guide, by integrating the documentation and the application into a seamless whole. The prototype discussed in this paper specifically assists documenters in the management of templates. There are many more possibilities for both documenters and general users. %M C.DOC.92.121 %T User Information Processing Strategies and Online Visual Structure %A Elizabeth Keyes %A Robert Krull %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 121-128 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p121-keyes/p121-keyes.pdf %X Previous work has argued that: * users' mental load is lower when information is chunked on CRT screens, * users employ expectations about the sequence and order of information when they scan online information. Both these imply that users' mental load can be reduced if designers place screen chunks in the order expected by users, especially if this is done based on a limited set of consistently applied design rules Other research in human cognition and in layout and design has shown that users are able to handle higher levels of complexity if information is layered or staged at multiple levels. This paper builds on that work by taking into consideration: * users' sense of the whole and the segmentation into parts of CRT information panels; * designers' use of multiple cueing to signal information structures and make users' scanning and random access strategies more effective. In forging this extension, we will draw on two kinds of research: * We will reapply findings from information theory that explain how people manage complexity. * We will consider how the layout grid from printed documentation can support users' dynamic searching within (micro) and among (macro) panels of online information. %M C.DOC.92.129 %T Choosing a Medium for Your Message: What Determines the Choice of Delivery Media for Technical Documentation? %A Harry J. Saddler %A Lori E. Kaplan %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 129-133 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p129-saddler/p129-saddler.pdf %X The current variety of media available to developers of technical documentation makes possible a richness of expression that goes beyond traditional conceptions. Rich and effective documentation can result from a judicious combination of media. The introduction of new media techniques to the traditions of technical documentation creates not only new opportunities, but new problems as well. This paper presents a case study of an ongoing project at Apple Computer that encountered numerous such opportunities and problems. We show what gave rise to them, how we dealt with them, and finally present some guidelines for documentation teams contemplating going "beyond the book." %M C.DOC.92.135 %T A Method for Editing Visual Components of Multimedia Documentation %A Kristin Dukay %A Patricia Locke %A Charles Tyrone %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 135-143 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p135-dukay/p135-dukay.pdf %X Existing methods for editing technical documentation were developed for printed documentation that communicates primarily via text. There is growing recognition that visuals are an important part of printed technical documentation; however, very little emphasis is placed on editing visual components. Multimedia documentation relies heavily on visual components for communication power. Therefore, any systematic edit of multimedia documentation should include a method for editing visual components. In this paper, we illustrate a method for editing such components using, as a model, an established method for editing technical documentation: the levels of edit method. %M C.DOC.92.145 %T Standardization: Problems of Interchange and Delivery of Documentation Online %A Dale Dougherty %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 145-147 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p145-dougherty/p145-dougherty.pdf %X The first generation of online documentation systems are closed systems that bind a single body of information to the software required for delivery and access. The next generation of online documentation systems will be "open systems" developed around standards that allow information to be integrated from multiple sources. These online documentation systems will not be limited to the delivery of computer documentation but should provide a gateway to all kinds of information essential to a user, even information created by the user. This paper describes how the standardization of online documentation systems might be achieved by standardizing the information, not the technology. It describes the formation of the Davenport Group and its support of SGML, the Standard Generalized Markup Language (ISO/IEC 8879), and "HyTime", the Hypermedia/Time-based Structuring Language (ISO/IEC 10744). %M C.DOC.92.149 %T Linking Object Oriented Database and Hypertext to Support Software Documentation %A Bing Wang %A Peter Hitchcock %A Tony Holden %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 149-156 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p149-wang/p149-wang.pdf %X This paper describes using a general hypertext-based system InterSect to support the definition and manipulation of software documentation. Object oriented database is used as a basis for supporting both the application modelling and hypertext. There are two main advantages, firstly, InterSect supports both application modelling and corresponding hypertext structure dynamically; Secondly, InterSect supports versions of any complex object type. %M C.DOC.92.157 %T Graph-Based Retrieval of Information in Hypertext Systems %A Yuri Quintana %A Mohamed Kamel %A Andrew Lo %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 157-168 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p157-quintana/p157-quintana.pdf %X Current hypertext systems have no intelligent means for finding specific information. When searching for specific information (as opposed to browsing), users can get disoriented in large hypertext documents and may end up following a path that takes them farther away from the information they seek. This paper describes an information retrieval system called HRS (Hypertext Retrieval System) that allows users to retrieve information in hypertext documents based on its semantic content. HRS is comprised of an authoring system, a browser, and a graph-based information retrieval facility. The graph-based retrieval facility allows users to retrieve specific information in hypertext documents by posing English language queries. The retrieval facility is based on the use of Conceptual Graphs, a knowledge representation scheme. The English language queries posed by users are automatically converted to Conceptual Graphs by a parser. The information in hypertext documents is also represented using Conceptual Graphs. Query processing is treated as a graph matching process, and retrieval is performed by a semantic based search. This technology is useful for retrieval of information in large knowledge domains where a user needs to find specific information and does not know the organization of the hypertext document or the words used in the document. The paper concludes that natural language retrieval of information in hypertext documents can provide users with both the browsing capabilities of hypertext and the semantic search capabilities of natural language query processing. %M C.DOC.92.169 %T Online Help: A Part of Documentation %A Susan D. Goodall %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 169-174 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p169-goodall/p169-goodall.pdf %X A few years ago, online help was an after thought; a nice extra that was seldom used. Today, online help is a necessary part of all software products and one of the factors that determine the success of personal computer (PC) products in the marketplace. Users expect a personal computer product to have online help and expect the help to be easy to use and complete. Software reviewers evaluate online help when they rate the usability of a PC product in newspaper and magazine articles. Potential customers include online help when they compare the documentation provided with rival products and many make online help a required feature for any PC product they purchase. The increased importance of online help has forced writers to re-evaluate the standard documentation set and change the design of user manuals, reference guides, and tutorials. This paper shows how online help has changed, examines how it affects the standard PC documentation set, and then describes how to create and implement a documentation plan that makes online help an integral part of the PC documentation set. I have been designing, implementing, and writing online help for the past six years. My early experience with online help involved putting reference material online for main-frame users. For the past three years, I have been responsible for the online help for PowerBuilder, a graphical PC-based client/server application development environment. %M C.DOC.92.175 %T Online Reading and Offline Tradition: Adapting Online Help Facilities to Offline Reading Strategies %A Alfons Maes %A Sandra Goutier %A Erik-Jan van der Linden %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 175-182 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p175-maes/p175-maes.pdf %X This paper describes two experiments which investigate the way in which novice, occasional users use help facilities in looking up information in hypertext applications. The general idea behind the experiments is that the use of online documents is influenced by offline reading strategies, and that hence online help facilities should be in accordance with the offline tradition. More specifically, it is shown that the offline users' preference for using books by gaining insight into their global structure is reflected in the search behavior of novice users of online databases. The experimental results show a gap between the way in which novice users access relevant information in online databases and the way in which help facilities allow users to access relevant information, e.g. by means of sophisticated hypertext devices. The results support the assumption that the way in which hypertext facilities encourage people to use non-hierarchical means of searching and linking information does not fit in with the way people make mental representations of databases or knowledge domains. %M C.DOC.92.183 %T Down-Sizing in DOS: Multi-Media as Inexpensive, Omnipresent and User-Based %A Paul Beam %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 183-190 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p183-beam/p183-beam.pdf %X MENU is a DOS-based set of C programs which permit an instructor to create interactive computer-aided learning modules on any subject. Less than a megabyte in size, the controlling program permits a teacher with no formal computer training to prepare and modify all elements of the module -- topics, subject matter, sequencing and the availability of computer tools and devices. The program displays all materials immediately and permits spontaneous and continuous modification in creation mode where lessons can be linked to each other in larger units, run separately and linked to any executable, batch or graphics files to permit easy integration of other CAL and computer facilities. Users work within, and can be tested on, each MENU lesson and students can become participants in lesson creation and the preparation processes and of any text files within them. A "definition" option permits instructors to expand on and enrich terms within a file or globally throughout the lesson and to link ideas throughout the module. MENU is designed to run on very basic systems to support individuals in the preparation and learning of subject matter and to be integrated into large networks, with tutorial and mail facilities, for classes and students working on group projects. Hyperlinks permit connections among all levels of information and across topics. Help facilities are context-specific and can be created or modified by instructors at each point in the module. The creation elements include display screens, an ascii editor for both lesson creation and as the medium through which instructors and users prepare information within the lessons. Instructors can adapt, modify and expand existing materials and link these to larger modules and all movement within the lesson is accomplished by the cursor, ESC and Enter keys or a mouse. The .dat file within the MENU program permits instructors to make direct connections to display files as their familiarity with the creation process increases. MENU permits instructors to create materials specific to their needs and teaching style, to integrate existing lessons, tools and subject matter into modules relevant to their courses and to quickly incorporate students in preparation of both subject matter and the structuring of lessons for their own projects and to prepare materials for other classes. %M C.DOC.92.191 %T Prototyping: Tools and Techniques: Improving Software and Documentation Quality through Rapid Prototyping %A Michael Thompson %A Nina Wishbow %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 191-199 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p191-thompson/p191-thompson.pdf %X User interfaces are communications media. Technical communicators are communications experts. It makes sense to use the talents of technical communicators in the development of user interfaces. This paper advocates the use of rapid prototyping, using simple media and methods, as a vehicle for allowing technical communicators to become an integral part of the development team. %M C.DOC.92.201 %T Technical Writers and the Business of Writing Design Documents for Complex, Reactive Systems %A Don Cameron %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 201-210 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p201-cameron/p201-cameron.pdf %X Technical writers can be effective members of the design team, assisting in the documentation of complex, reactive systems as they are being designed. This documentation will describe the internal structure and behaviour of the system from a designer's perspective. To keep such a description complete, accurate, and up-to-date, writers require a highly automated documentation process. This paper discusses the human and technical factors that contribute to successfully providing this type of writing service to the design community. %M C.DOC.92.211 %T Documenting Software Systems with Views %A Scott R. Tilley %A Hausi A. Muller %A Mehmet A. Orgun %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 211-219 %K Software documentation, Reverse engineering, Software maintenance %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p211-tilley/p211-tilley.pdf %X Software professionals rely on internal documentation as an aid in understanding programs. Unfortunately, the documentation for most programs is usually out-of-date and cannot be trusted. Without it, the only reliable and objective information is the source code itself. Personnel must spend an inordinate amount of time exploring the system by looking at low-level source code to gain an understanding of its functionality. One way of producing accurate documentation for an existing software system is through reverse engineering. This paper outlines a reverse engineering methodology for building subsystem structures out of software building blocks, and describes how documenting a software system with views created by this process can produce numerous benefits. It addresses primarily the needs of the software engineer and technical manager as document users. %M C.DOC.92.221 %T To Link or Not to Link: An Empirical Comparison of Hypertext Linking Strategies %A Craig Boyle %A Swee Hor Teh %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 221-231 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p221-boyle/p221-boyle.pdf %X Little is known about Hypertext writing style. This study examines the effects of link quantity and quality on usability. Our chosen domain is technical documentation which has a very regular writing style and organization. We compare two Hypertext Networks: one network has intuitively created links and the other is an algorithmic enhancement of it. The enhanced network has the same number of destination links, but more total link-anchors. Twelve subjects (six for each system) were asked to answer a set of eleven questions by navigating through the networks. We were interested in investigating three issues: efficiency (how many nodes need to be visited), speed (how much time is required) and accuracy (what is the error rate). Results showed that the lightly linked network required users to visit significantly more nodes to answer a question than the heavily linked equivalent. Heavy linking enabled users to find the answers to questions more quickly, but not significantly so. There was little difference in the error rate. %M C.DOC.92.233 %T Helping Users Navigate in Multimedia Documents: The Affective Domain %A Marcia Peoples Halio %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 233-236 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p233-halio/p233-halio.pdf %X As more and more users have access to sophisticated multimedia systems, some may get lost in the labyrinths. For even as the maze of hypertext, animation, links to databases, illustrations, and video sequences widens and expands, so too do users change and grow, both in their knowledge of the material they seek to understand and in their development as individuals adjusting to a larger world than they have known before. Sensing the need for navigational aids, many hypertext and multimedia designers have provided cognitive tools such as bookmarks, compasses, and filters or geographical browsers that supply a global or zoom lens map. But less attention has been paid to users' affective needs. In this paper I advocate some navigational tools to help users handle stress from sensory or cognitive overload-particularly international students, returning adult students, mid-life career shifters, women, minorities, or students struggling to succeed in the academic arena. %M C.DOC.92.237 %T Low-Cost Audio/Visual Presentation Enabler %A Robert A. Pascoe %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 237-243 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p237-pascoe/p237-pascoe.pdf %X Multimedia, or the addition of audio, motion video, and animation data types to the text, image, and graphics capabilities of a computer, provides enormous advances in presentation of information to the computer user. However, cost and coexistence factors have prevent a broad acceptance and use of multimedia technologies in large multi-system enterprise-wide computer environments. This paper introduces a notion of a low-cost audio-visual information delivery mechanism as a base for multimedia in these environments. This paper covers the usage of multimedia in an enterprise environment, the problems of introducing multimedia into an already diverse enterprise computing environment, the general, low-cost audio-visual delivery mechanism, and the advantages of this low-cost delivery mechanism. %M C.DOC.92.245 %T Variable Degrees of Multimedia Implementation and Their Impact on Network Elements %A Richard Bence %A Jody Fraser %A Laura Linser %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 245-252 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p245-bence/p245-bence.pdf %X In developing an integrated document library for a NeXT LAN, we have experimented with multimedia applications and their implementation. In this paper we present results of this work including: issues of compression of different data types (e.g., voice, video, compound documents); demands placed on network bandwidth by multimedia documents in real-time, interactive use; processing loads generated by multimedia interactive use and impacts on perceived system performance; compound document and dynamically linked compound document file systems and their intra and inter-network transport; and real-time multimedia presentation durations determined by constraints of processing/storage requirements. Our experiments consisted of systematic measurements of multimedia specific packets on the 10mb ethernet bandwidth and ethernet to ethernet via routers and FDDI backbone. In addition, we collected data on processor utilization by specific tasks of the multimedia applications and correlated these with traffic measurements. We empirically studied the impact on network bandwidth of multimedia implementations to evaluate the need for intra-network compression and the trade-offs between transmission times and processing requirements for dual-end compression/decompression approaches. From this work we, developed guidelines and specific requirements for the NeXT platforms used in our testing with respect to memory, magnetic and optical media, display technologies and other factors such as dual end compression. We also developed a model which allows us to predict with some accuracy expected network loads, the processing demands placed on workstations and servers by multimedia implementations of different descriptions, and means of enhancing the performance of the system to accommodate these demands. These results provide a means of determining the hardware and software performance and configuration requirements of a specific type of multimedia implementation and, therefore, of the applicability or feasibility of multimedia technology for a particular application. As an example, library tutorial applications are high-level, focused on the look and feel of the library system, and make use of multimedia tools to convey these characteristics without placing large demands on the workstation processor server processor, or bandwidth. On-line help for the library system is more detailed, solution-oriented, keyed to components of the application suite and conventional in approach except for the addition of hypertext features and limited graphics. The trend towards inclusion of multimedia documents in growing numbers and increased complexity within the library system will affect it significantly without improvements in performance and management of resources. %M C.DOC.92.253 %T The Right Tool for the Job: A Quest for the Perfect Authoring Package %A Jeffrey N. Agnew %A George A. Palmer %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 253-258 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p253-agnew/p253-agnew.pdf %X No single authoring tool is ideal for online documentation because none was designed specifically for it. Every tool commercially available was intended for a different audience. Some authoring packages evolved from computer-based training, others from multimedia and graphics. If you are contemplating developing online documentation, you must make some difficult choices selecting an authoring tool. The wrong decision could haunt you for years and cost you both money and customers. This paper compares Authorware and MacroMind Director. the two most popular authoring tools, and provides concrete information about hardware, cost, the learning curve, file translation, and Macintosh versus PC platform differences. In 1991 our Northern Telecom documentation team produced and delivered our first two online Northern Telecom Publications (NTPs). Called FIND (For Interactive Network Documentation), these manuals documented the complex working of telecommunications features across a network of switches. These first two FIND NTPs were developed using Macromedia's MacroMind Director. For subsequent projects we used Authorware Professional. These two packages comprise a large portion of the multimedia authoring market. Our experiences using both of these tools are the subject of this paper. %M C.DOC.92.259 %T The Use of Icons to Aid User Orientation in Windows Help Files %A Rebecca C. Hall %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 259-264 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p259-hall/p259-hall.pdf %X Documentation can no longer be defined solely as a manual that accompanies a product. Documentation now refers to a set of one or more documents. Increasingly, this includes on-line documentation in addition to traditional paper documents. On-line documentation has several advantages over paper documentation, including a shorter production period which increases the likelihood that the content will be accurate. Another advantage is the opportunity to provide the documentation as hypertext. The use of hypertext, when properly implemented, can lead the user directly to information related to the question or problem at hand [1, P. 301]. A problem with hypertext is the possibility of disorientation [2]. Once "inside" a hypertext document there are no automatic landmarks. A manual has a front cover and a back cover, and items are arranged linearly in-between. A hypertext document does not inherently have such a structure, making it easy to get lost. This paper describes one approach to decreasing user disorientation as they use a hypertext On-Line Help System. It is especially important to use orientation aids when a help file can be accessed in a context sensitive manner from an application. %M C.DOC.92.265 %T Applying Object-Oriented Concepts to Documentation %A Sky Matthews %A Carl Grove %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 265-271 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p265-matthews/p265-matthews.pdf %X The advent of hypertext and multimedia has opened up tremendous opportunities for online documentation. Traditional methods of document design often prove inadequate for coping with the complexity of large online documentation projects. We propose that the principles of object-oriented design, originally developed to address software complexity, can also be applied to documentation. The paper introduces the concepts of object-oriented design and their applicability to documentation, and suggests techniques for developing object-oriented documentation. %M C.DOC.92.273 %T The Rhetoric of an Online Document Retrieval System %A Carol M. L. Lee %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 273-280 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p273-lee/p273-lee.pdf %X The purpose of this paper is to establish a working definition of the term rhetoric, and to explore four tools that can be used to understand and analyze the rhetoric of online systems. It is meant to persuade designers and writers of online systems that all information presented online is rhetorical, and as such its impact is better managed than ignored. Working definition: Rhetoric means creating or using an "orientation to action" to persuade someone to act in a certain way. Tools: The rhetoric of the following are addressed: - graphics - discourse communities - readership - story emplotment %M C.DOC.92.281 %T Informal Usability Testing: A Strategy for User Involvement %A Kathy Haramundanis %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 281-288 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p281-haramundanis/p281-haramundanis.pdf %X Three media, documentation, user interfaces, and online materials were subjected to informal usability testing to improve their use and content. We collected information by questionnaire on what tests had been run and what impact the testing had. The tests almost invariably caused changes to be made in documents, software, or information. This paper summarizes the results of the questionnaire, gives examples before and after testing, and provides information on follow-up testing results. %M C.DOC.92.289 %T Prospects for Active Help in OnLine Documentation %A Tom Carey %A Blair Nonnecke %A John Mitterer %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 289-296 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p289-carey/p289-carey.pdf %X We report results from an empirical study of how people access online technical documentation. The results are used to evaluate the concept of an active help system as an aid to improved access. The study showed that the differences amongst users limit the potential for active help, and that help in making tactical choices amongst access methods offers more promise for improved user access. %M C.DOC.92.297 %T Towards a Canonical Specification of Document Structures %A Michael G. Hinchey %A Tony Cahill %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 297-307 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p297-hinchey/p297-hinchey.pdf %X N/A %M C.DOC.92.309 %T Developing a Hypertext Productivity Tool from a Hardcopy Programmer's Reference %A Victoria A. Hailey %A Dov Lungu %A Sheila Thompson %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 309-312 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p309-hailey/p309-hailey.pdf %X In documenting a software product in the IBM Canada Development Laboratory, we moved a massive amount of reference information from hardcopy to online using hypertext links and other features available on a Graphical User Interface (GUI). Creating documentation for the new medium proved to be a process of gradual discovery involving not only technical communicators, but also software developers and users. The result was a hypertext that added functionality to the original documentation and turned this documentation into a powerful productivity tool for programmers. %M C.DOC.92.313 %T Beyond Hypertext: Knowledge Management for Technical Documentation %A Timothy C. Lethbridge %A Doug Skuce %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 313-321 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p313-lethbridge/p313-lethbridge.pdf %X We describe the use of our knowledge management system, CODE2, as an aid to documenters of a complex software system called Telos. CODE2 was first used by the designers of Telos to clarify their design concepts and terminology. CODE2 served the following purposes: 1) to acquire the knowledge about the system; 2) to check the terminology in natural language documents; 3) as an on-line knowledge resource for documenters and end-users, and 4) to automatically generate parts of the printed documentation. We describe some features that make CODE particularly useful to documenters: its sophisticated user interface, its ability to handle both formal and informal knowledge, and its support for language. We also describe our vision for the future of such knowledge-based technology. %M C.DOC.92.323 %T Online with a Mainframe: Moving the Mountain to the Microcomputer %A Julie S. McDuffee %B ACM Tenth International Conference on Systems Documentation %D 1992 %P 323-327 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/147001/p323-mcduffee/p323-mcduffee.pdf %X Much has been said in technical communication circles lately about the power of online documentation and the destruction of the paper world as we know it. Most of the talk centers around hypertext, or the creation of interactive help systems for personal computers. In fact, as the size of the computer continues to shrink, the buzz about the potential power of new forms of documentation seems to increase exponentially. More sophisticated users demand immediate access to information. Multi-media documents create the excitement of a new toy at Christmas; and, just like a Baby Alive, these documents move, talk and keep us entertained for hours. When Christmas is past, however, most of us do not spend our day-to-day lives working with new toys. We must, then, learn to take the tools we use everyday and come up with new solutions for online documentation. %M C.DOC.93.1 %T Writing on the World: The Role of Symbolic Communication in Graphic Computer Environments %S Speaker Paper %A Jay David Bolter %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 1-9 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p1-bolter/p1-bolter.pdf %X The digital computer is often characterized as a "symbol manipulator." This definition, which emerged early in the history of computing, applies well to the most important uses of the machine from its invention in the 1940s into the 1980s. At first the symbols that the computer manipulated were numbers. But as early as the 1950s, business and government began to use the machine to store and retrieve names, dates addresses, and so on. In the 1950s, too, the artificial intelligence (AI) movement began, and, although the movement did not achieve its stated goals, it did make an effective case for the paradigm of symbol manipulation. AI investigators (Simon, McCarthy, Minsky, and others) insisted that all important knowledge could be represented and generated through a calculus of discrete symbols. By writing programs to solve problems, prove theorems, and process natural language, they broadened our understanding of what computers can do. The great popularization of this technology came of course in the 1980s with the personal computer, the word processor, and the electronic spreadsheet. Word processing in particular is trivial symbol manipulation, yet it has been perhaps the single most influential application. Word processing has made the computer indispensable for any organization and for most individuals who write. Furthermore, word processing is now combining with textual databases, communication networks, and hypertext to create a more challenging symbolic environment. %M C.DOC.93.11 %T PLEXUS: A Hypermedia Architecture for Large-Scale Digital Libraries %S Research Papers %A Robert M. Akscyn %A Donald L. McCracken %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 11-20 %K Digital libraries, Large scale hypermedia, Wide-area networking, Conversion to hypermedia, Hypermedia publishing %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p11-akscyn/p11-akscyn.pdf %X This paper describes an approach to developing large-scale digital libraries using hypermedia technology. The research described involves the development of a digital library prototype, called "PLEXUS", that combines distributed hypermedia technology developed by Carnegie Mellon University and Knowledge Systems over the past twenty years -- along with advanced file system research done at CMU during the past ten years. The principal objective of the work is a design capable of very large-scale operation (both in terms of the size of the database and the number of concurrent users) at viable costs. The full-scale PLEXUS system is designed to exploit the architecture of the next-generation Internet -- in order to provide sub-second response for accessing any portion of a petabyte-scale database for at least one million, and perhaps as many as three million concurrent users. A specific goal of the project is to demonstrate the feasibility of very high performance (a sustained service rate in excess of 100,000 transactions per second) at low cost -- approximately 100 times better than the price/performance of today's best commercial database systems. %M C.DOC.93.21 %T Multimedia Intelligent Documentation: Metadoc V %S Research Papers %A Craig Boyle %A Swee Hor Teh %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 21-27 %K Multimedia, Hypertext, Artificial intelligence, Multimedia projects, Sight and sound %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p21-boyle/p21-boyle.pdf %X The first efforts at putting technical documentation online did nothing more than replicate the book model online. Subsequent attempts with greater resources and imagination added passive reading tools such as graphical browsers, fisheye views and adaptive indexes. Reading paper documents demands that the reader adapt to the level of information presented, too little detail requires another text to be consulted, too much information requires the reader to skim. A better solution is for the document to adapt to the reader by applying/borrowing technology from artificial intelligence and intelligent tutoring systems [1]. Two systems that incorporate the adaptive approach are MetaDoc [2] and Hyperflex [3], each attempts to vary the content and detail of information presented to a reader according to his or her ability and requirements. Both systems proved successful in semi-commercial and exhaustive experimentation. MetaDoc V extends the text and graphics based user modeling capabilities of MetaDoc to include video based training. This is a natural and appropriate extension to current computer based information and training. MetaDoc V is an instantiation of the MetaInformation project architecture that defines computer based information as a first class object in the interaction process. %M C.DOC.93.29 %T An Object-Oriented Toolkit for ODA and HyperODA %S Research Papers %A H. Brown %A F. C. Cole %A E. A. Oxborrow %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 29-41 %K Object-oriented toolkit, Structured multimedia document, ODA, HyperODA %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p29-brown/p29-brown.pdf %X This paper describes a simple persistent objectbase and object-oriented toolkit designed primarily to support structured multimedia ODA documents and simple hypermedia facilities. It outlines the object-oriented features of ODA and the facilities of the toolkit, discusses the support provided for structured document editing, and shows how the toolkit could support the recently proposed HyperODA extensions. %M C.DOC.93.43 %T Documents are Programs %S Research Papers %A Tony Cahill %A Michael G. Hinchey %A Liam Relihan %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 43-55 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p43-cahill/p43-cahill.pdf %X The availability of WYSIWYG word-processing systems has enabled relatively unskilled individuals to produce documents with very impressive visual effects. The rapid feedback associated with WYSIWYG editors has helped people to learn quickly the effect of various features and explore the many features available. Unfortunately, many have come to believe that this is all that is required to produce large complex documents. %M C.DOC.93.57 %T A Multimedia Server for Remote Training: STIM %S Research Papers %A P. Camps %A M. Jacob %A P. Bazex %A C. Bouysset %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 57-63 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p57-camps/p57-camps.pdf %X In this paper, we present the evolution of Distance Education in accordance with technology, especially with the advent of multimedia. We believe that multimedia resources can have high pedagogical content. As part of a Distance Education project, we decided to formalize a Teletraining Interactive Multimedia System called S.T.I.M. We try to use multimedia to palliate the main difficulties of Remote Training: distance and teacher's absence. We give a description of our system which is tested in our University: it is based on distance self-training, video use and teacher contact. Finally, we speak about perspectives integrating Artificial Intelligence technology and digital treatment of pedagogical contents. %M C.DOC.93.65 %T Standards: How They Can Make or Break the Success of Your Electronic Documentation Project %S Research Papers %A Leonor Ciarlone %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 65-70 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p65-ciarlone/p65-ciarlone.pdf %X The transition from paper documentation to on-line systems, complete with hypertext and context-sensitivity, demands that standardization be brought to new levels. Departmental standards in the areas of technical publications, product engineering, and quality control are essential. More critical is the collaboration between these development-oriented areas in areas such as interface design, user feature implementation, and maintenance procedures. Standards in key areas relevant to all departments can ensure the success of a transition to electronic formats and the resulting benefits to users of the on-line systems. Hypertext. The key to our future? Or one of the dreaded albatrosses pulling us farther and farther from our true vocation, writing. Whatever your belief, hypertext is here to stay. And whether your department encounters it with open arms or stiff backs, there's no denying that this technology forces us to analyze and redesign the traditional development and maintenance cycles. The process of examination, of evaluating how writers do business before and after hypertext implementation, can be made easy or difficult by the strength or weakness of a familiar concept. Standards. This author contends that the development and implementation of on-line systems, complete with hypertext and context-sensitivity, demands that standardization be brought to new levels. This new level includes a stronger collaboration between members of a technical publications department, in addition to a more formal workgroup environment across publications, product development, and quality control. %M C.DOC.93.71 %T A Windows-Based Help, Tutorial and Documentation System %S Research Papers %A Jean-Marie Comeau %A Peter R. Milton %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 71-81 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p71-comeau/p71-comeau.pdf %X The Help system discussed in this paper is part of a four-year project (launched in 1991) to develop a multi-layered, client-server based Integrated Staffing System (ISS) incorporating a fully distributed data base. ISS is intended to reside on some seventeen hierarchically-linked local area networks (UNIX servers, WINDOWS clients) across the provinces and territories of Canada. The distributed data base is managed by INGRES. ISS itself is written in Ingres-Windows4GL. The Help system is based on the Windows 3.1 Help engine. Production of the textual components is realized via WordPerfect 5.1 for Windows (the organization's standard word processor). The Windows-based Hypertext-like bilingual Help utility comprises: an active component accompanying each screen display; a passive component activated by users including: * a context-sensitive immediate help facility embracing the minimalist approach; * a full, exploratory, and hypertext-like user reference guide accessible via a help index; * the full "ISS" documentation indexed to the application screens, and cross-indexed in the screen scripts via on line documentation. A number of tools (macros) have been developed to support the development of the Help component text to overcome / compensate for some limitations of WordPerfect in the creation of files in the Rich Text Format (RTF). %M C.DOC.93.83 %T Integrating Documentation and Training via Multimedia %S Research Papers %A Victoria A. Hailey %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 83-88 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p83-hailey/p83-hailey.pdf %X Historically, information media have limited the delivery methods of both documentation and training. Until fairly recently, traditional training was limited to instructor-led classroom delivery, and documentation was limited to paper. While new technologies have provided additional media with which to design and present information, an even greater opportunity exists for information professionals with the advent of multimedia and its associated tools. This paper discusses how developers can use multimedia as a vehicle for integrating training and documentation. It deals with how instructional designers and information developers, working in what have been traditionally two distinct areas of user support -- training and documentation -- now have the opportunity via multimedia and hypermedia to integrate the different forms of users' information into a seamless working environment. The multimedia working environment will give users access to both learning and usage or reference information from a single entry point. %M C.DOC.93.89 %T Learnability in Technical Communications %S Research Papers %A Kathy Haramundanis %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 89-94 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p89-haramundanis/p89-haramundanis.pdf %X In technical communications, aspects of our work span the continuum from legibility, readability, usability, to materials that are learnable. Beyond usability, the continuum extends to comprehensible, understandable, and knowable. This paper begins by briefly summarizing known technical communications concepts, then broadens those concepts into the discussion of learnability. In examples, this paper further explores where new technologies, including multimedia, can enhance learnability. %M C.DOC.93.95 %T Guidelines for Multimedia Usage %S Research Papers %A Roberta Hartley %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 95-106 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p95-hartley/p95-hartley.pdf %X For the first time in the history of the written word, animation, sound, graphics, and scripting are readily available, and affordable, on the personal computer. This collection of tools, known as multimedia, provides communicators with the ability to present their messages as never before. "These wonderful and mystic gadgets ... [allow us] to put ideas into a form that lets them be understood and used by other people." However, with multimedia come a number of characteristics and/or enhancements to communication that when improperly used, can impede the message and make its understanding and use difficult. So then, the question that begs asking is at what point or saturation level, do these enhancements become detrimental and actually impair the learning process and obscure the message? In an attempt to answer that question, this paper explores the use of many multimedia features as they apply to on-line computer documentation and training, and multimedia presentations. This paper employs primary and secondary research and generates guidelines which are designed as recommendations. %M C.DOC.93.107 %T OSI Communication Services Supporting CSCW Applications %S Research Papers %A Bernd Heinrichs %A Kai Jakobs %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 107-115 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p107-heinrichs/p107-heinrichs.pdf %X This paper considers communication aspects if multimedia information (ie. multimedia data services plus interactive audio/video) is to be transmitted. A brief introduction to the communication world of OSI is followed by a discussion of communication requirements imposed particularly by CSCW applications. Finally, an overview of the research project EuroBridge is provided. This project aims to the development of a communication architecture particularly tailored towards support of multimedia applications. %M C.DOC.93.117 %T Ready. Fire!! Aim??? Visualization, Manifesto, Scenarios, and Requirements for the Future of Document Engineering %S Research Papers %A Jeffrey K. Holtzman %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 117-134 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p117-holtzrnan/p117-holtzrnan.pdf %X Documentation specialists and tool vendors share a myopic view of what constitutes a "document," the tools necessary to produce it, and the required skills and methodologies. This paper presents a broad-stroke outline of document engineering, a new branch of engineering that intersects computer science, rhetoric, psychology, and the arts. As background, this paper discusses the historical and social context in which document engineering has emerged. In addition, it touches briefly on the qualifications and methodologies of document engineering practitioners. The main focus of the paper is to define requirements for the tools necessary to support the discipline. %M C.DOC.93.135 %T An On-Line Communication Print Service for the Demanding Client %S Research Papers %A Carla House %A Dennis Quon %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 135-139 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p135-house/p135-house.pdf %X The increased interest in on-line documentation is having a tremendous impact on commercial printers as volumes decrease but quality requirements increase. Not only are printers re-evaluating theft futures, but they are consulting with customers on how a new service offering would enhance the on-line document. This new service would allow users to submit files to an off-site printer as easily as using the desktop icon. The explanation of this solution will encompass not only the communication medium, but also the hardware and software available for any type of platform or network The Client/Vendor relationship has evolved into a partnership or alliance where the customer utilizes the printer as a resource. Printers must keep customers abreast of new technology which affects the quality and speed of output. Customers are concentrating on their core business and leaving all output and reproduction functions to the specialist. Any printer who has chosen to move with this new technology must now have experienced technical support people who can provide a training and consulting service to bring new customers on-line. They are expected to recommend equipment, do the installation and troubleshoot problems. Many printers are moving to selling a turn-key solution which includes the hardware and software for a LAN to LAN connection. This paper will describe working solutions for on-line/offsite network connections and the level of quality and expertise which should be expected. We will try to evaluate the future for printers in a global, international market place. %M C.DOC.93.141 %T An Integrated Solution %S Research Papers %A Michelle Hutchinson %A Ann Rockley %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 141-147 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p141-hutchinson/p141-hutchinson.pdf %X Today's users require an integrated solution to support their learning requirements. They must be "up and running" as quickly as possible. No longer is it possible to create detailed and broad-based documentation for all aspects of a product. It is often too costly to produce, and may not even meet the user's need for rapid access to relevant information. What does meet the user's needs? An integrated solution that provides an appropriate document -- whether printed or displayed on a computer -- with as little duplicated information as possible. After carefully understanding the audience and analyzing the audience's learning requirements, a team of instructional designers, writers, online experts, and CBT specialists designed a strategy to address the multiple learning styles and the business culture of the work environment to prepare users for an overnight systems conversion. 10,000 users had to be trained -- without the benefit of a classroom setting -- so they could perform their responsibilities with no break in performance or customer service. This paper describes the process of analysis, creation, and implementation for a particular case study where users moved to a GUI (graphical user interface) from a command-based mainframe environment. %M C.DOC.93.149 %T Information Organization in Multimedia Resources %S Research Papers %A Rick Kazman %A John Kominek %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 149-162 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p149-kazman/p149-kazman.pdf %X The advent of multimedia documentation has hastened the rise of video, line art, graphics, image, and sound libraries as "natural resources" for writing. And yet, the potency of today's "mining tools" are little better than the pick axe and sifting pan of the 19th century gold prospector -- a shortcoming to be overcome if we are to release the informational value and potential of multimedia. Quite simply, while we have access to ever increasing bodies of information, finding a specific item within these bodies is problematic. %M C.DOC.93.163 %T HyperRef -- Online Support for Research Literature Assessment and Documentation %S Research Papers %A Rudolf K. Keller %A Anurag Garg %A Tao Tao %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 163-175 %K Documentation tool, Discussion technique, Bibliography database, Computer-supported cooperative work, Education, Software process %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p163-keller/p163-keller.pdf %X Evident and effective assessment and documentation of scientific papers is an important and challenging task. We have addressed this task by applying principles and techniques from software process engineering and have developed a comprehensive paper process model. This model has been applied, improved and validated over the past two years at weekly discussion sessions. The model captures paper selection and discussion, as well as the recording and retrieval of the discussion results. The focus of this paper lies on HyperRef, a system that provides on-line support for many facets of the process model, in particular, for its discussion part. HyperRef gives guidance throughout the paper discussions, supporting the systematic and detailed classification, analysis, and evaluation of research papers, and guaranteeing that all relevant information of the discussions is retained in an annotated bibliography database. The initial motivation for this work was to train graduate students; our approach and supporting system is now applied by several research groups as well as by individual researchers to scientific papers and research literature in general. %M C.DOC.93.177 %T Online Documentation: Evolution Rather than Revolution %S Research Papers %A Marilyn Kirschen %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 177-183 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p177-kirschen/p177-kirschen.pdf %X It has been said that it takes a minimum of seven years to fully move to an online documentation system. If that is the case, we at Interleaf are fast approaching that point. We have been involved in our online effort for almost six years now, from the online help screens in Interleaf's Macintosh Publisher, which shipped in December, 1987, to the fully integrated seamless help and documentation system in Interleaf 6 for Motif. At each stage, we have tried to expand our online offering. In some releases, the technology seemed ahead of the literary aspects; in others the writing seemed ahead of the technology. We actually skipped the stage of topical online help, moving from basic command-based help to the point where more of our documentation is online than printed. We have found that the move toward online documentation is evolutionary rather than revolutionary in several respects: the technology, the writing, and the evolution in writers' and editors' mind and skill sets. %M C.DOC.93.185 %T Wide-Area Distribution Issues in Hypertext Systems %S Research Papers %A Cesare Maioli %A Stefano Sola %A Fabio Vitali %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 185-197 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p185-maioli/p185-maioli.pdf %X Distributed hypertext systems are becoming increasingly common. Many complex problems must be solved for a hypertext system to work on a large scale network. Wide area network distribution seems to be the natural evolution of future hypertext systems and a necessary interface and integration tool to access and exploit current world-wide network services. Among the problems that have to be solved are concurrency problems, security, transparency and availability. Links play an important role in the possibility of distributing hypertext on a large scale; different link polices have different merits and defects. RHYTHM is a distributed hypertext system currently being developed at the University of Bologna. Its main feature regards inclusion, which allows the system to implement efficient versioning and multi-authoring mechanisms. The RHYTHM write-once approach to hypertext data, its external anchoring mechanism, user and group accounting and data replication are in our opinion interesting starting points for a discussion about some structural issues for the next generation distributed hypertext systems. %M C.DOC.93.199 %T An Interactive Online Process for Developing and Producing Policy and Procedure Documentation %S Research Papers %A Elwin N. McKellar, Jr. %A Ginger Dwyer %A Thomas LaJeunesse %A Jeffrey Liimatta %A Diana Risdon %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 199-207 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p199-mckellar/p199-mckellar.pdf %X ADDOC stands for ADministrative DOCumentation and we developed the process to produce task-oriented documentation of the policy and procedure changes wrought by implementation of new administrative software at Michigan Technological University. %M C.DOC.93.209 %T Software Usability: Choosing Appropriate Methods for Evaluating Online Systems and Documentation %S Research Papers %A Brad Mehlenbacher %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 209-222 %K User-oriented design, Quality, Usability testing, User behavior %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p209-mehlenbacher/p209-mehlenbacher.pdf %X The objective of this paper is to bring users to the foreground of on-going system and documentation development efforts by doing five things: (1) outlining existing methods to elicit user reactions to software; (2) describing how to design informal usability tests employing each method; (3) discussing the strengths and weaknesses of each method given the time and resource constraints facing technical communicators and software designers; (4) recommending times during the software development cycle, when certain methods are particularly fruitful in providing valuable design feedback, and; (5) providing an extensive bibliography on usability testing methods. %M C.DOC.93.223 %T One Proven Methodology for Designing Robust Online Help Systems %S Research Papers %A Angela Patrick %A Andy McGurgan %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 223-232 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p233-pesch/p233-pesch.pdf %X An online help system is robust when it anticipates the user's behavior, offers swift access to the right information, and is user intuitive. As with all good user documentation, an online help system requires you to devote significant effort to design. However, because an online help system is integral to the software it supports, it also requires a number of up-front decisions about how it will be implemented. We have developed a planning methodology that ensures we do the research and analysis required for robust online help design and implementation. Our methodology has evolved over the last year and has helped us develop over 7,000 screens of online help spanning 15 software applications. In this paper, we describe our methodology and provide guidelines on how to implement it with your writing teams. The online help systems we discuss here are dynamic, or context sensitive. The contents of the help topics are determined by the user's current location within the supported application or function being used. Our methodology can be streamlined for static online helps, and expanded for multimedia tutorials. For purposes here, though, our scope will be help systems that are integrated with the application and have robust linking capabilities. %M C.DOC.93.233 %T GNU Info: A Decade of Hypertext Experience %S Research Papers %A Roland H. Pesch %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 233-240 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p233-pesch/p233-pesch.pdf %X Proprietary software vendors are beginning to awaken to the benefits of online hypertext documentation. Meanwhile, for over a decade, users and developers of free software have been exploiting the hypertext Info documentation format (first introduced by Richard Stallman around 1976). GNU Info formatters and readers are highly portable, running (at least) on all Unix systems, DOS, VMS, Commodore Amiga, and Atari ST; they support hypertext links both within and between documents, including a rich structure of automatic links between the sections of a manual; they provide both integrated index generation and dynamic, arbitrary text search; and they permit generating both printed manuals and online hypertext from a single source file. This paper itself was first written, and circulated for review, as Info hypertext; if formatted and installed for the Info system, its references to other documents (and its own internal structure) are live hypertext links. %M C.DOC.93.241 %T Constructing Reality: A Comparative Analysis of Print Media Interpretations of Messages Regarding Technological Risk %S Research Papers %A Douglas A. Powell %A Norman R. Ball %A Mansel W. Griffiths %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 241-257 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p241-powell/p241-powell.pdf %X Print media stories arising from three perceived risks to human health and safety are analyzed in the context of risk communication theory. Relationships between public, regulatory and scientific communities are examined, and the challenges to developing accurate and comprehensive risk messages are explored. The study confirms the idea that uncertainty in scientific assessment is often translated into apprehension in the public arena. %M C.DOC.93.259 %T Formal Methods for Evaluating Information Retrieval in Hypertext Systems %S Research Papers %A Yuri Quintana %A Mohamed Kamel %A Rob McGeachy %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 259-272 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p259-quintana/p259-quintana.pdf %X One common method for organizing and retrieving information is hypertext. Hypertext user scan search for information by selecting association links from one item to another, following an association trail towards the information they seek. This paper examines the nature of association searches in hypertext systems and proposes a formal model that can be used to evaluate information retrieval from hypertext documents. One of the main motivations for the development of a hypertext search model is that it can be used to influence the early design of a system or document. For example, each time a new design of a hypertext system or document is created, the model could be used to estimate the information retrieval time of users. The model we present can be used to determine the time needed to find specific information in hypertext documents, based on the structure of the document, the experience level of the user, and the design of the hypertext system's user interface. A preliminary set of empirical observations is described that reveals the strengths and limitations of our model. %M C.DOC.93.273 %T Putting Large Documents Online %S Research Papers %A Ann Rockley %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 273-281 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p273-rockley/p273-rockley.pdf %X Large documents are the most suitable for online viewing. They can be stored compactly on the system and they can be searched in ways not possible in their printed form using full text search retrieval methods or by making the underlying structure of the document accessible. Large documents can be searched more accurately and more completely by users, making their tasks easier. This paper reviews some of the issues that must be considered when putting large documents online. %M C.DOC.93.283 %T From Ground Zero to Multimedia Product Support: A Real World Example of a Phased Transition to Online Information %S Research Papers %A Mimi Saffer %A Dee Stribling %A Jesse Chavis %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 283-292 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p283-saffer/p283-saffer.pdf %X SAS Institute is midway through a transition from hardcopy customer documentation to electronic product support systems with multimedia functionality. The first part of this paper discusses SAS Institute's long-range strategy for implementing online documentation and business factors governing that implementation. The second part analyzes the transition process and offers ideas for coping with change. %M C.DOC.93.293 %T Practical Content Analysis Techniques for Text-Retrieval in Large, Un-Tagged Text-Bases %S Research Papers %A Ray Siemens %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 293-299 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p293-siemens/p293-siemens.pdf %X This paper intends to provide a practical response to concerns regarding the retrieval of specific information from electronic text-bases which have no or minimal text markup. It proposes that standard techniques employed by social scientists and others involved in computer-assisted content analysis be adapted to assist in text-retrieval, and provides the context necessary to employ such techniques. %M C.DOC.93.301 %T Document Structure Extraction for Interactive Document Retrieval Systems %S Research Papers %A Kazuo Sumita %A Kenji Ono %A Seiji Miike %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 301-310 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p301-sumita/p301-sumita.pdf %X We have developed an automatic document structure extraction system for interactive document retrieval. The system realizes an efficient and dynamic full-text retrieval system. By analyzing document structures based on linguistic clues, such as connectives and idiomatic expansions used in each retrieved document, the browser extracts important parts of the document and then automatically summarizes it. The system extracts the document structure, which represents logical chunks of sentences in each section and rhetorical relations between them, based on two kinds of rules: restriction rules for segmenting the text and preference rules for determining the local structures. The abstract generation cuts out unimportant parts in the extracted structure to generate abstracts of various lengths. This dynamic process generates abstracts consistent with the original document since it looks at the extracted document structures unlike conventional word-frequency-based abstract generation systems. Results of an experiment on the generated abstracts proved effective for utilizing this abstract generation process as a document browser for full-text retrieval systems. %M C.DOC.93.311 %T Postcards: Hypermedia for the Travel Industry %S Research Papers %A T. Tejani %A V. Konstantinou %A P. Morse %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 311-324 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p311-tejani/p311-tejani.pdf %X In this paper we will discuss the development of a hypermedia application called Postcards, for the travel industry. Postcards is an interactive travel guide to California that incorporates digital video, animation and graphics with a highly flexible hypertext engine. The main objectives of this project were to create an interface and set of tools that would increase usability, and reduce disorientation; to test if the inclusion of the multimedia elements would actually improve the usability and functionality of the information; and finally to produce a commercially viable product. %M C.DOC.93.325 %T Personalized Information Structures %S Research Papers %A Scott R. Tilley %A Michael J. Whitney %A Hausi A. Muller %A Margaret-Anne D. Storey %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 325-337 %K Hypertext, Information structure, Layered graphs, Online documentation %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p325-tilley/p325-tilley.pdf %X When moving linear documentation into a hypertext system, it is important to distinguish between referential and structural links; both are needed to model the literary paradigm. In particular, structural links facilitate navigation, tailoring, and information retrieval by imposing structure on large documents. Without them, users face the well-known "lost in hyperspace" syndrome due to disorientation caused by a tangle of referential links in the hypertext web. To be truly effective, hypertext systems should support a level of customization at least equivalent to paper-based documentation systems. The hyperdocument's structure must be malleable and user-customizable. It should be the reader who decides what is the best document architecture -- not the writer. This paper describes a flexible reverse-engineering approach to creating, representing, and structuring online documentation. The approach permits the construction and maintenance of personalized information structures: multiple virtual documents over the same hypertext database. %M C.DOC.93.339 %T Hypertext Syllabi in Cognitive Science %S Research Papers %A Saul Traiger %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 339-344 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p339-traiger/p339-traiger.pdf %X Cognitive science is fertile ground for the study of on-line information delivery in academe. While the existence of most academic disciplines predate the computer, cognitive science owes its existence to it, embracing the power of the computer, both as a model of cognition, and as a tool in the delivery of the results of the investigation of such modeling. Every documentation delivery system makes assumptions about how individuals acquire information. Cognitive Science studies those assumptions directly, and so promises to inform the development of computer-based tools for the acquisition of information in all fields. Cognitive science, however, is not a univocal field, but an interdisciplinary umbrella, under which fall at least philosophy, psychology, artificial intelligence, linguistics, and cognitive neuroscience. In this paper I will discuss hypertext applications in cognitive psychology and philosophy, the two fields in which I've developed such applications for use by undergraduates. %M C.DOC.93.345 %T HyperFrame: A Hypermedia Framework for Integration of Engineering Applications %S Research Papers %A Taiji Tsuchida %A Hironobu Abe %A Mikio Sasaki %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 345-355 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p345-tsuchida/p345-tsuchida.pdf %X This paper describes the "HyperFrame" system and its functions. "HyperFrame" is a hypermedia construction system for the integrating on of application systems (AP). "HyperFrame" main features are: (1) It proposes a hypermedia model for integrating applications (2) It provides a clear classification of anchor information, linkage information and expression information to construct a hypermedia framework that can be shared among applications. HyperFrame generalizes the hypermedia system to include the utilization of the existing applications, while conserving its main advantages, e.g. easy handling of link node information. The system was applied to a conventional facilities management system, and the usefulness of its basic functions was confirmed. %M C.DOC.93.361 %T Information Sharing: Collaborating Across the Networks %S Solution Sessions Abstracts %A Phyllis S. Galt %A Susan B. Jones %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 361-362 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p361-galt/p361-galt.pdf %X How do writers and developers who are physically separated, i.e., in different offices, different buildings, and different cities, collaborate on projects, gain the benefits of sharing information and ideas, make decisions, raise and resolve issues? How do writers use electronic networking capabilities to share info with other writers, project team members, and other interested parties? %M C.DOC.93.363 %T The Eurobridge Service Platform -- An Approach to Integrated Multimedia %S Solution Sessions Abstracts %A Bernd Heinrichs %A Kai Jakobs %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 363-365 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p363-heinrichs/p363-heinrichs.pdf %X The Commission of the European Communities has established a number of research programmes in the area of information technology. RACE (Research into Advanced Communication in Europe) is one of these programs. Despite the "R", RACE is strongly market oriented. That is, RACE developments need not only be technically sound and novel, but must in the first place prove a commercial potential. Within this program, EuroBridge is supposed to provide advanced communication services which may be exploited by other, more application-oriented projects. %M C.DOC.93.367 %T Examples: The Good, the Bad, and the Ugly and How to Identify Them at a Glance %S Solution Sessions Abstracts %A Lori E. Kaplan %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 367-368 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p367-kaplan/p367-kaplan.pdf %X In 1992, Apple Computer published a new edition of human interface guidelines for the Macintosh computer, which included updates to the existing guidelines book and information covering technologies released since the previous version. In doing research to develop this book, "Macintosh Human Interface Guidelines", I discovered that developers, the target audience, consistently asked for examples. The examples they desired would be both verbal and visual, depicting the guidelines and principles developers are expected to follow in creating products for the Macintosh computer. Therefore, I endeavored to increase the number of visual examples in the book to address this request, believing that pictures are worth thousands of words. Furthermore, a review of recent research found that "graphic illustrations of the user interface components and style were central to conveying the sense of the guidelines both in general and in detail. They were cited spontaneously and almost universally as the preferred vehicle for learning." (Tetzlaff and Schwartz, 1991) %M C.DOC.93.369 %T Working Alone: Finding Surrogate Coworkers on the Nets %S Solution Sessions Abstracts %A Laura Praderio %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 369 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p369-praderio/p369-praderio.pdf %X With the explosion of computer networking, there now exist electronic forums and resources for technical communicators. As so many technical communicators break ground at a company by being "the first and/or the only" there are often times vast amounts of energy spent on educating coworkers and helping to strengthen or redefine a company's philosophy toward technical communication. These "stand-alone" technical communicators need to be very responsive to a variety of tasks as they may function as document manager, writer, editor, designer, graphics artist, desktop publishing expert, and so on. Technical communicators with few or no in-house collaborators, and often limited printed resources, need an inexpensive and responsive method to gather a variety of information. Computer networks allow technical communicators to gather information quickly, right from a desktop computer, usually from the experienced and the expert, and often within minutes or hours of making a request. This contribution provides technical communicators with handouts on and discussion of how to connect to a computer network and what network resources are currently available. %M C.DOC.93.371 %T Information Retrieval from Hypertext Documents %S Solution Sessions Abstracts %A Yuri Quintana %A Rob McGeachy %A Mohamed Kamel %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 371-372 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p371-quintana/p371-quintana.pdf %X Current hypertext systems have no intelligent means for finding specific information. When searching for specific information (as opposed to browsing), users can get disoriented in large hypertext documents and may end up following a path that takes them farther away from the information they seek. In this session, we describe an information retrieval system called HRS (Hypertext Retrieval System) [1] that allows users to retrieve information in hypertext documents based on its semantic content. A formal evaluation of the HRS [2] system is also described. %M C.DOC.93.373 %T The Heartbreak of Online Documentation; What's a Technical Communicator to Do? %S Solution Sessions Abstracts %A Leo Sell %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 373-374 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p373-sell/p373-sell.pdf %X Until recently, technical communicators were responsible for clearly and concisely meeting the information needs of a target audience. For instance, in one organization the Technical Writing Department had the following goals: * identify the purpose and audience for a manual * make certain the documentation is understandable and meets the needs of the identified audience * make certain the written word says what it is intended to say * act as a user advocate, making sure users of documentation services get the accurate documentation they need, written at a level of understanding that is useful * have a proper and consistent style, quality of writing, and format %M C.DOC.93.375 %T The SIGDOC'93 Electronic Mail File Server %S Solution Sessions Abstracts %A Sanjay Singh %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 375 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p375-singh/p375-singh.pdf %X For rapidly changing documentation that needs to be distributed quickly and cost effectively on a world-wide scale, there are few better choices than an electronic mail server. One of our primary goals in this Solution Session is to provide conference attendees with a context that will show where this particular form of on-line documentation fits into a heterogeneous computing environment. Our secondary goal is to provide a meaningful introduction to the software technology that drives the information processing in the list server so that information managers can ascertain both the computing and human resource requirements necessary to set up and maintain such a server for their own organizations, as well as customize it if necessary. %M C.DOC.93.377 %T Personalized Information Structures %S Solution Sessions Abstracts %A Scott R. Tilley %A Michael J. Whitney %A Hausi A. Muller %A Margaret-Anne D. Storey %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 377-378 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p377-tilley/p377-tilley.pdf %X Over the past six years we have been developing Rigi, a system and framework for analyzing evolving software systems. Some of our early work resulted in a graph model for software structure, and a graph editor supporting the model [1]. More recent work has focused on methods and algorithms for summarizing software structures by building hierarchies of subsystems [2]. We have successfully applied this approach to the redocumentation of software systems using graphical representations of the resultant structures [3]. However, until now we had not addressed the problem of incorporating the large body of existing textual documentation into our online system. We have rectified the situation by augmenting Rigi to work directly with existing linear documentation, specifically, documents tagged with descriptive information (for example, via LATEX or SGML). %M C.DOC.93.379 %T Maintaining Document and Project Quality using Checklists %S Solution Sessions Abstracts %A Gordon Varney %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 379 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p379-varney/p379-varney.pdf %X For most technical writers, maintaining consistency within a publication is a never ending personal struggle. If there are two or more writers working on a single publication, there is the additional task of maintaining consistency between the writers. Over time, as old projects are completed and new ones started, consistency between projects becomes an important issue. Is a checklist a practical (non-usability testing) method to measure the quality of a publication as compared to past documents or competitor's documents? Do checklists work? %M C.DOC.93.381 %T Multimedia: From Novice to Expert (Almost) %S Solution Sessions Abstracts %A Carol Wiest %A Dov Lungu %B ACM Eleventh International Conference on Systems Documentation %D 1993 %P 381-382 %* (c) Copyright 1993 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/166025/p381-wiest/p381-wiest.pdf %X What can someone new to the field of multimedia achieve in a short period of time? Is it possible for a novice to create a working, presentable multimedia application over a three-month time period? %M C.DOC.94.1 %T An Introduction to Mosaic and the World Wide Web for Technical Communicators %A Kevin M. Cunningham %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 1 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p1-cunningham/p1-cunningham.pdf %X What is the World Wide Web, and what do we as technical writers/trainers need to know about it? This presentation surveys the World Wide Web from various perspectives, focusing particularly on topics of interest to technical communicators, including: * a comprehensive overview of what the Web is -- and why it's interesting * a summary of key Web concepts and jargon * a description of the client-server model used by the Web * an introduction to the popular Web-browsing tools (Mosaic, lynx, etc.) * a glimpse at the kinds of information you can find on the Web * a brief tutorial on how to prepare documents for the Web, including how to use the HTML language, how to add links and graphics, and how to organize and deliver documents * a survey of accessory tools for Web-spinners (editors, server tools, etc.) * a discussion of the many issues that writers face in working in the Web, including issues facing any developer of on-line information (and how these issues get played out in the Web), as well as issues particular to the Web %M C.DOC.94.2 %T We Will Write No Online Before Its Time: Timing the Development of a Quality Online Help System to Minimize Panic and Save Costs %A Bruce W. Knorr %A Ann Zabriskie Norton %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 2-5 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p2-knorr/p2-knorr.pdf %X Introduction After Help developers have identified how to produce a context-sensitive hypertext Help system, the next remaining -- and critical -- question is when to do it. Timing an online Help project is actually a collection of smaller timing questions, such as when is the right time to build the text structure? When should one begin tracking topics? What can one do to facilitate an early interface and terminology freeze? When should context-sensitive IDs be integrated? Will there be time to prototype, story-board and usability test? How much documentation is expected during beta testing cycles? These were the types of questions we had as we began work on an improved online Help system at WordPerfect, Applications Division of Novell, Inc. This paper illustrates how we successfully answered these questions and effectively timed the production of an online Help system in a cost-efficient manner. Learning from our mistakes, we found that proper timing of events and processes is essential to maximize cost efficiency and minimize panic. Dividing the project into three major phases, as follows, helped us to establish major milestones: * Phase I: Establish * Phase II: Build * Phase III Refine We broke these phases into smaller building blocks or "chunks" such as: * Planning * Writing * Topic Design and Structure * Usability and Research * Tool development * Hypertext linking * Editing and Testing Some of these smaller building block activities can begin and end within the same phase, or begin in one phase and end in a later phase. This approach let us keep track of major accomplishments (monitor the big picture), while simultaneously coordinate and schedule smaller, yet important, procedures. %M C.DOC.94.6 %T Reassessing the Documentation Paradigm: Writing for Print and Online %A Karl L. Smart %A Matthew E. Whiting %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 6-9 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p6-smart/p6-smart.pdf %X Software documentation must continually adapt to a burgeoning computer industry. Consequently, documentation has evolved from comprehensive, feature-laden references to concise, focused user guides. With the documentation evolution, new ways in delivering documentation have emerged -- primarily online. Changes in documentation types and documentation delivery systems require change in documentation creation. In this paper, we explore the traditional print-based documentation paradigm and how the advent of online has affected that paradigm. We propose that design strategy must account for both print and online documentation as part of a documentation set. %M C.DOC.94.10 %T A Combined Project Planning Model for Documentation/Training at BNR %A Glenn C. Russell %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 10-16 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p10-russell/p10-russell.pdf %X Bell-Northern Research (BNR) is a global leader in the design and development of advanced telecommunications systems and products. Documentation and training groups at BNR have historically been autonomous; that is until last year. Both organizations have now integrated under one management team. With this association was the understanding that the new organization would encounter a number of problems; for example, differences concerning culture, processes, and functions. The basic premise of the new organization was to provide a more comprehensive service for our internal -- BNR -- customer base. To do this effectively, we needed an appropriate strategy to eliminate duplication of effort and reduce development interval time, and an organizational structure to accommodate our customers' requirements. To provide a more comprehensive and coordinated service to our customers, required a formalized and planning mechanism. We developed an Information Development Plan (IDP) as a method to capture the combined project plans for documentation and training. At this point the IDP has been used for about one year and will develop or evolve into a more integrated plan for our customer base. %M C.DOC.94.17 %T Untangling the World-Wide Web %A Liam Relihan %A Tony Cahill %A Michael G. Hinchey %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 17-24 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p17-relihan/p17-relihan.pdf %X While, for years, the Internet has been used to make information resources available, until relatively recently its users have been forced to interact with it through a set of difficult-to-use protocols such as FTP (File Transfer Protocol) [PR85]. Furthermore, extensive knowledge of obscure command-line interfaces, addressing schemes and file types was often required. However, recent years have seen an increase in sophisticated and user-friendly Internet information systems. These include the WAIS (Wide Area Information Service) document server protocol, the menu-based Gopher protocol and the hypertext-based World-Wide Web [Ber92]. It was the intention of the designers of the World-Wide Web (or WWW or W3) to provide access to the information resources of the Internet through easy-to-use software which operated in a consistent manner [BlEtAl92]. As the basis for information retrieval, the designers settled on the hypertext paradigm -- a paradigm which supported the use of simple "point-and-click" interfaces. W3 began as a set of simple protocols and formats. As time passed, W3 began to be used as a testbed for various sophisticated hypermedia and information retrieval concepts. Unfortunately many of these proofs of concept were quickly adopted by the general Web community. This means that experimental extensions of dubious use are now established parts of the Web. To make matters worse, many of those extensions are inadequately documented if at all. The Internet is a collection of small interconnected networks whose operation is considerably aided by the adherence of its users to an informal social code. However, in years to come, Internet services will be provided to an ever-increasing number of people. Unlike in the past these new users will not have time to adapt and learn the social and other mores of the "net". Therefore, mechanisms that provide information will need to be become more robust. In this paper we shall examine some of the problems facing the World-Wide Web and approaches that may be useful in solving them. In particular, we shall examine problems that relate to the distribution of the Web's information resources. Finally, we shall provide a short evaluation of the Web from the point of view of information providers. %M C.DOC.94.25 %T Implementing an Interface to Networked Services %A Abdul Hanan Abdullah %A Brian Gay %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 25-33 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p25-abdullah/p25-abdullah.pdf %X This paper highlights the general problems and difficulties in using networked services. A prototype has been developed to help user interact with networked services. General design principles which arise in implementing a prototype user interface to networked services are discussed. The construction of the prototype is based on an object-oriented approach. The way it communicates with networked services and a help facility are also described. %M C.DOC.94.34 %T Object Help for GUIs %A David Freeman %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 34-38 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p34-freeman/p34-freeman.pdf %X In the common graphical user interface (GUI) environments -- Macintosh, PC Windows, and UNIX's XWindows and OpenWindows -- online help has generally taken two approaches: 1) help systems, separate from the GUI applications, in which users search for information, and 2) balloon help, a Macintosh approach that provides spot triggering of help based on cursor position. Other types of online help for GUIs, such as context-sensitive help, have been developer but they haven't been commonly used. William Horton, in his Designing and Writing Online Documentation, doesn't mention any other types of help facilities for GUIs. %M C.DOC.94.39 %T Joining the GUI Design Team: A Case Study %A Leslie A. Johnson %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 39-43 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p39-johnson/p39-johnson.pdf %X This paper discusses the experiences of the writing department at a small (85 person or so) high technology company when that department was enlisted to coordinate and design user interfaces for the company's software products. In particular, it takes an in depth look at one particular project. We found that many of the skills necessary for success as technical writers in the computer software industry are also important when designing user interfaces, and that the "self instruction" skills writers acquire can be applied to gaining other, more specialized user interface (UI) design skills. The resulting transfer and augmentation of skills enhances our value as technical communicators. %M C.DOC.94.44 %T Interoperability: Rethinking the Documentation Paradigm %A Robbi Bean Killpack %A Jaelynn Williams %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 44-48 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p44-killpack/p44-killpack.pdf %X The existing model of independent software applications and computers is shifting to a model of shared computer data and resources. Today's users are knowledgeable about their software applications and their computer hardware. In general, users are no longer intimidated by technology, instead, they want to use software that is intuitive and automates the tasks they need to accomplish. Users want to be able to share information among their documents and with co-workers, who may or may not have the same hardware and software configuration. As a result, there is a growing demand for customizable software to meet the specialized needs of today's users. In the computer industry, there is a growing trend toward meeting these user needs by providing interoperable component software that will allow users to integrate multiple applications and a variety of media from different software vendors. This fundamental change in the nature of software applications requires technical communicators to change the way they create and conceptualize documentation. %M C.DOC.94.49 %T Benefits of Implementing On-Line Methods and Procedures %A Kenneth R. Ohnemus %A Diana F. Mallin %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 49-55 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p49-ohnemus/p49-ohnemus.pdf %X The application supported by the methods and procedures (M&P) is a telephone central office inventory system which assists users in maintaining an accurate inventory of telephone equipment and connectivity, and facilitates asset management by central office personnel. As the cost of maintaining and distributing the M&Ps was a major issue, on-line M&Ps that provided a look and feel consistent with the application were developed. Users also needed to access both the application and M&Ps simultaneously, therefore, hypertext was necessary to help manage the complexity of the M&Ps. This paper discusses the costs and benefits surrounding the design, development and implementation of on-line M&Ps in a distributed client-server environment. %M C.DOC.94.56 %T Leading the Design Team -- The Evolution of the Technical Writer from a Support Role to a Design Role %A Daniel K. Cunningham %A Steven J. Reilly %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 56-60 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p56-cunningham/p56-cunningham.pdf %X In the Information Technologies group at Intelligent Controls, Inc., we have found that the changing technical communication industry offers technical communicators new and exciting challenges for those who can adapt to the changing medium (paper to online). Therefore, we have created a division that not only caters to customers' changing needs, but that also provides our technical communicators with clear and desirable career paths in which they can use their traditional technical communication skills, augmented with online and user-centered design principles and philosophies, to meet the needs of the growing and changing market while moving away from support roles to become leaders of design teams. %M C.DOC.94.61 %T Multimedia: Towards an Electronic Performance Support System %A Ann Rockley %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 61-65 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p61-rockley/p61-rockley.pdf %X Traditionally technical documentation served as reference and user information while training was provided in the classroom or through computer-based training that was accessible separately. Standard online documentation allows us to provide static information. Multimedia allows us to add narration, motion (animation or video) and interaction (computer-based training). Users no longer need to make a choice about what type of information they require and when. The integration of training and documentation makes the choice seamless for the user. Today's employees need information and training on demand. It is no longer possible to send people to courses for training due to excessive costs. The long-term benefit of this type of training is reduced because only a portion of the materials are remembered immediately afterwards and even less if a period of time elapses between the training and the actual application of the skill. Online documentation provides a good reference source for information and it may provide some instructional material as well, however it does not provide information in the best form for long-term learning. A different solution is required to meet the needs of today's employees. %M C.DOC.94.66 %T Telecommunicators and Telecommuters: Making Multiple-Site Documentation Projects Work %A Katherine E. Drew %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 66-75 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p66-drew/p66-drew.pdf %X This paper discusses some of the issues, obstacles, and solutions that Legent Corporation has encountered in developing documentation across locations, in enabling people to telecommute, and in managing information developers (our term for technical communicators) remotely. It reflects the experiences of three information development teams whose members span five locations -- Pittsburgh, PA., Westboro, MA., Herndon, VA., Woodland Hills, CA. and Copenhagen, Denmark -- and who collaborate with technical people working remotely from Copenhagen and all comers of the U.S. Topics in this paper include * Setting up and supporting telecommuters * Developing skills and techniques that help cross-location documentation projects succeed * Keeping communication clear among people who are geographically scattered * Directing documentation projects and developers from afar * Setting up and supporting telecommuters. %M C.DOC.94.76 %T A Future for Professional Communicators in Software Engineering %A John K. Horberg %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 76-87 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p76-horberg/p76-horberg.pdf %X This paper's goal is not to convince the software community that communicators should be involved in the software engineering process -- this seems to be well accepted already. Recent survey research indicates that the software "industry would gladly add trained technical communicators with computer science backgrounds to their software development teams [but] for the technical writing professional to help solve the software problems plaguing the industry, the professional must first have a demonstrable understanding of the theory and process that drive software development" [Bresko, 1991]. In part, then, this paper is a call for technical communicators to learn more about software engineering: a challenge to place themselves accurately within the framework of software environments. Communicators need to be able to show exactly where they fit into software engineering -- how they can improve software products and software development processes. That is, they need to be able to make specific proposals and detailed plans selling software engineering on their ability to help the field progress. The purpose of this paper is to specify areas in which technical communicators should become more competent and in which software engineering managers should consider involving communicators. %M C.DOC.94.88 %T Creating a CD-ROM from Scratch: A Case Study %A Brian J. Thomas %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 88-95 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p88-thomas/p88-thomas.pdf %X Technology has moved us to the point where creating a CD-ROM as a alternative to paper volumes is not only cost effective, but also provides an opportunity to add significant value to the information presented, both in terms of quantity and usefulness. The past year has been a pivotal one in terms of access to simple and cost-effective tools and technologies that push "personal publishing" of CD-ROMs closer to reality for a whole range of publishers and information providers. This paper will review the development cycle of SPIE's first CD-ROM product the Electronic Imaging '93 Proceedings on CD-ROM, a hybrid Windows/Macintosh disc that was created without the use of any of the proprietary (and often expensive) software royalty-based contracts that have been the established turn-key solution until now. The intent of this paper is to provide a first-hand look at the developmental, technical, and financial issues involved in creating a CD-ROM publication. %M C.DOC.94.96 %T Learners as Authors: Helping ESL Employees in a Canadian Bank Prepare Customer Relations and Documentation Material %A Paul Beam %A Diane Burke %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 96-104 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p96-beam/p96-beam.pdf %X Our paper raises several issues in the development of online documentation and its use by some three hundred employees in the eleven processing centres of a large Canadian bank. We will outline the technology we have used in the process but our emphasis is on learning, information exchange and user empowerment across a number of linguistic groups, several career fields and several thousand miles of a large, thriving business. We are implementing a user-based documentation process in which employees themselves augment and modify the online database of procedures by which they learn and carry out their work. We want users to write procedures and documentation which conform to the terminology and understanding of their workplace routines and practices. Further, we expect them to adapt these to conditions of their various locations and to develop 'best practices' manuals which describe details and options specific to individual sites. %M C.DOC.94.105 %T Hands Drawing Each Other: CAL Help Tools as the Base for CAL Instruction %A Paul Beam %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 105-114 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p105-beam/p105-beam.pdf %X This paper describes a software program called HyperView, an authoring system which involves users in the creation process directly by providing coaching tools from within the Help facility to support their development of interactive learning modules for business and educational instruction. We argue that the Help system we have developed permits users to understand system options and to see the instructive possibilities of computer-aided learning (CAL) applied to the subject matter itself. Users of CAL materials become authors and participate in the development of the modules from which they are learning. We have developed a series of help options which provide information, examples, instructions, tutorials and, finally, coaching to permit users, from novices to experts, to design and modify materials which can then become parts of the next user's learning experience. In this sense, the courseware and authoring system are quite different from conventional 'kiosk' models, instructional sets or testing courseware. HyperView permits authors to develop materials under all three of these structures, but it is a more comprehensive, user-centered system, adaptable to the various learning strategies of its operators. %M C.DOC.94.115 %T Integrating Online Help, Documentation, and Training %A R. Stanley Dicks %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 115-118 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p115-dicks/p115-dicks.pdf %X Developers of integrated online software products have typically taken one of two approaches to developing and presenting their information to end users. In one approach, they develop help, documentation, and training separately and then provide a front-end access system that makes the three discrete units appear to be integrated. In the second approach, they develop one large set of information and then provide entries to it with a front end that allows access to appropriate pieces of information though tables of contents, key word lists, indexes, and hyperlinks. Both of these approaches involve sacrifices. In the former case, the development costs are high, as the same information must be developed three times in three different formats, often by three separate people (who all too often do not communicate effectively enough to ensure consistency across their pieces). In the second case, the development costs may be lower, but the end user has to work harder to find needed information, as the system does not present just the right information at just the right time. At Bellcore, we have increasingly faced a customer base that demands delivery of training, documentation, and online help with our software products. Our customers want minimal or no classroom training to be required, want minimal documentation, and want as much of the information online as possible. To deliver products in this way, we had to restructure our organization and redefine our rhetorical approach to delivering software training, documentation, and online help, or, as we refer to it learning support. %M C.DOC.94.119 %T Zen and the Art of Learning Support: Combining Documentation, Training, and Online Help Functions for a Unique Organizational Approach to Information Development %A Karen E. Goeller %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 119-125 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p119-goeller/p119-goeller.pdf %X In this paper, I'll give an overview of the process Bellcore's team of re-inventors took to create a unique organizational structure encompassing "traditional" documentation and training, online help and support-system development and the development of new information delivery mechanisms. I'll take you step-by-step through both the triumphs and the pitfalls, so that your company can learn from our experience. And, I'll tell you a little about where we're heading down the road of information design. This paper does not paint a blue-sky theoretical view of an ideal universe. It talks about real problems faced by real people, and the sometimes-thorny cultural and political issues you'll encounter in implementing this type of change in your organization. This is not a blueprint for you to follow, since every organization's experience will be different, but hopefully it will give you some good ideas, good advice, and a little idea of what to expect as you begin your work toward an integrated information design organization. %M C.DOC.94.126 %T A Development Process for Large Multimedia Titles %A Mark Ryan %A Rich Helms %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 126-138 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p126-ryan/p126-ryan.pdf %X Within IBM there are many groups that have made small-scale multimedia titles. Large titles, however, are not so common. This paper describes the process that we followed to create a large title, Experience C++. It begins with a description of why we decided to create a multimedia title about C++. It then describes the process that we followed to make the title. Finally, it describes the lessons that we learned and our plans for the future. %M C.DOC.94.139 %T Multi-Level Documentation of Organizational Architectures and Processes %A Rudolf K. Keller %A Anurag Garg %A Amin Noaman %A Tao Tao %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 139-144 %K Information system documentation, Hypertext organizational modelling, Business process reengineering, Action workflow, Computer-supported cooperative work, Petri net %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p139-keller/p139-keller.pdf %X The modelling and analysis of organizational architectures and processes should be complemented with adequate documentation such as forms, database information, pieces of software, and anecdotal experience. The resulting models are not only more expressive and useful, but may also serve as on-line training vehicles and means for communication in a multi-person environment. They can be seen as multi-level documentation of the underlying architectures and processes, comprising both formal and informal elements, and allowing for the execution of their formal parts. These concepts are being validated in Macrotec, an environment for organizational modelling and analysis, which is complemented with Hypertec, a hypertext-based component supporting authoring, display and navigation of the documentation that cannot be captured in the formal part of our models. In this paper, we shall discuss Macrotec and Hypertec, illustrate our approach with an example and report on our experience at applying it. %M C.DOC.94.145 %T A Theory of Organization %A Joseph I. B. Gonzales %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 145-155 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p145-gonzales/p145-gonzales.pdf %X The organization hypothesis states that when the structure of information in the user interface is related to the user's task, the user interface should correspond to the user's understanding. This hypothesis creates a coherent framework for interpreting diverse findings in user interface design, lays a theoretical foundation for research on user interface organization, and suggests guidelines to the designer of the user interface. %M C.DOC.94.156 %T Groupware Concept Mapping Techniques %A Rob Kremer %A Brian R. Gaines %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 156-165 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p156-kremer/p156-kremer.pdf %W http://www.cpsc.ucalgary.ca/~kremer/papers/sigdoc94.html %X Concept maps have been used in education, policy studies and the philosophy of science to provide a visual representation of knowledge structures and argument forms. They provide a complementary alternative to natural language as a means of communicating knowledge. In many disciplines various forms of concept map are already used as formal knowledge representation systems, for example: semantic networks in artificial intelligence, bond graphs in mechanical and electrical engineering, Petri nets in communications, and category graphs in mathematics. This paper describes the design and application of a groupware concept mapping tool designed to support the knowledge processes of geographically dispersed communities. %M C.DOC.94.166 %T Active Documents Combining Multimedia and Expert Systems %A Mildred L. G. Shaw %A Brian R. Gaines %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 166-175 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p166-shaw/p166-shaw.pdf %X An active multimedia document publication system is described which integrates a number of different representation technologies to provide a medium offering a wide spectrum of usage, including new forms of scholarly communication. The capabilities range from emulation of current paper publication, through electronic document delivery on the Internet or CD-ROM, multimedia inclusion of video and sound, hypermedia linkage, to formal knowledge representation for simulation and inference. Aspects of the implementation are described, and examples are given of applications, including one in which an active document forms the knowledge base of an expert system. %M C.DOC.94.176 %T A Unified Approach to Indexing and Retrieval of Information %A Kevin Cox %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 176-181 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p176-cox/p176-cox.pdf %X This paper takes another look at information retrieval. It starts from the purposes of retrieval, looks at what people would like from a retrieval system, builds a conceptual-model for how a retrieval system could work and from that determines what and how to do appropriate indexing to fit the model. The approach leads to the idea of the duality of indexing and retrieval. The ideas are illustrated by giving the design of a text based system and of a system to store pictures of faces. It is shown that the underlying mechanisms are the same for both systems and it suggests that other retrieval systems using this approach will have similar structures. Other implications of the approach are that retrieval and indexing can be monitored by the machine and the systems can learn to better respond to human needs. Ongoing research in this area is outlined. %M C.DOC.94.182 %T The Fate of Indexes in an Online World %A Mary Jane Northrop %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 182-189 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p182-northrop/p182-northrop.pdf %X Technical documentation is increasingly delivered online. Whether an online help system integrated with the product or separate documentation delivered and updated regularly on CD-ROM, this trend will likely continue. Economics alone dictate that product developers decrease the amount of paper used to support rapidly changing technologies. Also, as users increasingly access technologies remotely, the likelihood that they will have access to paper-based documentation decreases. As a result, it is important to examine what readers gain and lose in the transition to online delivery. As the primary access mechanism in most technical documentation, the index is an interesting place to focus that examination. Indexing is often the most maligned, least appreciated document production task. Yet poor indexes are a frequent user complaint and a frequent, if unexpected, finding in many documentation usability tests [6,8,10]. For these users, the index is most often the primary access tool. %M C.DOC.94.190 %T Building an Internet Resource for a Specialized Online Community %A Rich Donnelly %A Rick Hermann %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 190-197 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p190-donnelly/p190-donnelly.pdf %X SPIE is a nonprofit organization with 11,000 members worldwide. The society's constituency comprises optical and optoelectronic scientists and engineers in communications, biomedical, manufacturing, aerospace, and other applications. The perceived need to link our technical community electronically is both a response to a future scenario of pervasive interconnectivity among the scientific community and a need to address the issues raised by a changing paradigm for technical publishing, wherein the rise of electronic communication may obviate the need for the traditional publisher (and its capital investment). Through a growing but still modest effort over the last two years, SPIE has created an array of online services that are essentially paving the way for our organization's future offerings in the electronic publishing world. Many of our experiences and observations may apply to any group involved in setting up such a resource, and we hope this case study will provide some assistance to others embarking on that process. %M C.DOC.94.198 %T Issues and Guidelines for Authoring a WWW Project: The SAS Experience %A Lauren A. Bednarcyk %A Curtis A. Yeo %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 198-199 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p198-bednarcyk/p198-bednarcyk.pdf %X Many corporations have begun to take advantage of the Internet to communicate with and provide service to their clients and potential clients. Undoubtedly, the primary impetus for this explosion of electronic exchange of information is the World Wide Web (WWW). On the web, organizations can provide graphics, text, sound, and video to the Internet community in an easy-to-use format that is removed from the rigors of Internet navigation. SAS Institute Inc., like many other companies connected to the Internet, recognizes the vast potential in the WWW, and we welcome the opportunity to establish our own unique Internet address. %M C.DOC.94.200 %T Technical Communicators and System Developers Collaborating in Usability-Oriented Systems Development: A Case Study %A Par Carlshamre %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 200-207 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p200-carlshamre/p200-carlshamre.pdf %X This paper describes the development and evaluation of the Delta method extension. Because of the author's background in systems development and limited experience in the field of technical communication, the paper is written from an SD perspective. Considering that most of what is published about TCs joining the design teams in systems development seems to be written by technical communication representatives, this may not be a disadvantage. %M C.DOC.94.208 %T Bridging the Communication Gap in the Workplace with Usability Engineering %A Desiree Sy %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 208-212 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p208-sy/p208-sy.pdf %X How can we make products, including documentation, more usable? The first and most difficult step in the process is to make a commitment to improve the usability of the product through the whole development cycle; usability is not a surface quality, but a holistic one, and must be considered at all stages of development. The major barrier to implementing usability is the chasm that exists between designers and the users for whom they design. Usability engineering methodologies are tools that can bridge the communication gap between designers and users, and also improve communication among all members of the development team. %M C.DOC.94.213 %T Multi-User Domains and Virtual Campuses: Implications for Computer-Mediated Collaboration and Technical Communication %A Brad Mehlenbacher %A Beth Hardin %A Chris Barrett %A Jim Clagett %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 213-219 %K Computer-mediated collaboration, E-mail, Internet, Multi-user domains (MUDS), Productivity, Virtual communities %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p213-mehlenbacher/p213-mehlenbacher.pdf %X Despite being the focus of 170 articles in the Fall of 1993, few researchers have documented how the Internet, an environment that attracts over 6000 new users per month, will affect the technical communication profession [18]. In particular, researchers have devoted little attention to the rapid emergence of an Internet tool that has the potential to increase collaboration among professional technical communicators. This paper represents one such attempt and describes an electronic tool we are building at NCSU called the TechComm-VC (Virtual Campus), a Multi-User Domain, or MUD. %M C.DOC.94.220 %T Information Ecologies and System Design: A Developmental Perspective on Mass Multimedia Networks %A Menahem Blondheim %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 220-226 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p220-blondheim/p220-blondheim.pdf %X The following is an attempt to sketch, in broad strokes, the ecology of a set of silicon and human organisms that inhabit the shared environment of a particular multimedia computer network that was developed, and is currently operating in an experimental stage, in Israel. This will be done on two levels -- the micro level will describe the innerspace of the network and the first order links of its components. The second, the macro level, will consider the network as a whole in the broader context of the Israeli information environment and the local system of social arrangements, economic conditions, and cultural biases. %M C.DOC.94.227 %T The Changing Roles of Educators: Using E-Mail, CD-ROM, and Online Documentation in the Technical Writing Classroom %A Lynnette R. Porter %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 227-233 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p227-porter/p227-porter.pdf %X The profession of technical communication is changing rapidly, and as technical "writers" truly become "information designers," skills with computer-based technologies become an ever more important part of technical communication courses. For teachers, the possibilities of innovatively using technology seem endless, but the reality of learning to use new and constantly changing technologies and then making them available to students is daunting at best. Teaching classes in a computer lab and introducing students to as much new technology as possible are necessities, but what really happens when teachers and students have access to e-mail, CD-ROM, and other computer-based information? Perhaps an equally important question should be asked about the demands being placed on teachers. Is a teacher's job simply to train students to use the technology? Or is a teacher's job to educate students, to teach them how to solve problems and gather information from a variety of sources, especially technological resources? The debate between proponents of processor product, teaching or training, and theory or application is old, especially in technical communication. Teachers need to decide where they stand in this debate and how they and their students will work with "technology" in and outside the classroom. In this article I focus on three pedagogical issues facing educators at the Great Divide: What should be taught in technical writing/communication courses? What are the roles of the teacher? What are the roles of the student? Finally, I'll share some of my experiences to illustrate approaches to teaching students in this challenging time for technical communicators. %M C.DOC.94.234 %T Developing a Hypertext Help System: A Cooperative Effort Between a Software Developer and a Technical Writer %A Phil Herold %A Carla Merrill %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 234-245 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p234-herold/p234-herold.pdf %X We developed Helplus, a hypertext help application that runs under the X Window System on Hewlett Packard, Sun, and IBM RISC System/6000 workstations. Helplus is modelled after Microsoft Windows help. Helplus is unusual for a help system because it is a server program that manages multiple help files concurrently, each in its own X window. These help files can be attached to applications and, therefore, invoked through the applications. However, they can also be invoked as stand-alone programs through Helplus. This means, in effect, that one instance of Helplus can run multiple help files for applications, with or without the applications themselves running. Helplus can also be used to create and run a help file (or a hypertext file for some other purpose) as an independent application. For example, with only one instance of Helplus running, a user can have concurrent access to Helplus windows containing tutorials, orientation information, and other online information that may not be associated with a particular application. %M C.DOC.94.246 %T Traversing the Divide: Documentation Challenges of the 90s %A Karl Smart %A Matt Whiting %A Freda Husic %A Lisa Moore %A Peter Orbeton %B ACM Twelfth International Conference on Systems Documentation %D 1994 %P 246-250 %* (c) Copyright 1994 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/192506/p246-smart/p246-smart.pdf %X In the last five years, we have seen a major shift in the documentation accompanying computer software. As technology has developed, the ability of offering more information online has increased. This, along with increasing costs associated with producing printed documentation and the decreasing retail price of a software package, has resulted in a general industry move toward offering a larger percentage (if not all) of a product's documentation online. %M C.DOC.95.1 %T Performance Support: Online, Integrated Documentation and Training %A William R. Bezanson %B ACM 13th International Conference on Systems Documentation %D 1995 %P 1-10 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p1-bezanson/p1-bezanson.pdf %X The pressures of modern business have precipitated new approaches to supporting workers' operations. One such approach, performance support, is described in this paper. The business problems are outlined, and performance support and performance support systems (PSSs) are defined. The work in this area at Bell-Northern Research Ltd. (BNR) is described, including results of a PSS pilot project. Performance support is described in more depth, including a sample scenario of a day at the office with a PSS, a survey of the PSS industry, and a discussion of applications that are suitable for PSSs. Then a summary is given of critical success factors, benefits, and challenges for PSS implementation. The paper concludes by discussing PSS roles for writers and trainers, and by summarizing recommendations for groups that are investigating performance support techniques. %M C.DOC.95.11 %T Technical Communicators' Current Views on Usability and Collaboration %A Par Carlshamre %A Joanna L. Tumminello %B ACM 13th International Conference on Systems Documentation %D 1995 %P 11-19 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p11-carlshamre/p11-carlshamre.pdf %X For more than a decade, technical communicators (TC) have argued that their vast experience communicating with users and communicating technology to users should be put to better use in the systems development process. They stipulate that their early involvement in the process would benefit the overall usability of delivered systems. A few studies from the late eighties (e.g., Grudin and Poltrock, 1989; Chisholm, 1988) indicated that problems with implementing this idea remained. To determine if these difficulties were still present was one major impetus behind this small bicultural survey. Further motivation came from the Delta study (see, Carlshamre, 1994a, 1994b), in which close collaboration between TCs and system developers (SDs) was the subject of an in-depth study. The analysis revealed several obstacles to such close collaboration, including cultural, technical, and managerial problems. Because the Delta study involved only one office, we were interested in discovering whether the findings were specific to that office, or if their validity could be extended to a wider context, perhaps even to different cultures. Consequently, we wanted to examine two geographically and otherwise culturally separate groups to determine what cultural similarities and differences, if any, could be established between the two groups. Specifically, our research questions were both descriptive and normative: * How important is the concept of usability in the work of the TC, and what impact does this have on the development process? * Is it common practice that TCs and SDs collaborate in systems development, and if not, what do the TCs think is the reason for this? * What are the most prominent obstacles in the work of the TC, and what could be done to overcome these? * Could any clear differences be established between American and Swedish TCs, with respect to these questions? Based on these questions, we set out to interview five American TCs and five Swedish TCs about their views on their own roles in systems development. The results indicate that TCs are potentially valuable usability resources, but they are systematically restrained by their own organizations from exercising usability-oriented activities. Below, we briefly describe the methodology used. Then, the results are presented, followed by a discussion of the findings, and conclusions. %M C.DOC.95.20 %T Publishing Online, A Commercial (Ad)Venture %A Nancy Cooke %A David McAllister %B ACM 13th International Conference on Systems Documentation %D 1995 %P 20-25 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p20-cooke/p20-cooke.pdf %X Boson Books is an imprint of C&M Online Media Inc. The company provides electronic books for sale on the World Wide Web. It offers authors copyright, ISBN, and Library of Congress registration. The standard royalty fee is 20%, considerably more than the standard print royalty. One of our goals in founding Boson Books is to discover what books the Internet audience likes to read. To that end Boson Books offers fiction, nonfiction, drama, including screenplays, and poetry. Another is to improve the publishing situation for writers. Finally, Boson Books explores the use of sound and visual effects on the Internet. %M C.DOC.95.26 %T Creating an Elegant, Intuitive, User Interface %A Mary Margaret Couse %B ACM 13th International Conference on Systems Documentation %D 1995 %P 26-33 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p26-couse/p26-couse.pdf %X This paper describes our experiences doing usability testing of the user interface (UI) and online documentation for Magellan ServiceMonitor. Rather than waiting for a finished user interface to document, we undertook our efforts right up front in the product development process. We based the usability test on Sophie Kohn Kaminsky's "Do-It-Yourself Usability Test" (see "Test Early, Test Often" in the SIGDOC Conference Proceedings, Ottawa, October, 1992). This paper shows our testing methodology, the benefits we have seen, and implications for the profession of technical writing. %M C.DOC.95.34 %T Logistics of Integrating Online Help, Documentation, and Training: A Practical Example %A R. Stanley Dicks %A Scott Lind %B ACM 13th International Conference on Systems Documentation %D 1995 %P 34-38 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p34-dicks/p34-dicks.pdf %X At last year's SIGDOC Conference we discussed the rationale, rhetorical approach, advantages, problems, and implications for the industry of integrating online help, documentation, and training. At that time, we had achieved the integration on paper only and were in the process of beginning to integrate the system online. This year we have completed the transition and we now have a fully functional, completely integrated online system for Bellcore's Technology Management Module (TMM). In this session, we will discuss the logistics of moving from the paper version to the online version, and we will then demonstrate the system. %M C.DOC.95.39 %T Development of the AT&T PersonaLink Services Online Documentation System %A Ronald L. Enfield %B ACM 13th International Conference on Systems Documentation %D 1995 %P 39-48 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p39-enfield/p39-enfield.pdf %X An online documentation system can provide network operators with the information to conduct network management by exception. The AT&T PersonaLink Services Network, based on innovative Telescript technology, never before used in an operating network, had network node performance characteristics that were unknown at the outset. To insure the network could operate under normal conditions as well as failures, a great deal of effort went into the design of monitoring and control features for the network management system (NMS). Personnel at the Network Operations Center (NOC) operate the network remotely through the NMS, using methods and procedures that were developed for this service. The online documentation system serves as the network operators' reference for carrying out those procedures. %M C.DOC.95.49 %T Contractor Management for the 90s and Beyond %A Hugh J. Findlay %B ACM 13th International Conference on Systems Documentation %D 1995 %P 49-57 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p49-findlay/p49-findlay.pdf %X Corporate subcontracting is a booming business in the technical documentation field and is expected to continue to grow. In the wake of widespread downsizing, industries are increasingly augmenting their thinning ranks with a modern-day version of the hired gun: the contract writer. Contract writers are skilled, temporary professionals thriving in a climate of job insecurity where corporate budgets are cut like sides of beef and full-time personnel are squeezed to produce at maximum efficiency. Benefits-barren and dollar-driven, contractors represent the future of the next decade in both employment and entrepreneurial opportunity. Experts estimate that the country's corporate workforce will comprise 30 to 60 percent contract laborers as we approach the turn of the century. Who are these contractors? How are they affecting the industry? And how can they be successfully managed? %M C.DOC.95.58 %T Webbed Documents %A Malcolm Graham %A Andrew Surray %B ACM 13th International Conference on Systems Documentation %D 1995 %P 58-62 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p58-graham/p58-graham.pdf %X This paper describes the work currently being done within Northern Telecom (Nortel) Department X754 (located in Ottawa, Canada) to resolve problems with: * distributing documents for internal review; * ensuring that documents are available for review; * printing documents at remote locations; and * reading documents on different computing platforms. These problems are being resolved by: * using Web technology to distribute documents; * providing immediate online access to documents; * using a cross-platform, portable, file format; * providing document-navigation pages; and * using Netscape and Acrobat together. %M C.DOC.95.63 %T Documentation Project Management: Some Problems and Solutions %A Katherine Haramundanis %B ACM 13th International Conference on Systems Documentation %D 1995 %P 63-70 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p63-haramundanis/p63-haramundanis.pdf %X Today's technical communicator, whether creating technical documents as paper or online, preparing courses/tutorials, developing multimedia brochures, preparing interactive materials, constructing hypermedia systems, or doing any of the many new tasks that fall within the purview of this field, often encounter major project management issues. These issues are frequently difficult to resolve. This paper discusses a few of these problems and proposes solutions. Case studies illustrate the issues. %M C.DOC.95.71 %T Real Information, Virtual Documents %A Stephen L. Harris %A James H. Ingram %B ACM 13th International Conference on Systems Documentation %D 1995 %P 71-76 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p71-harris/p71-harris.pdf %X Information is the deliverable, not just documents. To minimize investment of time and resources, information developers can create libraries of reusable information elements, which in turn can be structured as virtual documents, i.e., file structures which contain multiple conditional document images. Information developers, technical writers, graphic designers, and others involved in information technology (IT) often must deal with a kind of professional dilemma. For many of us, information development is on-line, WYSIWYG, and paperless. When we are capturing and organizing information, we produce only application files with our publishing tools, eventually creating page and book images to be dumped to some printer. For the end-user, information only becomes "real" and accessible after we print it. %M C.DOC.95.77 %T Using the Internet to Send & Receive Documents & Automate the Office %A Julie Jensen %A Gregg Woodfin %B ACM 13th International Conference on Systems Documentation %D 1995 %P 77-83 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p77-jensen/p77-jensen.pdf %X Like Edwin Land, the database team feels their task created an optimal working condition, despite technical problems and limitations as well as employee doubts and fears. We have successfully received information from more than 1, 300 employees, been able to create dynamic homepages for every employee, developed a search engine for identifying experts, provided online forms which every CST employee can access, and developed an expandable tool for communication and office automation. %M C.DOC.95.84 %T Delivering a Large Information Database %A Christina L. Klein %B ACM 13th International Conference on Systems Documentation %D 1995 %P 84-93 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p84-klein/p84-klein.pdf %X This paper discusses a current solution and presents possible future solutions for delivery of a large information database to our customers, both on paper and online. The information database discussed in this paper is authored by multiple software developers and is delivered to the customers by an information developer. The source information is structured within FrameMaker MIF files and compiled (restructured and reformatted) by a utility. The output document is a FrameMaker book, currently delivered on paper but destined for a future online. This paper presents the delivery process for an information database and related issues including: * change of roles for developers and information developers * design, development, and test procedures for the document compiler * construction of customized templates for source and output documents, including establishment and enforcement of syntax rules in the source document * identification and resolution of technical inaccuracies in the data * evolution and synchronization of templates for source and output documents in response to the evolution of the information database * editorial responsibilities for source and output documents %M C.DOC.95.94 %T Integration of Information Development with Product Development %A Brian Larmour %A Roy MacLean %B ACM 13th International Conference on Systems Documentation %D 1995 %P 94-100 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p94-larmour/p94-larmour.pdf %X Nortel is a global leader in the delivery of advanced telecommunications systems and products. Bell-Northern Research (BNR) is the research and development arm of Nortel. This paper will describe a product development process that integrates information development with product design and test. The roles of key participants in the process will be described. It also presents the team membership and the process used to re-engineer the existing product development process. %M C.DOC.95.101 %T Developing Hardcopy and Online Information for OS/2 and Windows...and Other Impossibilities %A Michelle Corbin Nichols %A Chuck Jaynes %A Randy Eckhoff %B ACM 13th International Conference on Systems Documentation %D 1995 %P 101-105 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p101-nichols/p101-nichols.pdf %X To be successful in a competitive marketplace, software applications must be developed for multiple platforms. Object-oriented programming languages make it increasingly easy for software developers to port programs from one platform to another. Unfortunately, the processes and tools for technical writers to create online information for multiple platforms have not developed as quickly or as far as tools for application developers. The problem of providing documentation for multiple platforms is compounded by the fact that our readers want both hardcopy manuals and online information. %M C.DOC.95.106 %T Implementing a Large Scale Windows Help System: Critical Success Factors and Lessons Learned %A Kenneth R. Ohnemus %B ACM 13th International Conference on Systems Documentation %D 1995 %P 106-115 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p106-ohnemus/p106-ohnemus.pdf %X Due to the sheer volume of information contained in CSC's corporate system development methodology, Catalyst, there was a high need to place this information on-line. The methodology consists of 15 books along with over 1,500 graphics. Having access to this information on-line would dramatically impact productivity. To help support users and facilitate the use of Catalyst, the Microsoft (MS) help system was used, in conjunction with RoboHELP to put Catalyst on-line in a hypertext format. Initially, this tool would be used by over 1,600 users, and eventually by upwards to 20,000 users. The design evolved over several months, through consistent user involvement. Determining how users could best utilize this product was especially important because of the large number of users. Feedback and usability concerns helped shape the final design. In order to be most effective, the limited functionality of the MS help system was extended to provide a more robust product. This paper discusses the challenges surrounding the design, development, and implementation of a large scale windows help system, which is approximately 53 MB in size (33 MB when fully compressed). %M C.DOC.95.116 %T Hyperintelligence -- A Total Work Support Tool %A Hironao Ozu %A Taiji Tsuchida %A Mikio Sasaki %B ACM 13th International Conference on Systems Documentation %D 1995 %P 116-123 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p116-ozu/p116-ozu.pdf %X This paper discusses 'Hyperintelligence' system and its functions. Hyperintelligence is a total work support system, not only for office works, but also for field works, in which process and transaction information are key factors. When a worker encounters new work, s(he) might refer and re-use a similar work process and its results from the past, to do it efficiently. So, an engineering or business application program generally supports to store the work functions and the results. But, when a worker uses several application programs in a complex manner, only small amount of work could be accumulated. In Hyperintelligence, working processes and transactions are accumulated automatically, while a worker uses this system. The worker can easily improve either working procedures or transactions independently, to make the work more efficient, and store them in a database. We confirmed that the basic functions of Hyperintelligence are useful, by applying it to two kinds of work; maintenance work and office work using Internet. %M C.DOC.95.124 %T On-Line Design for a Single-Sourced Document: Maintaining a Single Source for Online and Hardcopy Without Sacrificing Online Usability %A Michael Priestley %B ACM 13th International Conference on Systems Documentation %D 1995 %P 124-129 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p124-priestley/p124-priestley.pdf %X The VisualAge C++ for OS/2 User's Guide is an 1100 page book, and a 4 Meg online document. It is maintained in a source format called BookMaster, which is a Generalized Markup Language. For the online build, the source is customised with macros and conditional processing directives, and converted to IPF (a similar markup language for online information). Although the User's Guide is a new book, much of its content existed in other forms in previous releases of the product. Much of the source was from hardcopy-only documents, which had been written with the constraints of hardcopy in mind. This paper concentrates on the design issues involved in customising existing hardcopy information for online, without compromising its hardcopy appearance, or sacrificing the maintainability that justifies a single-sourced document. See the paper The VisualAge C++ for OS/2 User's Guide: a multi-writer, single-sourcing challenge by Priestley and Rintjema (also in SIGDOC 95) for illustrations of the hardcopy and online formats. %M C.DOC.95.130 %T The VisualAge C++ for OS/2 User's Guide: A Multi-Writer, Single-Sourcing Challenge %A Michael Priestley %A Laura Rintjema %B ACM 13th International Conference on Systems Documentation %D 1995 %P 130-137 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p130-priestley/p130-priestley.pdf %X VisualAge C++ (previously C Set++) is a suite of tools for application development, including a visual development environment, a compiler, a debugger, and class libraries. In the previous release, each of the components had separate documentation: the compiler, linker, debugger, browser, and various other tools all had their own guides. Most of this information was available in hardcopy (paper) form only, but some of it was available only online. Very little information was available in both formats, and there was no consistent mapping between the coverage of the online documentation and the hardcopy books. Customers identified the scattered hardcopy documentation, and the lack of equivalent online documentation, as two key shortcomings of the product information. In response, we consolidated the information as much as possible, concentrating it into three main areas: * language (documenting the actual use of the C and C++ languages) * class libraries (documenting the class libraries provided with the product, that extend the functionality of the languages by providing common routines and structures) * the compiler, linker, and other tools and utilities This third category formed the basis for the User's Guide, which was to be available in both hardcopy and online versions. %M C.DOC.95.138 %T The System is a Mirror: Turbulence and Information Technology %A Stuart Robbins %B ACM 13th International Conference on Systems Documentation %D 1995 %P 138-147 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p138-robbins/p138-robbins.pdf %X N/A %M C.DOC.95.148 %T Preparing for ISO 9000 Registration: The Role of the Technical Communicator %A Katie Schuler %B ACM 13th International Conference on Systems Documentation %D 1995 %P 148-154 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p148-schuler/p148-schuler.pdf %X Now, more than ever, technical communicators are being forced to justify the necessity of their jobs. Due to current trends in corporate downsizing, technical communication jobs are being minimized, and in some cases, eliminated altogether. Many companies are cutting full time technical writing positions, and adopting the process of hiring contract or part time technical writers. One of the reasons for this trend is the belief that technical communicators document only "finished products", and are best used during the final phases of a project. However, we have recently begun to challenge these outdated notions. For example, we have begun to explore ways in which the technical communicator can play a more visible role in the design team -- by filling usability gaps in product development teams, writing and editing requirements and specifications documents, and so forth. However, many companies still fail to recognize the added value that good technical writing skills can provide on a long-term basis. In addition to writing and editing product documentation, technical communicators can make substantial contributions to writing and organizing the documents that describe and define the organizational structure of a company. If we hope to keep our jobs and further our profession, we must begin to show our employers that we can offer benefits beyond simply "getting a manual out the door". We must begin to seek opportunities in other areas of the organization. We must focus on tasks that will offer more long-term benefits for our employers. %M C.DOC.95.155 %T Documentation Design Decisions: Accounting for Customer Preferences %A Karl L. Smart %A Kristen Bell DeTienne %A Matthew E. Whitting %B ACM 13th International Conference on Systems Documentation %D 1995 %P 155-156 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p155-smart/p155-smart.pdf %X Numerous factors affect document design decisions. At times, corporate needs and costs take precedence over customer preferences in the design process. This research examines customer documentation preferences with the release of a popular word processing application. The results of a 400-page sample survey of customer preferences are discussed in relationship to other factors involved in making documentation design decisions. %M C.DOC.95.157 %T Towards a New Generation of Authoring Tools %A Rick Sobiesak %B ACM 13th International Conference on Systems Documentation %D 1995 %P 157-161 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p157-sobiesiak/p157-sobiesiak.pdf %X Tools for developing user documentation span a wide range of categories, including document processors, desktop publishing systems, help compilers, tutorial systems, and multimedia authoring environments. Many of these tools (such as those described by Walker [7]) are designed with professional writers in mind. However, user documentation, particularly that for commercial software applications, is often produced by "part-time" writers who must balance many other roles. This paper describes a study that looked at how user documentation for commercial applications is developed. The study found that this activity is often the responsibility of non-professional writers who face many problems in developing documentation. An analysis of these problems was used to propose five key issues for the next generation of authoring tools. %M C.DOC.95.162 %T The Electronic RFP: Changing the Way %A Gail Thornburg %B ACM 13th International Conference on Systems Documentation %D 1995 %P 162-170 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p162-thornburg/p162-thornburg.pdf %X The paperwork burden is a term coined to describe the massive flux of documents and information transferred between federal government agencies and the private companies who do business with them. While some agencies can boast sophisticated information systems, the Request for Proposal [RFP] interface is usually a paper-oriented system, with hundreds or thousands of pages of requirements and regulations for even a modest RFP. This is a report of one prototype system for meeting the contracting needs of both government and private sector, in an electronic environment. This does not mean simply using electronic systems to generate paper output, though even this has shown its challenges. It means enabling production, assembly, and actual electronic publishing of RFPs, accepting electronic proposals in response to the RFPs, and post-RFP electronic selection of proposal to be awarded a contract. %M C.DOC.95.171 %T Personalized Information Structures II: Hyperstructure Hotlists %A Scott R. Tilley %A Walter M. Lamia %B ACM 13th International Conference on Systems Documentation %D 1995 %P 171-180 %K Hyperstructure, Reverse engineering, World Wide Web %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p171-tilley/p171-tilley.pdf %X This paper describes ongoing research into the use of a domain-retargetable reverse engineering environment to aid the structural understanding of large information spaces. In particular, it presents follow-on work on the use of the environment in the documentation and hypertext domain. This programmable environment has been integrated with a popular World Wide Web browser to support hyperstructure hotlists: an approach to managing link complexity, organizing conceptual themes, and aiding Internet navigation through the use of multiple virtual webs. %M C.DOC.95.181 %T Where Campus Meets the Internet: A Universally Accessible Online Documentation System %A Susan Topol %A Mark Smith %A Suzanne Schluederberg %B ACM 13th International Conference on Systems Documentation %D 1995 %P 181-188 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p181-topol/p181-topol.pdf %X With paper distribution of documents exceeding one million copies in a single year and better access to network connectivity and software tools across campus, the time had come to improve the online documentation offerings for University of Michigan faculty, staff, and students. The new online system needed to fit into our distributed campus computing environment, and had to be easy to maintain and update. It had to use tools and workstation platforms that our users already had and were familiar with, so that no steep learning curve or new equipment purchases were required in order to use the system. And, it had to operate over both high-speed network connections and slower-speed dial-in connections. %M C.DOC.95.189 %T Creating Custom SGML DTDs for Documentation Products %A Bradley C. Watson %A Keith Shafer %B ACM 13th International Conference on Systems Documentation %D 1995 %P 189-196 %* (c) Copyright 1995 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p189-watson/p189-watson.pdf %X A case is presented for cost-effectively creating custom DTDs for an organization by non-SGML experts using tools that automatically create DTDs from tagged text. Such tools make it practical and easy to create DTDs without having to hire consultants or invest heavily to develop internal SGML expertise. The specific tool focused on is the SGML Document Grammar Builder, a tool developed at OCLC Online Computer Library Center, Inc. %M C.DOC.95.197 %T Knowledge Acquisition and Representation Techniques in Scholarly Communication %A Brian R. Gaines %A Mildred L. G. Shaw %B ACM 13th International Conference on Systems Documentation %D 1995 %P 197-206 %* (c) Copyright 1995 Association for Computing Machinery %O From the SIGDOC '94 Conference %W http://www.acm.org/pubs/articles/proceedings/doc/223984/p197-gaines/p197-gaines.pdf %X Paper journals, conferences and workshops have been the major media for scholarly discourse for 300 years. However, in the 1990s access to low-cost personal computing and Internet communications is leading to radical changes in the operation of scholarly communities. Electronic publication and conferencing is becoming common in all disciplines using commonly available Internet facilities such as ftp archives, list servers, gopher and world-wide web. Some scholarly communities that had not previously achieved a critical mass have done so through the net, others have launched major collaborative projects managed through the net, and others are questioning the value of conventional conferences that are limited by being localized in space and time compared with the flexibility of continuous international electronic conferencing through the web. However, the majority of current electronic scholarly discourse emulates paper-based media in relying primarily on text and diagrams for knowledge communication. It is beginning to take advantage of some of the multimedia capabilities of electronic publishing for color diagrams, pictures, movies and sound. Hypertext and hypermedia capabilities are being used to develop webs of linked material. Concept maps and formal knowledge structures are being used to provide a framework for knowledge expression, interchange and collaborative development. This article focuses on the extension of current documentation technologies to provide knowledge-level support for scholarly communities. %M C.DOC.96.1 %T Working with Academe %S 1: Student-Based Student Learning %A Stephanie Copp %B ACM 14th International Conference on Systems Documentation %D 1996 %P 1-2 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p1-copp/p1-copp.pdf %X In 1995, the Canadian Imperial Bank of Commerce (CIBC) and the University of Waterloo forged a new type of relationship. CIBC worked with the University to provide parts of its Technical Writing course (English 210E). It is the first in Canada to be taught entirely on the Internet simultaneously to on-campus and distance education students. CIBC provided the University of Waterloo course with the perspective, experience and viewpoint of workplace technical communication while the university gave CIBC SGML/HTML training and a glimpse into the possible future of corporate communication and learning. This unique arrangement is just one way corporate Canada can work with academe to their mutual benefit. %M C.DOC.96.3 %T Multiple Media Publishing in SGML %S 1: Student-Based Student Learning %A Paul Prescod %B ACM 14th International Conference on Systems Documentation %D 1996 %P 3-9 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p3-prescod/p3-prescod.pdf %X In recent years, authors of scholarly materials have had to choose between a bewildering number of formats for information distribution. Some formats, such as Microsoft Word's file format or PostScript, assured excellent print quality. Others, like the Web's HTML and Microsoft's Windows Help Format, allowed fast electronic distribution. None allowed for optimal print and online representation. To compound the problem, new formats are being created every day. The Internet world had seen gopher, HTML, HTML 2.0, HTML 3.0, HTML 3.2, Hyper-G's HTF, and Adobe's PDF. In the print world, PostScript, WordPerfect, MS Word 2.0, MS Word 6.0, and Rich Text Format have vied for favor. The University of Waterloo English Department successfully used the Standard Generalized Markup Language (SGML) to transcend these "notation wars" and deliver high quality World Wide Web and print documentation for on-campus and distance education students. We found the system robust enough that we also taught students to use SGML for multimedia publishing in a four-month course in technical writing, English 210E. %M C.DOC.96.11 %T Navigational Issues and Strategies in Non-Linear Online Education %S 1: Student-Based Student Learning %A Beth Woof %B ACM 14th International Conference on Systems Documentation %D 1996 %P 11-15 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p11-woof/p11-woof.pdf %X This paper describes the strategies and tools instructors can provide in order to help students successfully navigate fully interactive online university-level courses. Unlike traditional on-campus lecture courses, learning via the World Wide Web is non-linear in nature and requires a different set of skills both for instructors and students. While this method appears, at times, unconventional by academic standards, there are significant pedagogical advantages. As technology develops, offline education will become not only easier to deliver but essential for learners in the 21st century. The concepts presented in this paper represent the knowledge and experience collected from one and a half years of pioneering in online education. In the fall of 1995, the University of Waterloo offered a second year course titled "Technical Writing" (ENGL210E) which was offered entirely via the World Wide Web. The course may be viewed by accessing the following home page: http://watarts.uwaterloo.ca/ENGLlcourses/engl210e %M C.DOC.96.17 %T Learning from a Distance %S 1: Student-Based Student Learning %A Kern R. Pageau %B ACM 14th International Conference on Systems Documentation %D 1996 %P 17-22 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p17-pageau/p17-pageau.pdf %X Learning from a distance using current technology is rapidly becoming the method of choice for an ever increasing number of people. New technology is shaping our lives and through learning about the technology we will better understand how to adjust to the many changes it creates. For some change has created opportunity and for others fear. People who recognize and adapt to change easily have the advantage, they are the Life Long learners constantly preparing themselves for the wonders and challenges that lay ahead. The following report describes my experiences over the past year as a Distance Education student taking technical writing courses through the internet at the University of Waterloo Ontario. My reason for taking University courses through Distance Education were due to the changes occurring in my life at the time and the seeds I planted in order to counter-balance those changes. %M C.DOC.96.23 %T Rethinking the Reference Manual: Using Database Technology on the WWW to Provide Complete, High-Volume Reference Information Without Overwhelming Your Readers %S 2: Accessing and Customizing Our Tools %A Michael Priestley %A Luc Chamberland %A Julian Jones %B ACM 14th International Conference on Systems Documentation %D 1996 %P 23-28 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p23-priestley/p23-priestley.pdf %X The IBM Open Class Library Reference for VisualAge for C++ spans five thick volumes, with over 5000 pages of information. It documents the 1500 C++ classes of the Open Class Library, with all their behavior and data, and usage notes for the five different platforms (OS/2, Windows NT/95, AIX, OS/400, and MVS/ESA) on which the libraries are available. These class libraries allow application developers to use a common code base to develop native applications for multiple platforms. %M C.DOC.96.29 %T Customizing Tools to Manage Complex Online Help Development %S 2: Accessing and Customizing Our Tools %A Darren Carlton %A Margaret E. Harmsen %B ACM 14th International Conference on Systems Documentation %D 1996 %P 29-34 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p29-carlton/p29-carlton.pdf %X At Automatic Data Processing, Inc. (ADP), we build Windows online help systems using a mix of off-the-shelf and in-house tools. Our ability to create and modify our in-house tools -- a Lotus Notes database and a Folio VIEWS infobase -- is key to our success in managing help development in a dynamic environment. Because developing online help promises to become ever more complex, especially with the increasing use of animation, sound, and other media, information developers must master the skills to create and modify their help development tools. Project managers must also provide information developers with the time to learn and experiment with the technologies at hand. In this paper, we juxtapose a discussion of our experience as information developers of complex help systems against a general discussion of organizational innovation. As a framework for our discussion, we introduce some principles of the sociotechnical systems (STS) approach to implementing technology in organizations: * Participation - involve team members in changing the technology and the work process * Continuous learning - promote training and opportunities for learning * Experimentation - encourage experimentation that adapts technology to the task at hand * Communication - make sure everyone has access to the information they need to do their jobs * Self-regulation and autonomy - locate decision-making with the team members doing the task See Johnson & Rice (1987. pp. 108-110) for a discussion of STS. %M C.DOC.96.35 %T Technical Writing on the Web -- Distributed SGML-Based Learning %S 3: Writing for Virtual Audiences %A Paul Beam %A Peter Goldsworthy %B ACM 14th International Conference on Systems Documentation %D 1996 %P 35-41 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p35-beam/p35-beam.pdf %X N/A %M C.DOC.96.43 %T Documenting Virtual Communities %S 3: Writing for Virtual Audiences %A Scott R. Tilley %A Dennis B. Smith %B ACM 14th International Conference on Systems Documentation %D 1996 %P 43-49 %K Global research partnerships, Virtual communities, World Wide Web %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p43-tilley/p43-tilley.pdf %X This paper describes the use of virtual communities in fostering collaborative research partnerships. It discusses the explosive growth in global networking infrastructure and the use of the World Wide Web (WWW) as both a documentation tool and as an active vehicle for unifying collaborative efforts. A pilot project, the Virtual Reengineering Community, is presented to illustrative the concept. %M C.DOC.96.51 %T Like Topsy, It Just Grew: Students and Staff Make a Collaborative Documentation Project Work %S 4: Managing Projects and Processes %A Elwin N. McKellar, Jr. %A Ginga K. Dwyer %A Gaylin J. Walli %A Patricia L. Calomeni %B ACM 14th International Conference on Systems Documentation %D 1996 %P 51-56 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p51-mckellar/p51-mckellar.pdf %X Our paper tells the tale of the ADDOC Team which sprang to life four years ago, the product of perceived needs and fertile imaginations. Today, the team resembles the original group in dynamic energy and dedication to purpose. Much has changed, however, and this paper attempts to explain both the changes and the reasons for them. %M C.DOC.96.57 %T Decision Making: A Missing Facet of Effective Documentation %S 4: Managing Projects and Processes %A Michael J. Albers %B ACM 14th International Conference on Systems Documentation %D 1996 %P 57-65 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p57-albers/p57-albers.pdf %X The purpose of this paper was to begin the exploration of the literature on decision-making and problem-solving and how they can contribute to the design of effective documentation. However, these are well established fields with wealth of material and space limitations have prevented me from doing more that scratching the surface. Further research should be done in these areas to: * Help define which parts of the decision-making research are application to technical communication. * Consider the impact of decision-making on answering complex questions. * Develop and test the practical application of the theoretical concepts derived from the decision-making literature. %M C.DOC.96.67 %T Process Constraints in the Management of Technical Documentation %S 4: Managing Projects and Processes %A Bill Albing %B ACM 14th International Conference on Systems Documentation %D 1996 %P 67-74 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p67-albing/p67-albing.pdf %X The long-term success of technical documentation projects within an organization requires understanding the overall processes involved. Beyond managing what could be considered static or limited elements of a project, the technical documentation manager must handle overlapping projects, measure multiple audience results, and create multiple documents from single source documents. The solution is to maximize the effectiveness of the documentation system by reducing the effects of constraints to the dynamic processes involved. A realistic list of process-oriented constraints provides concrete examples for managers who want to use this approach to manage a documentation department. This broader understanding of managing a documentation department as designing a dynamic system is necessary to handle the growing complexity and continual change in tools and requirements. %M C.DOC.96.75 %T A Real World Conversion to SGML %S 5: Structuring Documentation %A Dee Stribling %A Tim Hunter %A Len Olszewski %A Anne Corrigan %A Randy Mullis %A Lloyd Allen %B ACM 14th International Conference on Systems Documentation %D 1996 %P 75-86 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p75-stribling/p75-stribling.pdf %Y Making the decision to retool our Publications Division Selecting, acquiring, and customizing the software Managing the conversion to SGML Implementing the new system Training and supporting users Conclusion %X In 1994, our Publications Division at SAS Institute began converting our in-house publishing system. The conversion involved evaluating, selecting, and implementing a new publishing system that would take advantage of the SGML paradigm for content markup. Components of the system include an SGML-based editor, routines for one-time conversions of legacy text to SGML, filters for dynamic conversions of SGML text and of graphics to various output formats, a document management system, and customizations that tailor third-party components to fit our environment. Along with new tools, we had to implement new processes we designed as we analyzed our documents and workflow for the new system. This paper explores our experiences from the time we began deciding to implement a new publishing system to now, when we have successfully implemented a significant portion of the new SGML-based system with working tools and prototyped processes. %M C.DOC.96.87 %T OpenDoc -- Building Help for a Component-Oriented Architecture %S 6: Building Documentation Architectures %A Melissa E. Sleeter %B ACM 14th International Conference on Systems Documentation %D 1996 %P 87-94 %K Online help, Component software, Instructional design, Modular design, Semantic matching %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p87-sleeter/p87-sleeter.pdf %X Component-oriented software allows end-users to extend or replace monolithic applications using components -- software plug-ins that handle specific kinds of data and can be used to add functionality to documents. Building online help for component-oriented architectures raises issues that are exemplified in the specific case this paper examines -- providing help for OpenDoc component software using the Apple Guide help system. Component-oriented architectures have characteristics that challenge a static, application-oriented help model, such as the original Apple Guide model. The solution requires extending a static help model in the following ways: generating a help view that is both component-oriented and dynamic, identifying a context for context-sensitive" access, and defining how content will be integrated within the help view. %M C.DOC.96.95 %T A Formative Evaluation of a Computer-Based Instruction Tutorial with Application to Electronic Performance Support Systems %S 7: Evaluating Our Tools %A Gloria A. Reece %A Linda Bol %A Gary R. Morrison %B ACM 14th International Conference on Systems Documentation %D 1996 %P 95-109 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p95-reece/p95-reece.pdf %X Spurred by advances in computing technology, electronic performance support systems (EPSS) offer a variety of tools that support interactive learning, group process tasks, information retrieval, and information processing in both academic and workplace settings. This paper shows how on-line support is increasingly becoming "instructional" in nature and draws on instructional design literature as a potential resource for technical communicators. To demonstrate how on-line support is increasingly becoming instructional, a bench-tested hypertext prototype for a mathematics computer-based instruction (CBI) is examined. A six-step, recursive process for software development is also presented. Findings from an initial formative evaluation of the prototype is discussed in seven domains: (1) key functions of EPSS and CBI systems, (2) learner analysis, (3) task analysis, (4) user-created personalization techniques, (5) paraphrase techniques for higher-level thinking skills, (6) the role of interactive feedback, and (7) journal writing as a metacognitive and diagnostic aid. First, instructional design literature serves as a basis for discussing 19 key functions of an EPSS. The discussion focuses on comparisons of those findings in relationship to the software model. Second, learner and task analysis techniques are presented as they relate to the software model. Guidelines are given on key aspects of conducting learner and task analyses as they relate to instructional design practice. Third, extensive use of motivational techniques (user-created personalizations) embedded in the software are discussed as a means for stimulating interest in the subject being taught and eliminating subject-matter anxiety for learners. Fourth, advantages and disadvantages of using embedded paraphrase techniques for higher-order thinking skills are presented as they relate to the design of the instruction. The discussion will focus on learner needs and software limitations. Fifth, the role of interactive feedback in a CBI tutorial is examined. Examples of three levels of feedback are presented along with results of the formative evaluation regarding the effectiveness of embedded user-created personalization techniques. Sixth, results of the formative evaluation for journal writing as metacognitive and diagnostic aids for a mathematics lesson are discussed in terms of "lessons learned" in software development. The paper presents user preferences and critical design changes that were made to increase the usability of the software as a teaching aid as well as a self-evaluation component for the learner. Implications for the field center around design guidelines for CBI and hybrid EPSS. Also, principles and techniques for usability testing are presented. %M C.DOC.96.111 %T Vision 2000: Multimedia Electronic Support Systems %S 8: Reusing Documentation, One More Time %A Mary Cantando %B ACM 14th International Conference on Systems Documentation %D 1996 %P 111-114 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p111-cantando/p111-cantando.pdf %X Twenty-first century businesses cannot remain successful simply by tweaking or modifying their 20th century processes. In order to achieve breakthrough results, outdated business processes must be obliterated or radically redesigned using information technology. Organizations are realizing that they must provide remote electronic support to their employees to increase their batting averages. As a result, the multimedia Electronic Performance Support System (EPSS) is becoming a driving force in information technology. The purpose of an EPSS is to replace or supplement human experts, paper-based documentation, and costly training programs. As multimedia EPSS provides resources for employees to do their jobs better and faster. This tool quickly links employees to the organization's backbone of information and allows them to develop stronger solutions for customers. An EPSS can be a driving force because it allows an organization to stay competitive in the global marketplace. SIGDOC '96 attendees will have the opportunity to see a demo of an EPSS named Cornerstone, which was developed to help professionals perform their jobs more effectively and efficiently. Cornerstone was designed and developed by Digital Equipment Corporation's Shared Engineering Services Division. This presentation will show the functionality of that system and demonstrate how technical communicators can create such a system to help professionals significantly improve job performance. %M C.DOC.96.115 %T Developing Usable Online Information for a Web Authoring Tool %S 8: Reusing Documentation, One More Time %A Mark Chignell %A Benjamin Keevil %B ACM 14th International Conference on Systems Documentation %D 1996 %P 115-123 %K Usability evaluation, Usability checklist, Quality documentation, Software user guide testing, Practical methods %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p115-chignell/p115-chignell.pdf %X This paper discusses the development of an informal checklist that improves the usability of online information for a software user guide. The paper: 1. summarizes existing ways to measure the usability of documentation; 2. describes the development of a checklist to informally measure usability and quality assurance; 3. applies the checklist to an online user guide for a World Wide Web authoring tool called Tapestry. The paper also describes how the checklists were developed from academic and industry research and illustrates the importance of the Web for distributing user information. %M C.DOC.96.125 %T Shared Techniques between Print and Online Documentation %S 9: Moving Print Online %A Shish Aikat %A Deb Aikat %B ACM 14th International Conference on Systems Documentation %D 1996 %P 125-129 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p125-aikat/p125-aikat.pdf %X Although print and online media have unique demands, there are documentation techniques that you can share between the two media The 10 techniques discussed here are based on the assumption that user documentation should contain information retrieval schemes that the user is familiar with -- schemes that are common to both media. Technical communicators who create and service documentation for both media may find that recognizing these shared techniques will help them support both media using their existing skills. %M C.DOC.96.131 %T From Hardcopy to Online: Changes to the Editor's Role and Process %S 9: Moving Print Online %A Betsy Brown %A Karen Collier %A Chuck Farr %A Betty Littrell %A Sharon Slagle %A Deborah Stratton %B ACM 14th International Conference on Systems Documentation %D 1996 %P 131-138 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p131-brown/p131-brown.pdf %X This paper describes our editing group's experiences in changing from paper to online documentation and provides insights for other publications groups considering the move to online documentation. We have focused this paper on the changes within our editing group; however, we feel these changes are pertinent to any publications group, especially to any group with similar job responsibilities. %M C.DOC.96.139 %T Examining the Role of Visual Discourse Analysis in Multimedia Instructional Design %S 10: Communicating Visually %A Brian J. Pedell %B ACM 14th International Conference on Systems Documentation %D 1996 %P 139-148 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p139-pedell/p139-pedell.pdf %X Considering the extensive impact multimedia information delivery systems are having on how we approach instructional design, technical communicators need to become more actively involved in research to determine the most effective strategies for integrating text, graphics, video, and sound into cohesive instructional presentations. Empirical research which has dealt with an issue critical to effective multimedia design -- how users integrate complementary information from graphics/ illustrations and corresponding text, has been pursued primarily by cognitive and instructional psychologists. These researchers have contributed significantly to our understanding of how to select the most appropriate visuals for different types of instructional text passages. Related research efforts have resulted in the identification of information types that are essential to the comprehension and performance of instructional tasks (Bieger & Glock; 1984-85, 1986; Booher, 1975; Morrell & Park, 1993; Stone & Crandell, 1982; Stone & Glock, 1981). Even though the aforementioned research has furthered our knowledge of which instructional formats and content users find most comprehensible and essential to accurate task performance, much remains to be learned about how users integrate and encode complementary information from textual input, visual input of both a static and dynamic nature, and auditory input. Also, from an instructional design perspective, researchers and practitioners have proposed very few guidelines for ascertaining whether an effective balance exists between visual and verbal components in different types of instructional presentations. %M C.DOC.96.149 %T A Seven-Dimensional Approach to Graphics %S 10: Communicating Visually %A Danny Dowhal %B ACM 14th International Conference on Systems Documentation %D 1996 %P 149-160 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p149-dowhal/p149-dowhal.pdf %X As the media used for delivering documentation and information about computer systems become more diversified and multimodal, a new, broader perspective of the graphics and illustrations used for supporting documentation is needed. Information developers, already challenged with understanding graphic design and illustration fundamentals for hardcopy, now have a plethora of new graphical considerations in a world that encompasses multimedia, 3D computer animation, virtual reality, and the internet. This paper proposes a seven-dimensional spectrum or framework for graphics. It is certainly not meant to be a detailed how-to guide -- to address in detail all the graphical techniques and technologies touched upon would require several volumes. Rather, the discussion is meant to present a broader perspective and unifying psychological framework to help documentation experts deal with the increasingly complex galaxy of graphics-use scenarios they will face in the future. Each graphical dimension addressed in the paper is progressively more future-oriented, and will require a greater synergism between participants in the documentation process, and between the information delivery technologies they command. %M C.DOC.96.161 %T Manufacturing Documents in a Visual Warehouse %S 11: Anticipating Online Audiences %A Tom Banfalvi %A Peter Sturgeon %A Christina L. K. Walsh %B ACM 14th International Conference on Systems Documentation %D 1996 %P 161-166 %K Concurrency, Database, Granule, Infrastructure, Manufacturing, Module, Product information, Reuse, SGML, Warehouse %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p161-banfalvi/p161-banfalvi.pdf %X Our profession requires a variety of tools and skills to develop and deliver quality information products, such as paper documentation, online documents and training. The time we require to acquire and effectively use our development tools is constantly increasing. The time available to acquire and communicate subject matter expertise is decreasing as a result. This paper presents a strategy to free up more time for writers who want to and need to write. This model is based on specialization of functions, allowing writers to focus on writing while supporting members of the information development team provide a structure for deploying the information products in whatever form the customer requires (such as: online tutorial, quick reference card, user guide, functional specification). The writers take a more active role in directly researching customer requirements for information products. Once determined, the writers are responsible to communicate them to the support group and delegate related maintenance. This paper chronicles the evolution of an actual information development support/process/tools team, and the services that it has provided in the interest of supporting our virtual information warehouse. This paper also presents a strategy for future directions of such an information development support team and the consumers of both its products and services. %M C.DOC.96.167 %T Mining for Gems in an Information Overload %S 11: Anticipating Online Audiences %A Darice M. Lang %A Monica Luketich %B ACM 14th International Conference on Systems Documentation %D 1996 %P 167-178 %K Information overload, Research %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p167-lang/p167-lang.pdf %X Information delivery technology has changed drastically in recent years. Most people would agree we are working harder and longer to sort through more information. Is this true? The purpose of our study was to ask end users what they want in documentation and see if professional writers are meeting their expectations. We used a written survey consisting of both open and forced-answer questions. The sample for this population was drawn from people who were contacted by word of mouth or message and who use, create, or receive information at work. Seventy responses were received during a two-week time period. People are overloaded. They each have individual methods for dealing with the information, but we did find patterns. The same methods and comments were repeated on multiple surveys. Many of the hints received are time honored methods that seem to still apply, even with new technologies. There are some new hints specific to new technologies, such as CD ROM and Internet. It appears information filtering technologies are needed and wanted by our respondents. We plan to broaden and expand this research in the future. %M C.DOC.96.179 %T Concept Mapping: A Job-Performance Aid for Hypertext Developers %S 11: Anticipating Online Audiences %A Candace Soderston %A Naomi Kleid %A Thomas Crandell %B ACM 14th International Conference on Systems Documentation %D 1996 %P 179-186 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p179-soderston/p179-soderston.pdf %X Concept mapping is a powerful alternative to outlining and other techniques for planning information structures. Until now, cognitive psychology and science education have used concept mapping mainly to focus on clear hierarchical structures for hardcopy information. This paper examines the use of concept mapping for planning information structures for electronic material, in particular, for hypertext. It presents hierarchical and alternative structures. %M C.DOC.96.187 %T Providing Education Electronically to Non-Institutional Sites: New Delivery to a New Audience %S 12: Managing Change, Introducing Innovation %A Nancy C. McAllister %A David F. McAllister %B ACM 14th International Conference on Systems Documentation %D 1996 %P 187-193 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p187-mcallister/p187-mcallister.pdf %X Increased access to knowledge nurtures learning as a lifelong pursuit. Although this metamorphosis in the lifelong dissemination of new knowledge and skills should take place in a natural way, there are many problems that could impede its occurrence. One of these is overcoming the tradition of print on paper; another is overcoming the tradition of knowledge residing only in fixed buildings. Another is the time required to manifest new ideas. 1. Overcoming the tradition of print on paper must occur both in the academy and in the reading public. The amount of information, the democratic dissemination of information, and the technology supporting the user -- hardware and software -- will bear on changing custom. Also effort must be directed at educating the publishing industry to understand and devote resources to the new communication technologies and to include them in planning the industry's future. 2. Overcoming the tradition of knowledge residing only in institutional buildings is probably the easiest obstacle. Information that has up to now resided only in institutional buildings will be welcomed in the home, the community center, and the workplace. Predictably, the convenience and the "decryption" of otherwise "protected" knowledge will stimulate usage and create demand among information consumers, including employers. That will, in turn, create a demand for more educational content and easier-to-use software and hardware. 3. Research in multimedia software and hardware is shortening the time to the widespread democratization of education through electronic publishing. The next level up in software and hardware for the educational information consumer's use is nearly here. It will provide a wider-band (and more reliable) network, hand-held reading panel, voice input and output, frequent video-conferencing, and video. New attitudes generated by new possibilities for education will bring about a reallocation of resources -- equipment, personnel, and real estate. This next level of combined technologies will be deployed in education's redesign. In a very few years, what seems innovative now will be fully accepted as the underlying support for the new standards and needs. Schools as we know them will still exist, although fewer will be constructed as discrete buildings used only part of the year, part of the day. Books in print will still exist; although some types of materials will disappear from paper, others will be in both paper and electronic formats. More educational purposes and more students under the changed definition will be served with the same amount of educational money than are now served. Immersion in continuous, active learning will be a given for the majority of the population. %M C.DOC.96.195 %T An Electronic Publishing Spectrum: A Framework for Text Modules %S 12: Managing Change, Introducing Innovation %A Nancy S. Kneece %B ACM 14th International Conference on Systems Documentation %D 1996 %P 195-203 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p195-kneece/p195-kneece.pdf %X The recent exponential growth of electronic publishing has made countless digital documents available via commercial online services and the World Wide Web. At the same time, increasing numbers of organizations are creating internal, widely accessible document databases that allow workers to use sophisticated full-text search tools to find information to meet their needs. In some cases, workers can establish standing queries that automatically deliver to their desktop computers relevant documents incoming via electronic text streams such as news services. The technical writing community for a number of years has worked to refine online user documentation and other types of self-contained systems. But given the range of today's applications in electronic publishing, this focus is too narrow. First, it is necessary to broaden the study of writing to encompass other forms of electronic publishing. Second, it is critical to make principles and strategies of effective writing known to the wide range of people who are now creating documents for online distribution. These include various types of system developers as well as many professional writers who in the past have produced material primarily for traditional hardcopy newspapers, magazines, and books. %M C.DOC.96.205 %T Developing Single-Source Documentation for Multiple Formats %S 13: Reusing Documentation, One More Time (II) %A Cindy Roposh %A Hanna Schoenrock %B ACM 14th International Conference on Systems Documentation %D 1996 %P 205-212 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p205-roposh/p205-roposh.pdf %X Our main goal is to develop online and hardcopy reference documentation from a single source. To accomplish this goal we had to make decisions about the tools we are going to use, what information we are going to include, how we will design and present the modular information, linking and indexing strategies, and testing. This paper describes the experiences of SAS Institute in developing single-source documentation for presentation in multiple formats. %M C.DOC.96.213 %T Information Access: Single Source, Multiple Use %S 13: Reusing Documentation, One More Time (II) %A Dana Gillihan %A Thyra Rauch %B ACM 14th International Conference on Systems Documentation %D 1996 %P 213-220 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p213-glllihan/p213-glllihan.pdf %X Web technology is a rapidly-growing arena, and we are seeking new ways to take advantage of what the technology has to offer. In the development of our Web-based software product, we have applied online help concepts to the design of our information. In addition, because this product is itself an online information solution, we've addressed two types of single-sourcing: implementing helps and documentation from a single source and making information available to a wide variety of platforms. %M C.DOC.96.221 %T SSQL: A Semi-Structured Query Language for SGML Document Retrievals %S 14: Controlling Information Online %A Lin-Ju Yeh %A Hsiu-Hsen Yao %A Yuan-Kuo Chen %B ACM 14th International Conference on Systems Documentation %D 1996 %P 221-228 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p221-lin-ju/p221-lin-ju.pdf %X In this paper, we first discuss the document structures generated by SGML markup approach in Section 2. A multigraph data model for modeling SGML documents is introduced and discussed in Section 3. In Section 4, six query paths found in SGML formatted documents are provided and then integrated into the proposed query model. Based on these studies, we define the semi-structured query language (SSQL) in Section 5. Some examples of SSQL queries are listed in Section 6. Finally, a brief discussion of implementation of the query language is given. %M C.DOC.96.229 %T Object-Oriented, Single-Source, On-Line Documents that Update Themselves %S 14: Controlling Information Online %A Susan Korgen %B ACM 14th International Conference on Systems Documentation %D 1996 %P 229-237 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p229-korgen/p229-korgen.pdf %X This paper describes how Boston Technology creates the architectural documentation for its modular, object-oriented software system. It describes the information structure and tools that we created, our motivation for creating them, how we implemented them, and the interdisciplinary issues that we encountered during the project. We place the definitive textual description of each architectural element directly into the source code that defines that element. This single-source text is developed and maintained by a cooperative effort between our writers and engineers. A software tool extracts the descriptions from the source code and converts the extracted text strings into a suite of elegantly interlinked, on-line help topics. Writers can run the tool to compile the help system any time the source code files change. The tool can act upon the complete set of product source code files, or upon any subset of modules that the writer chooses. Thus, at the touch of a button, hundreds of object-oriented, single-source, on-line documents update themselves. %M C.DOC.96.239 %T Online Help Systems: Technological Evolution or Revolution %S 14: Controlling Information Online %A Kathryn L. Turk %A Michelle Corbin Nichols %B ACM 14th International Conference on Systems Documentation %D 1996 %P 239-242 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p239-turk/p239-turk.pdf %X This paper explores the evolution of the design of online information, specifically online help systems. It discusses the influences of the hardcopy paradigm on the design of online information and suggests that same paradigm should be left behind. Technology is forcing a revolution in the design of online help systems, as wizards, coaches, and the World Wide Web take hold. %M C.DOC.96.243 %T Academia, Privacy and Modern Information Technology: Partnering with Industry to the Modern Economy %S 15: Designing New Information Theories %A Bryan P. Bergeron %B ACM 14th International Conference on Systems Documentation %D 1996 %P 243-245 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p243-bergeron/p243-bergeron.pdf %X Authors and educators were once thought of as relatively independent purveyors of knowledge. After fulfilling their teaching obligations, academicians were encouraged disseminate their ideas as widely as possible, in exchange for peer recognition, credit toward tenure, or evidence of scholarly work for grant applications. However, modem economic pressures, fueled by advances in information technology, have permanently transformed the academician's perception of what is private, what is publishable, and the degree to which information, both professional and personal, should be made freely available on the Internet and other digital media for non-targeted dissemination. Academicians and academic institutions as a whole have become highly protective of their increasingly valuable knowledge assets. The result of this paradigm shift is a redefinition of the contemporary role of academia, especially as it relates to the potentially lucrative associations with business and industry. In order to survive, many academicians must become knowledge workers and brokers who look not only to government and private grants for support, but increasingly to partners in business and industry who are willing to cooperate in mutually beneficial and profit-generating ventures. %M C.DOC.96.247 %T Producing a Graduate of Advanced Studies in the Area of Online Information Design %S 15: Designing New Information Theories %A Naomi F. Glasscock %B ACM 14th International Conference on Systems Documentation %D 1996 %P 247-256 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p247-glasscock/p247-glasscock.pdf %X This paper explores the skills that are required of an online information design professional and the university's role in producing graduates of such a multidisciplinary field. An appropriate mission statement is identified which will allow the student to develop the required skills and meet his/her professional goals. Target qualifications are developed by identifying the skills required to develop online information products and by examining the professional goals of several students who are currently graduate studies in the area of online information design. A Plan of Graduate Work (POGW) is provided which would allow the student to gain the required skills through coursework, scholarly research, and industry experience. Problems associated with achieving these goals in the current university climate are discussed. Potential solutions to these problems are proposed including various joint industry-academia relationships. The results of this effort are significant in identifying methods for universities to produce graduates who can immediately enter industry as contributing professionals in the design of online information or continue as educators of future students in this area. %M C.DOC.96.257 %T Readers' Expectations and Writers' Goals in the Late Age of Print %S 15: Designing New Information Theories %A Charles A. Hill %A Brad Mehlenbacher %B ACM 14th International Conference on Systems Documentation %D 1996 %P 257-266 %K Electronic texts, Literacy, Hypermedia, Reading and writing research %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p257-hill/p257-hill.pdf %X Most of us are very comfortable acknowledging that reading and writing electronic texts is now firmly a well-established part of our everyday life, but we only occasionally examine the generational differences between our grandparents' notions of text and our children's. This is largely because our demographic is a transitional one, caught between a well-learned familiarity with hardcopy texts and the challenge of intense movements to online environments. This paper traces our movement from hardcopy texts to digital texts, and speculates about how readers' and writers' expectations of texts are being transformed by emerging technologies. Specifically, digital texts are erasing traditional distinctions between written and spoken discourse, increasing the interconnectedness of texts, increasing the demand for user control over texts, integrating various modes of communication, and intensifying the relationship between readers and writers. %M C.DOC.96.267 %T Customer Analysis in the Wired Age %S 16: Designing Web Materials for Multiple Audiences %A R. Stanley Dicks %B ACM 14th International Conference on Systems Documentation %D 1996 %P 267-270 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p267-dicks/p267-dicks.pdf %X It has become an old saw, repeated in every technical communications textbook and in numerous articles, that we should know our users and orient our software documentation products toward user tasks rather than system tasks. Recently, our profession has grown toward using the more rigorous development methods employed by the software development community. For example, we have added usability testing to our repertoire to ensure that our products meet our customers' needs. This paper challenges us to go further, however, as the situation, especially in today's wired world, requires considerably more complex audience analyses than those that are generally described in our literature or performed on actual projects. This paper presents a taxonomy of the various customers associated with our products, the considerations that drive each of those customer groups (sometimes conflicting), the implications for our development efforts, and some suggested solutions. It further discusses how the move toward online and networked learning support products affects the various customers. It posits the theory that our standard, simple systems of audience analysis are inadequate for the types of products we have begun to deliver in the last five years. Our methods for audience analysis and testing have not caught up with the technologies we are using to develop and deliver our products. %M C.DOC.96.271 %T Designing Two Nonprofit Web Sites on Less Than $350 US per Year Each %S 16: Designing Web Materials for Multiple Audiences %A Carl Stieren %A Zbigniew (Paul) Rachniowski %B ACM 14th International Conference on Systems Documentation %D 1996 %P 271-280 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p271-stieren/p271-stieren.pdf %X What do you need to design a World Wide Web site for a nonprofit organization? If you have less than $350 U.S. per year, you need knowledgeable, dedicated volunteers with HTML and design skills, and their own computers. Then you can weave the Web to fit both the readers' needs and the creators' skills. To create content and a workable organization, follow four key rules: 1. know the needs of your potential readers, 2. select a well-defined content area, 3. use available (or affordable) technology, and 4. set up a mechanism for approval, organization and change. Two Ottawa-based Web sites met these rules in different ways. Peaceweb, the World Wide Web page on Quaker peace and social concerns, set out rules for approval, organization and change first. PoloniaNet, the Polish-Canadian Web site, staked out a well-defined content area first. Each group had a strong sense of identity and a common vision. While each of the two groups had multitalented individuals, other nonprofits may need different persons to fill each of the four roles described by Joel Snyder [2]: architect, graphics designer, programmer, and content provider. %M C.DOC.96.281 %T Designing a Leading-Edge World Wide Web Site %S 16: Designing Web Materials for Multiple Audiences %A Mary Anne Jackson %B ACM 14th International Conference on Systems Documentation %D 1996 %P 281-283 %* (c) Copyright 1996 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/238215/p281-jackson/p281-jackson.pdf %X How does a corporation plan it's World Wide Web site? In today's fast-paced electronic world, do you have the time you need to carefully plan your strategy? If you don't have time for much careful planning, how does that affect your work? Will you have enough material to make the site content rich and meaningful to your visitors? Who will your visitors be? How will you attract them to your site? Establishing a presence on the World Wide Web has become imperative. The "rush to the Web" has left companies around the globe scrambling to "get their acts together". The corporate rush to avoid being left at the back of the pack has created some strange situations and formidable challenges for those of us working in corporate communications. Leading edge technology has, in many instances, become "bleeding edge" technology, as expectations of senior managers for a Web site often far outstrip the budgets and resources made available to Web site implementors. Even companies that generally carefully plan their marketing strategies have been caught in "react mode". If goal is to be there now, the methodology can never be as good as marketing staff would like it to be. Also, the technical skills needed to carry out the implementation of a web site are often not found in the average marketing department. This means that you are going to have to cooperate with other departments who may or may not have the same goals you do. %M C.DOC.97.1 %T Cognitive Strain as a Factor in Effective Document Design %A Michael J. Albers %B ACM 15th International Conference on Systems Documentation %D 1997 %P 1-6 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p1-albers/p1-albers.pdf %X People have a limited amount of cognitive resources. Coping with the increasing amount of information presented via a software interface strains a user's cognitive resources. If a person has to use the documentation, whether on-line or paper, additional cognitive resources are consumed, often overloading the user. Using several windows or multi-media elements can compound the problem. Unfortunately, as Wickens (1992) states, humans are unable to manage excessive cognitive strain and they respond by getting frustrated, committing errors, shedding tasks, or reverting to known methods. Understanding the causes of cognitive strain helps explain why seemingly well-designed and usability-tested documentation still elicits complains of being unusable. In this paper, I define cognitive strain as exceeding the amount of mental resources available to devote to problem solving. Psychology researchers have found that we have a small set of resources which must be distributed between all the cognitive tasks we simultaneously perform. When those resources are exhausted, error rates and frustration increase while performance and material retention decrease. It is important to note that cognitive strain is a short-term overload and is not the longer-term stress we associate with impending deadlines or an over-scheduled workload. However, longer-term stress factors do influence the amount of cognitive resources available. Thus it is essential that we, as technical communicators, explore effective methods which reduce cognitive strain and maximize the user's ability to extract information from the system. In this paper, I first examine the literature on cognitive strain and the signs of cognitive overload. Next, I look at current methodologies and discuss how they don't include considering cognitive stress. Finally, I explore how modifying our design methodologies to consider cognitive strain can improve the resulting documentation. %M C.DOC.97.7 %T From Document Design to Information Design %A Mark Baker %A Carol Miksik %B ACM 15th International Conference on Systems Documentation %D 1997 %P 7-10 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p7-baker/p7-baker.pdf %X In 1750, the textile industry worked like this: Spinsters worked at their spinning wheels in their cottages. From time to time a broker would make the circuit of the cottages, buying up the spun thread and delivering it to weavers, who worked on hand looms in their cottages. The broker would then buy finished cloth from the weavers and carry it to town. By 1830, the cottage industries, and the individualized products they created were virtually gone. Both spinning and weaving were performed by workers tending power spindles and power looms in factories. The cloth they produced was so much cheaper than before that ordinary people could begin to afford more than one set of clothing, which sparked an improvement in personal hygiene, which lowered the death rate and fed a booming population. A wide variety of cottage industries disappeared in the years that followed. Today there is perhaps only one significant one that has survived: ours. Writing is the last cottage industry. True, for many of us, our cottages are eight by eight cubicles in some vast open concept office building. But in those cubicles we still spin our own words and weave our own documents using our personal tools. But this is the information age. Our cottage industry is not economical for producing the vast array of information products in the wide variety of media that is now demanded of us. Like it or not, we are headed for the factory. Fortunately, modern factory work does not have to be production line drudgery. Modern factory workers do not tend production lines, they design and direct the machines, and the programs, that run automated production lines. If we want to have a continued role in the information factory, we must learn to design and direct the information systems and programs that will run the information production line. This is not a job for programmers who do fundamentally understand the complexity of the information. It is a job for writers who have learned new design skills. %M C.DOC.97.11 %T Moving Document Control Systems to the Corporate Intranet: One Company's Strategy %A Bill Burns %B ACM 15th International Conference on Systems Documentation %D 1997 %P 11-16 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p11-burns/p11-burns.pdf %X Companies are now recognizing the cost benefits to using web and Internet technology to deliver information internally using a corporate "intranet." However, often not included in these hypertext delivery systems are the controlled or proprietary documents that businesses need to document manufacturing processes, the notification systems needed to keep production employees up-to-date on procedural changes, and the approval workflows necessary for ensuring ISO compliance to process control. Changing from legacy, hard copy document control systems to web-based, online document control and delivery systems involves not only an investment in new technology on the part of management, but also a paradigm shift on the part of the people who use the information technical communicators deliver. When making this transition, companies need to consider four questions: * What should be the focus for new technologies and methods? * How does the company build support for change? * Which tools should content creators be using? * What issues should system developers expect during the transition? %M C.DOC.97.17 %T CogentHelp: A Tool for Authoring Dynamically Generated Help for Java GUIs %A David E. Caldwell %A Michael White %B ACM 15th International Conference on Systems Documentation %D 1997 %P 17-22 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p17-caldwell/p17-caldwell.pdf %X CogentHelp is a prototype tool for authoring dynamically generated on-line help for applications whose graphical user interfaces (GUIs) are built with the Java Abstract Windowing Toolkit (AWT). In this paper, we describe some of the techniques used in CogentHelp to facilitate the authoring, maintenance and customization of high-quality help systems. These include the use of (1) a "single-source" methodology for developing program code and help text; (2) small-grained, reusable "snippets" of help text instead of monolithic topics; and (3) a lightweight, extensible framework for planning and generating help topics from "snippets". %M C.DOC.97.23 %T Mobile Computing -- Beyond Laptops %A Laura Cappelletti %B ACM 15th International Conference on Systems Documentation %D 1997 %P 23-26 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p23-cappelletti/p23-cappelletti.pdf %X In the companion paper "Mobile Computing -- A Fact in Your Future" we discussed wireless networking technology and products and techniques that support mobile laptop users. This paper will address some of the implications to information developers in a world where the networking infrastructure is assumed (the Internet), and where World Wide Web access is pervasive among our customers and coworkers around the world. We can imagine what our lives will be like as we progress along a spectrum of increasing mobility. %M C.DOC.97.27 %T Reconstructing Minimalism %A John M. Carroll %B ACM 15th International Conference on Systems Documentation %D 1997 %P 27-34 %* (c) Copyright 1997 Academic Press %O This is the introductory chapter for Minimalism beyond the Nurnberg Funnel (M.I.T. Press, 1997). %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p27-carroll/p27-carroll.pdf %X Seventeen years ago, I was working in a research group of young cognitive psychologists. We were young enough to be astonished by the profound difficulties people routinely experienced in using what appeared to be carefully designed documentation and self-instruction material. These initial observations propelled us down a path of investigation and analysis that we are still pursuing. In this Introduction, I will survey the emergence of minimalism as an approach to technical communication -- from my personal perspective. Although I originally coined the term as it is now applied in technical communication, and did play a role in launching and developing the minimalist approach to technical communication, I regard the minimalist movement as more a matter of zeitgeist and refinement than of radical innovation. The scientific and philosophical foundation for minimalism was well-established before 1980, indeed, it was writ large by giants like Dewey, Piaget, and Bruner. Many other investigators, including some of the authors of this book, were developing what now might be called minimalist approaches at the same time I was getting started. In this reconstruction, I will distinguish four phases in the emergence of minimalism: the very start of our project in late 1980, the early to mid-1980s when we developed the experiments, case studies, and interpretations that comprise The Nurnberg Funnel, the late 1980s when we began to extend minimalism to supporting object-oriented programming and design, and the present in which the themes of the past continue to develop and to be further reconstructed in a variety of networked information and education projects. %M C.DOC.97.35 %T Managing Hardcopy Documentation in a Multiplatform Environment %A James E. Curtis %B ACM 15th International Conference on Systems Documentation %D 1997 %P 35-37 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p35-curtis/p35-curtis.pdf %X It used to be that technical writers wrote computer documentation for one platform: MS-DOS, Apple, or maybe UNIX. Softcopy, or online documentation, was rarely a consideration. Today, however, technical writers face different challenges. Hardcopy documentation is shrinking, migrating to online help facilities, CBTs (computer-based training), multimedia tutorials, and electronic books. In many companies, hardcopy documentation is still a major part of the documentation suite, but it is being redefined, and that redefinition is bringing about complex challenges when managing hardcopy documentation. This paper discusses managing multiplatform, hardcopy documentation. Specifically, it is about a documentation project that I coordinated at Programart Corporation, where I, along with two other writers, managed multiplatform documentation for a multiplatform software product. %M C.DOC.97.39 %T Using Productivity Metrics to Manage Documentation Projects %A Glenn M. D'Amore %B ACM 15th International Conference on Systems Documentation %D 1997 %P 39-44 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p39-d_amore/p39-d_amore.pdf %X To determine productivity you need to measure your output. This is especially true when you deliver information across varying media such as paper, online help, or the Internet. There are also challenges when your documentation is highly graphical and when your help or web pages contain numerous jump links. Methods such as pages, panels, or topics per week are often used to describe productivity. At ADP Information Development Services, we've developed a custom measurement called a "publication unit" that we use to track productivity. Once you understand the development costs, efficiency, and productivity of your projects, you can begin to answer the following questions: * How much cost is attributed to a specific project? * How productive is the team? * Can I compare productivity across projects? * Are current development processes efficient? * Can I use this data to repeat successful projects? Answers to these questions prepare you to sell your services because you are managing all aspects of your project, not just your deliverables. In other words, you are treating information development as a business and not just another corporate service. %M C.DOC.97.45 %T From Documenting Design to Design By Documenting %A Alberto Faro %A Daniela Giordano %B ACM 15th International Conference on Systems Documentation %D 1997 %P 45-54 %K Design memories, Scenario-based design, Case-based reasoning %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p45-faro/p45-faro.pdf %X User-centered approach to Information Systems (IS) design requires documenting user interfaces in conjunction with the other design documents. The lack of this documentation increases the cost of the user-centered specifications when producing a new version of the user requirements or passing from a system to an analogous one, although in principle it is possible to take advantage from former experience. To facilitate both versioning and reuse of the IS specifications, the paper presents a new organization of the design documentation based on a story-telling theory (STT) previously proposed by the authors. STT-based specifications consist of a set of use stories, each constituted by a sequence of episodes. Within this framework, the paper proposes to structure the IS design documentation as a set of use episodes, each referred to a multimedia document, called scene, illustrating how the episode is enacted by its main character in collaboration with other actors of the story. Scenes are traced to system interface and structure, thus enabling the designer to see how episodes influence the implementation. Moreover, linking the scenes of a project to the analogous ones of former projects results in a collaboratively built design memory appropriate for a reasonable documentation of the design process that facilitates versioning and reuse. %M C.DOC.97.55 %T Defining the Roles of a Technical Communicator %A Julie Fisher %B ACM 15th International Conference on Systems Documentation %D 1997 %P 55-62 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p55-fisher/p55-fisher.pdf %X The scope of the profession of technical communication is difficult to define and is even more difficult to quantify the work and roles performed by technical communicators. A recent survey of Australian technical communicators, sought to define the work using a list of tasks for a similar study developed by the Society for Technical Communication in Canada. The Australian survey specifically explored the contribution of technical communicators to the development of information systems. This paper will discuss the results of the survey, compare the results with the Canadian study and describe the profile of Australian technical communicators' work in the context of information systems development. %M C.DOC.97.63 %T Mobile Computing: A Fact in Your Future %A Larry Francis %B ACM 15th International Conference on Systems Documentation %D 1997 %P 63-67 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p63-francis/p63-francis.pdf %X N/A %M C.DOC.97.69 %T Using User Centered Design Methods to Create and Design Usable Web Sites %A Jeanette Fuccella %B ACM 15th International Conference on Systems Documentation %D 1997 %P 69-77 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p69-fuccella/p69-fuccella.pdf %X With the increasing popularity of the World-Wide Web, web sites have become the central repository of information for company products and services. As a result, information developers and web site designers are being forced to assimilate large quantities of relatively unorganized content into a single web site. Primarily due to the hierarchical nature of most sites, the most common method for organizing information on the web is to group like web items into logical categories. These categories then become the primary organizing structure of the web site and are, therefore, critical to the usefulness and usability of the web site design. Because of the importance of establishing meaningful and useful web site categories, a user-centered methodology was developed. This methodology consists of a four-step process: audience definition, object identification, object organization, and validation. %M C.DOC.97.79 %T The Mythical Dream Interface: A Mythical Metaphoric Method for Redesigning an Interface %A Malcolm Graham %B ACM 15th International Conference on Systems Documentation %D 1997 %P 79-91 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p79-graham/p79-graham.pdf %X This paper presents a language-based method for analyzing and redesigning a user interface. The underlying theory and a practical application of the theory are presented. The practical application involves presenting an analysis and possible redesign of the user interface of the Macintosh version of the Personal Ancestral File (PAF) genealogical program. %M C.DOC.97.93 %T Web Review: A Web-Based Documentation Review Tool %A Robin Green %B ACM 15th International Conference on Systems Documentation %D 1997 %P 93-98 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p93-green/p93-green.pdf %X In 1996 our writing team decided to convert our information to HTML from a variety of other markup languages, because we foresaw many usability advantages. But several challenges lay ahead, one being the need to develop or obtain a review tool that allowed writers and developers to review drafts of information. Before our move to HTML we used an IBM host-based tool, Revufile, which provided an online reviewing environment for flat linear documents. This tool was not appropriate for reviewing webs of information, and no web-based review tool was available; therefore, we defined a set of requirements for such a tool, designed a prototype, and enhanced this prototype, based on comments from writers and reviewers, to create Web Review. This paper describes the requirements that led to the creation of Web Review; its implementation, and its impact on the productivity of writers and reviewers. %M C.DOC.97.99 %T Online Documentation: The Next Generation %A JoAnn T. Hackos %B ACM 15th International Conference on Systems Documentation %D 1997 %P 99-104 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p99-hackos/p99-hackos.pdf %X N/A %M C.DOC.97.105 %T Building Usability in from the Beginning: Analyzing Users and their Tasks %A JoAnn Hackos %A Janice (Ginny) Redish %B ACM 15th International Conference on Systems Documentation %D 1997 %P 105-130 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p105-hackos/p105-hackos.pdf %X N/A %M C.DOC.97.131 %T Managing Virtual Documents: Correctness by Design %A Stephen L. Harris %B ACM 15th International Conference on Systems Documentation %D 1997 %P 131-135 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p131-harris/p131-harris.pdf %X Over the past three years, our information design and development (IDD) team in IBM Microelectronics, Research Triangle Park, North Carolina, has created a methodology for generating what we call "virtual documents." This paper presents a case study of this IDD methodology, focusing on its possibilities for producing documents that are correct by design, cheaper and faster to build, and more compliant to the IDD standards applied. %M C.DOC.97.137 %T From the Real Toward the Ideal: A Case Study in Virtual Document Development %A Jim Ingram %B ACM 15th International Conference on Systems Documentation %D 1997 %P 137-144 %K Conditional tagging, Content modeling, Design for reuse, Document management, Incremental development, Information modeling, Virtual documents %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p137-ingram/p137-ingram.pdf %X Computer engineers can build more powerful processors more rapidly. This exerts strong pressures on information developers, who face two serious problems: * Increased product complexity and information volumes * Rapidly shrinking product development cycles The resources and productivity of chip designers can easily overwhelm information developers using traditional tools and techniques. Information developers at a processor development laboratory are refining an information development methodology they devised to help keep pace with the engineers. At the heart of the methodology are virtual documents: structured sets of conditionally-tagged document files, book definition files, and control files. A virtual document contains all of the information necessary to describe a family of related products and to generate product-specific book images under software control. An information developer built a virtual document containing five user's manuals for related microcontroller products. The user's manuals were developed much more quickly than would have been possible using traditional methods. The benefits will continue as new products extend the family and new user's manuals are incorporated into the virtual document, which can support radically extended functionality. The virtual document methodology combines virtual documents with information and content modeling, design for reuse, document standards and templates, and incremental development and review. Except for a particular use of control files, no technique is original, nor alone provides sufficient productivity gains. Combined in the virtual document methodology, however, these techniques provide important quality improvements and dramatic productivity improvements. This paper describes the virtual document methodology and demonstrates the improvements that resulted from its use. Some of the information developers using the virtual document methodology now regard their work products as software libraries instantiated as book images to be delivered to customers. This new perspective of the end products of the information development process offers promise for increasingly automated assembly of technical information. %M C.DOC.97.145 %T Familiar Contexts, New Technologies: Adapting Online Help to Simulate an Expert System %A Hilari Kleine Jones %B ACM 15th International Conference on Systems Documentation %D 1997 %P 145-151 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p145-jones/p145-jones.pdf %X Expert systems are software applications that help users follow a predetermined, optimized path of decision making or problem solving. For technical communicators, they provide a method for documenting complex procedures that cannot be replicated within a traditional reference manual. Sophisticated tools are available for expert system authoring, but the hypertext functionality of ordinary Windows help files can lend itself equally well to the task. Although an older technology, WinHelp provides a simple, inexpensive means of simulating the logic that drives a true expert system. This article discusses the principles and methods involved in creating a WinHelp expert system. %M C.DOC.97.153 %T Usability Studies of WWW Sites: Heuristic Evaluation vs. Laboratory Testing %A Laurie Kantner %A Stephanie Rosenbaum %B ACM 15th International Conference on Systems Documentation %D 1997 %P 153-160 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p153-kantner/p153-kantner.pdf %X This paper describes the strengths and weaknesses of two usability assessment methods frequently applied to web sites. It uses case histories of WWW usability studies conducted by the authors to illustrate issues of special interest to designers of web sites. The discussion not only compares the two methods, but also discusses how an effective usability process can combine them, applying the methods at different times during site development. %M C.DOC.97.161 %T Inspection of Software Requirements Specification Documents: A Pilot Study %A Tereza G. Kirner %A Janaina C. Abib %B ACM 15th International Conference on Systems Documentation %D 1997 %P 161-171 %K Software requirements specification document, Inspection techniques, Empirical study %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p161-kirner/p161-kirner.pdf %X Software Requirements Specification is one of the first phases of system development. This phase results in the Software Requirements Specification (SRS) document, which must contain a complete, concise, high-quality description of the system being considered. The quality assurance of SRSs depends strongly on the use of appropriate techniques. This paper focuses on the use of inspection techniques in the quality evaluation of SRSs, presenting a pilot study on the subject. %M C.DOC.97.173 %T Designing Intentional Learning Environments %A Margaret Martinez %B ACM 15th International Conference on Systems Documentation %D 1997 %P 173-180 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p173-martinez/p173-martinez.pdf %X This study contributes to the discussion about self-managed learning in a computer-based environment. The result was the design for a first-generation intentional learning environment for instructional multimedia. The final product was an instructional design model for an interactive CD-ROM-delivered "Sales and Product Training" program for resellers. The model, called a System for Intentional Learning and Progress Assessment (SILPA), features six intentional learning design principles. The SILPA fosters intentional performance by focusing on three key learning processes: goal setting, task sequencing, and progress monitoring. Many theorists argue in support of self-managed learning saying that humans have an innate need to control the events in their lives. This need highly correlates with conceptions about learning and directly influences successful intentional learning performance. In this manner, the SILPA, integrated with assessment and intentional learning components, supports an individual's intentional achievement of learning goals. %M C.DOC.97.181 %T User Centered Design in Action: Developing an Intelligent Agent Application %A Jeanne Murray %A David Schell %A Cari Willis %B ACM 15th International Conference on Systems Documentation %D 1997 %P 181-188 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p181-murray/p181-murray.pdf %X This paper describes the User Centered Design (UCD) methodology for developing software products, and how the methodology is used within IBM to design solutions that meet customer needs. A case study, demonstrating the use of User Centered Design, describes a team's efforts to develop a user interface for an intelligent agent application. The paper discusses issues involved in designing and developing user interfaces for intelligent agent applications. The results of the IBM User Centered Design team's design phase are shared. The final section focuses techniques used by information designers and writers in IBM to apply the User Centered Design methodology to the development process for information (whether hardcopy, wizard, web, etc.). %M C.DOC.97.189 %T Web Style Guides: Who, What, Where %A Kenneth R. Ohnemus %B ACM 15th International Conference on Systems Documentation %D 1997 %P 189-197 %K Style guide, World Wide Web (WWW), Human-computer interaction (HCI) %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p189-ohnemus/p189-ohnemus.pdf %X This paper attempts to pull together available Human-Computer Interaction (HCI) information and web style guide resources from the World Wide Web (WWW), providing some guidance as to their value, as well as identifying some pertinent and useful books. The content of these style guides range from top 10 design considerations to a more precise, detailed orientation. A style guide serves as a basis for development and is a collection of principles, guidelines and conventions brought together into a single medium to define a unified look and feel for products and services. Many web style guides tend not to reference traditional style guides probably due to the wide diversity of web developers. Additionally, some information will be pulled together to demonstrate some of the differences between traditional and web-based style guides. The goal is to bring together a great deal of segregated information that is useful to the documentation and communication community and beyond. %M C.DOC.97.199 %T Order and Chaos: A Sociological Profile of TECHWR-L %A Bruce A. Overby %B ACM 15th International Conference on Systems Documentation %D 1997 %P 199-206 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p199-overby/p199-overby.pdf %X This paper is designed to help technical communicators better understand what computer-mediated communication and virtual communities are and to directly apply this understanding to the field of technical communication. The virtual forms of community traits are defined and compared to similar traits seen in traditional communities. A model paralleling the aspects of traditional communities with those of virtual communities is then presented, along with a content analysis tool that allows researchers to measure the presence of these aspects in specific computer-mediated communications such as TECHWR-L. Finally, the results from a research project that used this tool to analyze several on-line discussion forums, including TECHWR-L, are presented. These results provide vivid sociological profiles of each of these virtual communities, which, when compared with the profile of TECHWR-L, offer an insightful look into the discourse that helps define the technical communications profession. %M C.DOC.97.207 %T Active Documentation: Wizards as a Medium for Meeting User Needs %A Lori Phelps %B ACM 15th International Conference on Systems Documentation %D 1997 %P 207-210 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p207-phelps/p207-phelps.pdf %X Technical writer. Information developer. Help writer. The list goes on. Regardless of our titles, our jobs are roughly similar: we create information that helps users use products. Once this information included only hardcopy manuals. Then it expanded to include online books and help, utilizing media that seemed to be more integrated with the subject we were writing about. However, aside from the appropriate calls from the program, we were still separated from the task, instructing users like a director from the back of a theater: "click the Save icon," or "press the Escape key three times and then select Next." But look around: that new software you just bought is also employing new media such as electronic coaches, cue cards, and wizards, to help users reach their goals. If these new media are implemented well, they seem to be part of the interface. And when it comes to your own job -- creating information that helps users meet their goals -- you might find that using one of these media can help you and your users achieve your goals. In this paper I would like to talk about my experience using a wizard to create active documentation for a network adapter. I will first discuss what active documentation is, and then outline my own experience creating it to replace traditional documentation. %M C.DOC.97.211 %T How Electronic Outlining Can Help You Create Online Materials %A Jonathan Price %B ACM 15th International Conference on Systems Documentation %D 1997 %P 211-221 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p211-price/p211-price.pdf %X N/A %M C.DOC.97.223 %T Navigation Issues in Hypertext: Documenting Complex Hierarchies with HTML Frames %A Michael Priestley %B ACM 15th International Conference on Systems Documentation %D 1997 %P 223-235 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p223-priestley/p223-priestley.pdf %X From a hypertext design perspective, almost any body of information can be seen as a collection of isolated but inter-related modules. HTML frames provide an ideal way to preserve and present the relationships among the modules, and communicate the hierarchy of the information domain. However, there are a number of design issues involved with multi-panel user interfaces in general, and with HTML frames in particular. Frames aren't appropriate for every kind of information; and when they are appropriate, the frame design needs to be based on careful analysis of information content and relationships. The paper is divided into the following parts: * Part I provides a defense of our choice of technology (HTML in general, and frame layouts in particular). * Part II covers some general design considerations for different kinds of information. * Part III covers the evolution of our frame design for the VisualAge for Java and VisualAge for C++ class library reference information. * Part IV covers the design considerations we encountered when we implemented the design. * Part V summarizes the main points of the paper, and suggests some future directions to consider. %M C.DOC.97.237 %T Hypertext to Hypermedia and Beyond -- The Evolution Continues %A Jeffrey Rowe %B ACM 15th International Conference on Systems Documentation %D 1997 %P 237-241 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p237-rowe/p237-rowe.pdf %X The phenomenal growth of new forms of hypermedia, especially for the World Wide Web, has been fueled by the ability for authors to easily and cheaply publish electronic documents to a worldwide audience. As these electronic "hyper" documents have become larger and more complex, however, hardware and software vendors have experienced the limitations of their products with the new media. To address the requirements of evermore demanding users and to enable the further expansion of electronic publishing technology into new domains of distribution, primarily the World Wide Web, three technologies are among those currently leading the way to the future -- Hypertext Markup Language (HTML) 4.0; and for applications that require functionality beyond HTML, the Extensible Markup Language (XML) and the Virtual Reality Modeling Language (VRML). This paper describes these efforts and discusses new kinds of Web applications made possible by these technologies. %M C.DOC.97.243 %T A Large-Scale Contents Publishing Architecture Based on Reliable Multicast %A Teruji Shiroshita %A Osamu Takahashi %A Shizuo Shiokawa %B ACM 15th International Conference on Systems Documentation %D 1997 %P 243-247 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p243-shiroshita/p243-shiroshita.pdf %X Communication networks have matured to realize online digital contents publishing. This paper proposes a contents publishing architecture which makes a large-scale contents delivery available using recent networks. Multicast is a promising network technology to provide large-scale efficient delivery. However, the issues of reliable and restricted delivery using multicast need to be solved to realize a practical contents publishing. A reliable multicast tool is proposed for error free and confirmed delivery to thousands of users. A contents publishing procedure including service access control and delivery charge is also proposed for commercial publishing. %M C.DOC.97.249 %T Seven Graphic Sins %A Ronald Shook %B ACM 15th International Conference on Systems Documentation %D 1997 %P 249-254 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p249-shook/p249-shook.pdf %X Graphics are very powerful. They have tremendous impact. On any given page, the graphic is the thing that readers notice first. Because of this power, graphics may either communicate information powerfully, or interfere with communication, equally powerfully. It is my contention, and the basis for this paper, that graphics are either information or noise. Noise is anything which interferes with the flow of information from page to reader. This means that graphics aren't neutral -- they're either helping or hindering. In other words, the graphics we put in our presentations and documents can do as much harm as they can good. I've categorized seven ways in which we use graphics to foul up otherwise good presentations. They are the seven graphic sins: * Using the wrong graphic for the purpose * Using color indiscriminately * Putting too much information in a graphic * Positioning the graphic poorly * Using too many bells and whistles * Using unedited photographs * Using meaningless graphics %M C.DOC.97.255 %T Add One Egg, A Cup of Milk, and Stir: Single Source Documentation for Today %A Carl Stieren %B ACM 15th International Conference on Systems Documentation %D 1997 %P 255-262 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p255-stieren/p255-stieren.pdf %X What happens when the software firm you work for decides it will not deliver large printed manuals any more? Then the request comes to put everything online. Six months later, user profiles shift to the World Wide Web and you're asked to deliver HTML. In the future, a database of SGML information chunks may let us deliver anything, any which way. Today, we must devise a system that allows us to "author once, publish many". Such a system is crucial for software and hardware documentation. The method I chose was to go from FrameMaker to Acrobat PDF files to HTML. I wrote the source document in Adobe FrameMaker. Then I converted to PDF files with Adobe Acrobat, and again, converted the Frame files to HTML files using Quadralay WebWorks Publisher. HTML and PDF files aren't full-bodied publishing formats, and the future will probably be written in SGML. But while we're waiting for the future, just learning SGML and diving deep into DTDs alone could be a mistake. SGML is a language which sets out structure, and most of us are concerned with content. One way to handle content is to use Information Mapping, or information types of your own devising. %M C.DOC.97.263 %T TaskGuides: Instant Wizards on the Web %A Doug Tidwell %A Jeanette Fuccella %B ACM 15th International Conference on Systems Documentation %D 1997 %P 263-272 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p263-tidwell/p263-tidwell.pdf %X IBM's TaskGuide technology puts the power of wizards in the hands of Information Developers and Human Factors professionals. Based on the premise that task analysis is the most difficult part of creating an effective wizard, our tools help you create world-class wizard help without writing code. This paper contrasts wizard-style help with cue cards, coaches, and agents, with a discussion of when each technology is appropriate. In addition, we outline our approach in designing the TaskGuide technology for maximum reuse. We also explain the main features of the TaskGuide Viewer, the display engine for TaskGuide scripts. Finally, we examine a recursive wizard that creates other wizards, demonstrating the flexibility of our SGML-based approach. %M C.DOC.97.273 %T Designing Documentation for the Online Environment %A Susan Topol %A Frances Mueller Roach %A Will Rhee %B ACM 15th International Conference on Systems Documentation %D 1997 %P 273-281 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p273-topol/p273-topol.pdf %X In September 1994, the Information Technology Division (ITD) at the University of Michigan introduced a new online documentation system: the ITD Information System. This World Wide Web-based system -- whose development and deployment were the subject of a paper presented at the 1995 SIGDOC conference -- is still the primary vehicle for online information distribution at the university today. Some features of the ITD Information System, which can be viewed at http://www.itd.umich.edu/itddoc/, include: * Contains over 190 documents and 493 keywords, and is accessed as many as 500 times a day. * Combines the X.500 Online Directory, which stores document records and related information, with links to the actual documents that are accessed on the Web. * Can be accessed using any Web browser for Macintosh, Windows 3.1, and Windows 95 platforms. * Enables users to view documents in HTML or Acrobat PDF formats on the Web, and download either Microsoft Word or Acrobat PDF formats for printing. %M C.DOC.97.283 %T Declarative Information in Software Manuals: What's The Use? %A Nicole Ummelen %B ACM 15th International Conference on Systems Documentation %D 1997 %P 283-296 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p283-ummelen/p283-ummelen.pdf %X Declarative information is often considered to be of little value to software manual users, for two reasons: some research results state that it is consistently skipped by users, and other research results show that declarative information does not enhance task performance. This study puts these conclusions to the test, because the research underlying them does not support such general conclusions. Two experiments are conducted to collect quantitative data about the selection and use of procedural and declarative information and to investigate whether or not the use of declarative information affects task performance and knowledge. A new technique for measuring information selection was developed for this purpose: the click & read method. %M C.DOC.97.297 %T Beyond the Rogue Writer: A Collaborative Model for Technical Documentation Production %A Melissa Whitney %A Lisa Barnett %B ACM 15th International Conference on Systems Documentation %D 1997 %P 297-300 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p297-whitney/p297-whitney.pdf %X N/A %M C.DOC.97.301 %T Extension of a Hypermedia System Using the External Anchor Management Method %A Jun-ichi Yokosato %A Satoshi Takeda %A Yasuhiro Suzuki %A Taiji Tsuchida %B ACM 15th International Conference on Systems Documentation %D 1997 %P 301-308 %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p301-yokosato/p301-yokosato.pdf %X This paper describes the extension of a hypermedia system whose node data are displayed and retrieved by applications on the market (WWW browser, word processor, video player and so on). The authors have studied the PACKAGEFRAME hypermedia system which makes it possible to configure a hypermedia system by efficiently integrating applications on the market. However, the application which PACKAGEFRAME integrates must have a function, like a macro script, to which the anchor management function can be added. This paper proposes a new hypermedia model with an independent anchor management function, the External Anchor Management Method, in the PACKAGEFRAME hypermedia models. This will make it possible to reduce requirements for the application that can display the node data in the PACKAGEFRAME. We classify applications into six types of categories. The external anchor management method connects four times as many types of application as the current PACKAGEFRAME. %M C.DOC.97.309 %T Applying Tufte's Principles of Information Design to Creating Effective Web Sites %A Beverly B. Zimmermann %B ACM 15th International Conference on Systems Documentation %D 1997 %P 309-317 %K Information design, Document design, Web page design, Home pages %* (c) Copyright 1997 Academic Press %W http://www.acm.org/pubs/articles/proceedings/doc/263367/p309-zimmermann/p309-zimmermann.pdf %X Edward Tufte's general principles of information design can be applied to effective web design. This paper discusses how to use micro/macro design, layering and separation, small multiples, color and information, integration of words and images to create effective web sites. %M C.DOC.98.1 %T The Evolution of Knowledge Management within NCR Corporation %S Knowledge Management %A Maria Babilon %B ACM 16th International Conference on Systems Documentation %D 1998 %P 1-4 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p1-babilon/p1-babilon.pdf %X As information is requested and accessed more and more frequently, we search for better/quicker ways to share knowledge; particularly within the corporate Information Technology environment. One new initiative which is beginning to receive a lot of attention at NCR Corporation is Knowledge Management. This paper will examine Knowledge Management as an internal business process for information management, specifically for capturing best practices within the Information Technology division, from a process improvement approach. This paper is geared toward technical communicators with little or no experience in Knowledge Management as a business process. %M C.DOC.98.5 %T Documentation Meets a Knowledge Base: Blurring the Distinction Between Writing and Consulting (A Case Study) %S Knowledge Management %A Anne L. Jackson %A Gregory Lyon %A Janet Eaton %B ACM 16th International Conference on Systems Documentation %D 1998 %P 5-13 %K Information technology division, ITD, ITD computing knowledgebase, Knowledge base, Online, Online help, World Wide Web, University of Michigan, U-M, Consulting, Documentation, Help desk, Case-based reasoning, CBR, Decision tree, ServiceSoft Corporation %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p5-jackson/p5-jackson.pdf %X A limited budget and increasing support costs have led the University of Michigan Information Technology Division to explore new ways of providing computer support. We are supplementing one-on-one user assistance with a knowledge base -- an online trouble-shooting tool. The knowledge base tool from ServiceSoft Corporation includes an optional authoring system for creating customized knowledge. This paper records our start-up and early implementation struggles and offers recommendations to those considering writing for a knowledge base. %M C.DOC.98.14 %T Building a Home-Grown Knowledge Base: Don't Wait for the Resources -- Build a Prototype %S Knowledge Management %A Susan Jones %A Carol Wood %B ACM 16th International Conference on Systems Documentation %D 1998 %P 14-17 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p14-jones/p14-jones.pdf %X In this presentation, we will discuss why and how we came to build a knowledge base for the Computing Help Desk at MIT. We discuss MIT's re-engineering effort and its impact on the various Help Desk groups who were brought together as a single team; how this centralizing of Help Desk services created a new requirement of getting useful, just-in-time knowledge to student consultants, and professional staff; and how that requirement helped us approach another goal of our re-engineered processes -- helping our customers to help themselves. We then describe the tool we created and how we are using it. %M C.DOC.98.18 %T Combining Training and Customer Documentation into Modular, Reusable Information %S Training and Documentation %A Mildred E. McGuire %A Lee Anne Center %A Gregory D. Henderson %A Lori Ely %A James M. Moran %B ACM 16th International Conference on Systems Documentation %D 1998 %P 18-22 %K Modular, Components, Single-source, Reusable, InfoWare, Training %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p18-mcguire/p18-mcguire.pdf %X Until recently, many large companies developed two sets of documentation for each product -- one set was delivered with the product, and the other set was used for customer training. In this panel presentation, we will discuss our participation in a new process, called InfoWare, that we are adopting at Lucent Technologies to produce task-oriented, modular and reusable components for customer documentation and for training materials for new products. These reusable components will facilitate our future plans to store the modules in a single-source asset repository that will allow us to produce on-line and paper documentation as well as training that can be tailored to each customer's requirements. %M C.DOC.98.23 %T Customers' Use of Documentation: The Enduring Legacy of Print %S Print vs Online Documentation %A Karl L. Smart %A Kristen Bell DeTienne %B ACM 16th International Conference on Systems Documentation %D 1998 %P 23-28 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p23-smart/p23-smart.pdf %X Because of newly developed technologies and the escalating cost of printing, more organizations are delivering documentation through online mediums. This trend has serious implications for users of legacy documents (i.e., printed documentation). This paper reports the results of two studies that assessed customers' use of documentation. The studies found that printed documentation remains an important source of information and support for some users -- that despite an increased amount of documentation delivered in online mediums, printed documentation continues to be significantly valued and used by customers with particular learning strategies and by customers in retrieving certain types of information. The paper concludes by discussing implications for organizations whose products require documentation and for technical communicators who produce it. %M C.DOC.98.29 %T Are Electrons Better than Papyrus (Or Can Adobe Acrobat Reader Files Replace Hardcopy?) %S Print vs Online Documentation %A Harold Henke %B ACM 16th International Conference on Systems Documentation %D 1998 %P 29-37 %K Acrobat Reader, Electronic books, Electronic text, Hardcopy documentation, Hypermedia, Online documentation, Portable data format, Softcopy documentation, Technical documentation, Usability, Viewing technology %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p29-henke/p29-henke.pdf %X In this paper, I describe the results of a usability test and a usability survey conducted by the IBM Printing Systems Company to determine the effectiveness of softcopy documentation. The usability test was conducted to determine if users could perform tasks using a softcopy User's Guide from a CD-ROM. The usability survey measured satisfaction of Customer Engineers using a softcopy Service Guide from a CD-ROM. The usability test showed that users were able to complete all tasks using a softcopy User's Guide and their satisfaction levels were between satisfied to neutral. The usability survey showed that Customer Engineers were satisfied using a softcopy Service Guide. Two interesting points from the usability test and usability survey were: 1. Customer Engineers and users both used the table of contents and index as their primary mechanism for navigating the softcopy document. 2. Customer Engineers and users who had experience using a Web Browser were more satisfied with softcopy documentation. %M C.DOC.98.38 %T Designing and Developing Surveys on WWW Sites %S Getting Feedback on your Web Site %A Susan Feinberg %A Peter Y. Johnson %B ACM 16th International Conference on Systems Documentation %D 1998 %P 38-42 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p38-feinberg/p38-feinberg.pdf %X This paper presents a review of recent WWW surveys, recommends guidelines for the preparation of a customer satisfaction survey, and describes new directions for surveys and technical considerations for the retrieval and storage of survey responses. The review of the literature has been conducted in several ways: database searches, reviews of recent surveys, and browsing the web. The types of surveys being conducted on the internet fall into three categories: surveys that determine who is using the WWW, surveys that determine customer satisfaction with the product or service, and the newest type of survey that collects research data. To the survey guidelines described by GVU, we add five guidelines for designing web customer satisfaction surveys based on reviews of recent surveys and browsing the web: (1) Begin with a clear mission statement. (2) Classify current users of the site. (3) Report the results online. (4) Limit the length of the questionnaire to no more than 25 multiple-part questions. (5) Limit big graphics. For research surveys the design and data collection become more complex and both need usability testing in the prototype stage. %M C.DOC.98.43 %T Using Web Server Logs to Improve Site Design %S Getting Feedback on your Web Site %A M. Carl Drott %B ACM 16th International Conference on Systems Documentation %D 1998 %P 43-50 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p43-drott/p43-drott.pdf %X Many web page designers may be unaware that web servers record transaction information each time they send a file to a browser. Others may know that a server log exists but they may see it only as a source of general statistical information such as site use distributed over time or counts of the number of times that each page was served. This paper describes how server logs can be used to give designers a much more detailed view of how users are accessing their site. Server logs can be used to monitor use patterns and employ them to improve the design and functionality of the web site. Web log data has been used to analyze and redesign a wide range of web-based material, including: online tutorials, databases, fact sheets, and reference material. %M C.DOC.98.51 %T Documentation Integrity for Safety-Critical Applications: The COHERE Project %S Document Design Concepts %A David G. Novick %A Joel Juillet %B ACM 16th International Conference on Systems Documentation %D 1998 %P 51-57 %K Authoring interface, Documentation integrity, Consistency %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p51-novick/p51-novick.pdf %X A key aspect of the COHERE project involves building an authoring system for documentation for safety-critical systems. Following a set of documentation integrity maxims, the project developed two generations of prototype interfaces designed to assure consistency of information during production and revision of manuals. %M C.DOC.98.58 %T Designing Usable Lists %S Document Design Concepts %A Thomas Moran %B ACM 16th International Conference on Systems Documentation %D 1998 %P 58-62 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p58-moran/p58-moran.pdf %X Creating lists is an effective method to organize and present complex technical information. This paper presents a summary of methods that writers and designers can use to make their lists more usable. Attention is given to a list's visual impact, the context within which it is to be used, its interactive features, and its grammatical structure. %M C.DOC.98.63 %T Who Exactly is Trying to Help Us? The Ethos of Help Systems in Popular Computer Applications %S Help System Design Concepts %A Neil Randall %A Isabel Pederson %B ACM 16th International Conference on Systems Documentation %D 1998 %P 63-69 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p63-randall/p63-randall.pdf %X This paper examines the ethos of some of these help systems, drawing primarily on Kenneth Burke's rhetorical theories, and the metaphoric basis of the help concepts within this system, drawing primarily on Mark Johnson's cognitive metaphor theories. By "ethos" of a system, we mean the character, the image, and the presence of human-like or human-appealing attributes within the system. The concept of Help itself bears an ethos of expertise (it can assist us with our difficulties), but older help systems carried an ethos of unfriendliness as well (if you didn't ask the right question, you couldn't get an answer). Today's help systems, we argue, attempt to provide us with increased and more usable access to information about the application we are using and the task we are trying to perform. The designers of these help systems insist that this access be provided through an ethos that approaches that of the human teacher, the expert who can guide, and they present this ethos in metaphoric fashion. The question, however, is whether or not this is the best possible approach to problem-solving for users, and we will focus our analysis around this essential question. %M C.DOC.98.70 %T Novel Help for On-Line Help %S Help System Design Concepts %A Cecile Paris %A Nadine Ozkan %A Flor Bonifacio %B ACM 16th International Conference on Systems Documentation %D 1998 %P 70-79 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p70-paris/p70-paris.pdf %X This paper presents Isolde, an authoring tool for technical writers which automates the production of procedural on-line help in hypertext form. We show that the design of Isolde emerged from technological advances and fits into current trends in the technical writing community. The domains which Isolde's design draws upon are natural language generation (NLG), human computer interaction (HCI) and software engineering (SE). Specific trends in technical writing that Isolde addresses are (1) providing support for determining the structure and content of the text; (2) promoting information re-use through the formalisation of the knowledge present in on-line help text; and (3) allowing writers to play a greater role early in the software development process. We also explore Isolde's scope of use and its integration into and influence on the technical writer's work processes. %M C.DOC.98.80 %T Kiosk-Based User Testing of Online Books %S Web Navigation %A Jean Scholtz %A Sharon Laskowski %B ACM 16th International Conference on Systems Documentation %D 1998 %P 80-86 %K Usability testing, Kiosk-based testing, Online books, Web-based documentation, Navigation %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p80-scholtz/p80-scholtz.pdf %X Our work is in developing rapid, remote, and automated tools and techniques for usability evaluations of web sites. We have completed case studies for information access web sites and developed several software tools and some techniques to facilitate evaluations for this type of site. In this paper, we describe a case study to obtain design information for an online book. We intend to develop tools to facilitate this type of user testing if we conclude that this is an effective way to obtain information. %M C.DOC.98.87 %T A Comparison of Two Current E-Commerce Sites %S Web Navigation %A Roger Tilson %A Jianming Dong %A Shirley Martin %A Eric Kieke %B ACM 16th International Conference on Systems Documentation %D 1998 %P 87-92 %K E-commerce, Web site design %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p87-tilson/p87-tilson.pdf %X The IBM Ease of Use Group asked sixteen participants to compare two e-commerce web sites that sold designer clothing and two that sold computer products. The primary goal of the study was to pinpoint factors or issues affecting the usability of e-commerce sites that need further research. The sites that participants used were selected because they had received good reviews in the press. One surprising finding from this study, however, was that fourteen out of sixteen participants preferred Clothing Site B to Clothing Site A. This paper discusses the factors that influenced participants' preferences. Specifically, Site B provided participants with easy-to-use product lists, more obviousness for order links, more feedback on items in the shopping cart, and more navigation control after adding an item to the shopping list. %M C.DOC.98.93 %T Technical Documents Designed to Fit the Beginner: A Recursive Process %S Meeting Beginning and Advanced Users Needs %A Monica Younger %B ACM 16th International Conference on Systems Documentation %D 1998 %P 93-97 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p93-younger/p93-younger.pdf %X Beginning users come from various backgrounds and have different needs for documentation. At the University of Colorado at Denver, the non-traditional students are targeted for distance learning opportunities because of their need to balance career obligations with schoolwork, but these students do not always have the computing skills that they need to use the technology used to deliver the coursework. As technical support personnel, we keep the computers running and keep the users up to speed on how to use the technology. Sometimes, the best way to create a good document is to begin with user feedback, and continue to hone the content as your analysis of the user and the user's circumstances develops. Offered here are strategies for developing documentation in real-time. %M C.DOC.98.98 %T A Wizard for Wizards: Decision Support for the New or Despairing User %S Meeting Beginning and Advanced Users Needs %A Michael Priestley %B ACM 16th International Conference on Systems Documentation %D 1998 %P 98-102 %K Guide Me, Taskflow, New user documentation, Layered help %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p98-priestley/p98-priestley.pdf %X In this paper, I describe a technique for layering information to provide new users with a structured introduction to a product and its information. This technique breaks out a task flow into explicit instructions and decision points, and requires the reader to navigate topics sequentially. %M C.DOC.98.103 %T The Zen of Minimalism: Designing a Top-of-Class Manual for Beginners and Advanced Users %S Meeting Beginning and Advanced Users Needs %A Carl Stieren %B ACM 16th International Conference on Systems Documentation %D 1998 %P 103-112 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p103-stieren/p103-stieren.pdf %X Can using minimalist documentation improve accuracy and learning speed for beginners as well as for advanced users? I tested this question using Microsoft Access for Windows 95 and three different third-party manuals explaining this product. Then I set up three main tasks for the user in a usability test. For each task, I provided the task description in blue type, and then copied the appropriate documentation in black. Documentation for each of the three tasks was reprinted from a different book. The books were Access for Windows 95 for Dummies, Mastering Microsoft Access for Windows 95, Third Edition, and Microsoft Access for Windows 95 Step by Step. In the first round of tests (Test 1), advanced users were fastest with the minimalist book Microsoft Access for Windows 95 Step by Step. The beginners were fastest with the book that came second on the minimalism scale, Mastering Microsoft Access. Then I conducted a second round of tests (Test 2) with changes to the documentation. I added three missing chunks of descriptive material and wrote complete sets of procedure steps for three difficult subtasks. After these changes, beginners and advanced users completed the tasks in two-thirds the time. Now the beginners and advanced users performed best with the minimalist book (Step by Step), and the books in second and third place for both groups were the same. %M C.DOC.98.113 %T Electronic Colloquia: Idea and Practice %S Document Repositories and Retrieval %A Jochen Bern %A Christoph Meinel %A Harald Sack %B ACM 16th International Conference on Systems Documentation %D 1998 %P 113-119 %K Information technology, Electronic journals, Electronic colloquia, Electronic submission to conferences, Electronic Colloquium on Computational Complexity (ECCC), Symposium on Theoretical Aspects in Computer Science (STACS) %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p113-bern/p113-bern.pdf %X The scientific community, especially the more computer related fields of science like computer science and mathematics, have not only been doing research in information technology, they have simultaneously begun to exploit its advantages for their own purposes. However, scientific publishing is different from other areas where information technology has been applied in that it requires publications to be not only fast, but also comparable to traditional media in terms of quality control and long-term availability. Peer reviewing and paper-based publishing are still the methods of choice to achieve the latter goals, restricting electronic means to more or less "inofficial" communications. Within the field of scientific communication, we find a number of types of communication with slightly different goal and character: From scientific journals with their extensive and, consequently, slow reviewing mechanisms over conference papers to -- nowadays usually electronic -- forms of publication by the author. On the other hand, and in spite of the delay incurred, peer review is advantageous: The remaining publications are reasonably filtered for quality, making the series, resp. conference proceedings, worthwhile to read. The department for computer science at the University of Trier (Treves), Germany, is researching and implementing solutions in the area of information technology. In this paper, we will present two of our three main projects. Meanwhile, our university has created the Center for Scientific Electronic Publishing (WEP) [6], which promotes the exchange of ideas on information technology and its applications between departments within the university. The projects presented in this paper are the Electronic Colloquium on Computational Complexity (ECCC) [7] and the STACS Electronic Submission Service [15]. For both, we will introduce the specific situations they were developed for (Sections 2.1 and 3.1), present the specific problems of interest and the chosen solutions (Sections 2.3 and 3.2), and conclude with a report of current status and use (Sections 2.4 and 3.3). Finally, we will outline our view of the future both for the field as a whole and for the specific projects (Section 4). %M C.DOC.98.120 %T ESSQL: An Enhanced Semi-Structured Query Language for Composite Document Retrievals %S Document Repositories and Retrieval %A Rei-Jo Yamashita %A Tetsuro Ito %A Hsiu-Hsen Yao %B ACM 16th International Conference on Systems Documentation %D 1998 %P 120-126 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p120-yamashita/p120-yamashita.pdf %X Composite documents, with their semi-structures, become an active research topics recently. A document is called composite document if related data are deposited with various formats in one or different files. A document is named semi-structured if it consists of markup elements (i.e., document pieces), the attributes of these elements, hyperlinks among elements, and hierarchy definition for sub-elements. Most of the research interests of semi-structured data now focus on html-files in WWW environment. We claim, in this paper, that html-files are just (web-)server-site documents; in the other hand, office documents generated by office automation packages in PC, such as spreadsheets, words, or presentation software files, are client-site semi-structured data as long as those semi-structures are embedded into office documents. Some research on semi-structured query language (SSQL) for composite document is proposed in [1], which, however, is designed on SGML-documents. The integrated query paths in SSQL consist of six different paths, i.e., get-by-name, get-by-attribute, get-by-browsing, get-by-retrievals, get-by-hierarchy., and get-by-navigation. These query paths are integrated as three phases: the set-oriented phase, the user-oriented phase, and the element-oriented phase. We modify the research in [1] and provide a weak type query language named ESSQL for office documents retrievals, in which semi-structures are added after documents exist already. %M C.DOC.98.127 %T Managing Software Design Documents over the Internet with XML %S Working with XML %A Junichi Suzuki %A Yoshikazu Yamamoto %B ACM 16th International Conference on Systems Documentation %D 1998 %P 127-136 %K Software model interchange, CASE data interchange, UML, XML %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p127-suzuki/p127-suzuki.pdf %X It is hard to manage the software design documents within a distributed development team. The issues include the format, distribution and evolution of data. This paper mainly focuses on the issues of the format and distribution, and addresses how we can manage the software design documents for the distributed software development in the standard based way. In the software engineering community, Unified Modeling Language (UML) has been widely accepted as an object-oriented software analysis/design methodology, since it provides most of the concepts and notations that are essential for documenting Object oriented models. UML, however, does not have an explicit format for interchanging its models intentionally. This paper addresses this lack and proposes UXF (UML eXchange Format), which is an exchange format for UML models, based on XML (Extensible Markup Language). It is a format powerful enough to express, publish, access and exchange UML models and a natural extension from the existing Internet environment. It serves as a communication vehicle for developers, and as a well-structured data format for development tools. We demonstrate some proof-of-concept applications that show the merits of UXF. We are especially interested in a distributed model management system that manages the software design documents over the Internet with UXF. This system leverages the team development, reuse of design documents and tool interoperability by publishing a set of CORBA interfaces. Our work shows an important step in sharing and exchanging software design documents, and indicates the future direction of the interoperable software development tools. %M C.DOC.98.137 %T OpenTag: XML in the Localization Industry %S Working with XML %A William Burns %A Walter Smith %B ACM 16th International Conference on Systems Documentation %D 1998 %P 137-142 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p137-burns/p137-burns.pdf %X Much of the electronic publication community is buzzing with discussion about Extensible Markup Language (XML). For those initiates of Standard Generalized Markup Language (SGML), XML holds much promise. Others who have developed web-sites and web-based documentation in Hypertext Markup Language (HTML) may not fully understand just how XML will impact how they develop content for the World Wide Web. However, the promise of XML goes far beyond content development for web pages and could make many of the goals for SGML attainable. XML is a subset of SGML designed specifically to support generalized markup on the World Wide Web. It provides much of the flexibility of SGML (since it is valid SGML) without the burden that some of the more complex features of SGML could add. Like SGML, XML aims to identify the structure of its content rather than to provide formatting instructions to an application, as presentational markups do. A presentational markup defines how a group of words used as a heading looks, while XML (and SGML) describe the relationship of that group of words called a heading to other parts of a document, such as a body paragraph, list item, or citation. Where a presentational markup indicates to an application how a heading should look, XML tells an XML-intelligent application what can and cannot precede or follow a heading, if a valid instance, or at least can enforce correct nesting in the markup, if well-formed (Light, 1997). Unlike HTML, XML is not a static tag set; it is a metalanguage for describing the syntax and semantics of tag sets. As such, it can be used to create different tag sets for specific purposes, including markup for data interchange. This latter capability is what makes XML of value to creators of localization tools. Two specifications are currently in development in the localization industry: OpenTag and TMX. Each specification is XML-compliant, but each performs unique functions that are useful for data manipulation and interchange. %M C.DOC.98.143 %T Documenting a Year 2000 Testing Project %S Year 2000 %A Mike Szczepanik %B ACM 16th International Conference on Systems Documentation %D 1998 %P 143-152 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p143-szczepanik/p143-szczepanik.pdf %X Technical writing plays a crucial role in Year 2000 (Y2K) software testing projects. In this paper, I relate my experiences as a technical writer assigned to perform software testing on a Y2K project at the Ohio Bureau of Workers' Compensation, focusing on the technical writing demands. I describe the types of documents I was required to create, the essential characteristics of those documents, and the dual purposes Y2K testing documentation serves. I consider two approaches to creating documentation for a software design project and the implications for managers hiring testers for Y2K projects. Based on my own background, I describe the qualifications of a technical writer who might enjoy and succeed at software testing. And I conclude with the lessons I learned from this project and am applying to my current Y2K software testing project. %M C.DOC.98.153 %T Writing for the Year 2000 %S Year 2000 %A Jim Ramsay %B ACM 16th International Conference on Systems Documentation %D 1998 %P 153-157 %K Training course, Written communication, Year 2000, Programmers %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p153-ramsay/p153-ramsay.pdf %X In this paper, I describe a two-day training course in written communication for COBOL programmers on a year 2000 compliance project. %M C.DOC.98.158 %T Nudging a Global Glossary to the New Millennium %S Delivering Information for a World Audience %A Stephanie Brucker %A P. J. Schemenaur %B ACM 16th International Conference on Systems Documentation %D 1998 %P 158-163 %K Glossary, Online help, SGML, Localization, Evolving terminology %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p158-brucker/p158-brucker.pdf %X Just what is a global glossary? In its narrowest sense, global glossary could mean a compilation of terms originated among the multiple geographic locations of a particular organization. To broaden the scope a bit, that global glossary could become a compendium of smaller glossaries created by publications organizations and other text-generating bodies within a multinational corporation. Finally, this now relatively vast glossary could become truly global through distribution on the World Wide Web, ultimately to an international audience. This paper and presentation show how representatives of different product groups at Sun Microsystems settled on a delivery mechanism for their terminology, using Adept Editor, FrameMaker with SGML, and HTML as the source text. The paper also explains how the Sun Global Glossary team won acceptance of the delivery mechanism by management, writers, and customers after grappling with budgets and documentation, and considering the advice of experts. Finally, this paper shows the final product and describes how the glossary team arrived at its new content and presentation form. %M C.DOC.98.164 %T Meeting the Needs (and Preferences) of a Diverse World Wide Web Audience %S Delivering Information for a World Audience %A Debbie Hysell %B ACM 16th International Conference on Systems Documentation %D 1998 %P 164-172 %K Web personalization, Web customization, Web site management, OCLC %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p164-hysell/p164-hysell.pdf %X OCLC's experience in designing and redesigning its Web sites to meet audience needs is typical of many organizations with small to medium sites. Customizing Web content and personalizing the user's Web site experience require an integrated set of document management and personalization tools. %M C.DOC.98.173 %T Optimal Amount of Time for Obtaining Accurate Usability-Test Results %S Usability Testing Methods %A Susan Harrison %A Phillipa Mancey %B ACM 16th International Conference on Systems Documentation %D 1998 %P 173-179 %K User-centered design, Usability testing, Online documentation %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p173-harrison/p173-harrison.pdf %X This project involves the investigation of the optimal amount of time for obtaining accurate usability-test results. Users from a pool of 300 undergraduate subjects were asked to contrast the design of two different interfaces used in the navigation of web pages for acquiring information from within an online manual. The study focused on varying the elapsed time before gathering a user's reaction to the designs. Each third of the subjects received preference and design questionnaires after either one, two, or four consecutive 7-minute sessions with a design. Subjects alternated designs after each questioning session. Subject's evaluation of a design seemed to stabilize after working 14 minutes with a design. %M C.DOC.98.180 %T Evaluating On-Line and Off-Line Searching Behavior Using Thinking-Aloud Protocols to Detect Navigation Barriers %S Usability Testing Methods %A Luuk Van Waes %B ACM 16th International Conference on Systems Documentation %D 1998 %P 180-183 %K Hypertext, Searching behavior, Thinking aloud, World Wide Web, Navigation %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p180-van_waes/p180-van_waes.pdf %X To describe and analyse the searching behavior of people looking for information on-line or off-line we set up two small-scale experiments. The experiments showed that the subjects were able to find information off-line more quickly than on the Web sites, but that on the other hand the answers given in the on-line mode were more accurate The search strategies in the on-line mode were also more divergent. Hyperlinks are often scanned separately from their context and subjects often seem to have very vague predictions of the contents behind the link (kind of information, amount of information). %M C.DOC.98.184 %T Help Design Challenges in Network Computing %S Online Help in a Distributed Environment %A Ben Gelernter %B ACM 16th International Conference on Systems Documentation %D 1998 %P 184-193 %K Help, Online help, Documentation, User assistance, Information architecture, Network computing, Thin clients, Network Computing Architecture, NCA %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p184-gelernter/p184-gelernter.pdf %X This paper tells what network computing is, why it is important to Help developers, and what the implications are for online Help design. %M C.DOC.98.194 %T Task-Oriented or Task-Disoriented: Designing a Usable Help Web %S Online Help in a Distributed Environment %A Michael Priestley %B ACM 16th International Conference on Systems Documentation %D 1998 %P 194-199 %K Task help, Help web, Information architecture, Task flows %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p194-priestley/p194-priestley.pdf %X In this paper, we describe the content and design issues involved in creating a usable help web in support of a complex software product. %M C.DOC.98.200 %T Home Sweet Home: Where Do Technical Communication Departments Belong? %S Technical Communications Departments %A Nina Wishbow %B ACM 16th International Conference on Systems Documentation %D 1998 %P 200-205 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p200-wishbow/p200-wishbow.pdf %X In most high-tech organizations, Technical Communication departments are located within "parent" departments such as Support, Development, or Product Management. The author examines the economic and sociological motivations driving these various "parent" groups. The author also recommends research on the effect of "parent" department on the writers' job satisfaction and the effectiveness of the communication product. %M C.DOC.98.206 %T Finding a Home for Technical Communication in the Academy %S Technical Communications Departments %A Michael Carver %B ACM 16th International Conference on Systems Documentation %D 1998 %P 206-213 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p200-wishbow/p200-wishbow.pdf %X The placement of technical communication within an academic curriculum presents an interesting challenge for university administrators and faculty. Technical communication is a young discipline that borrows content from several older, more established disciplines. As a younger discipline, technical communication must combine its borrowed ingredients from other areas into a new and complete offering that can attract research funding for professionals in the academy and deliver job opportunities for its students preparing to enter industry. The credibility of technical communication as a new discipline is dependent on its ability to develop a cohesive body of basic and applied research, its ability to manage technological change, and its ability to promote its identity among an array of competing disciplines. %M C.DOC.98.214 %T Designing a WinHelp Application for Quick Conversion to Lowest-Common-Denominator HTML-Based Help: A Case Study %S Redesigning for the Web %A Laurie Kantner %A Larry Rusinsky %B ACM 16th International Conference on Systems Documentation %D 1998 %P 214-218 %K HTML help, Conversion, WinHelp, Word macros %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p214-kantner/p214-kantner.pdf %X Many online help developers are eyeing delivery in HTML with concern, hesitating while HTML features catch up to what users of online help expect. A likely migration path for online help developers will be to convert a WinHelp project to HTML. Ideally, if the help developer can use the WinHelp project as the single-source starting point for creating HTML-based help, the help developer can continue to develop in WinHelp and yet produce HTML. However, challenges exist because the HTML will most likely be read in different browsers. This presentation describes a case study of developing a WinHelp project and then converting it -- with great efficiency -- to a single-source set of HTML-based help files for presentation in Netscape and Microsoft 3.x-version browsers. It describes how we modified the WinHelp source to minimize usability problems after conversion to HTML, and how we created macros to efficiently change hundreds of HTML files. It also describes desired HTML-based help features for usable online help. %M C.DOC.98.219 %T Productivity Tools for Web-Based Information %S Redesigning for the Web %A Robin Green %B ACM 16th International Conference on Systems Documentation %D 1998 %P 219-226 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p219-green/p219-green.pdf %X As computer documentation shifts from printed and proprietary online formats to the HTML standard, the writing environment poses technical challenges that are not always addressed by commercial tools. This paper describes the challenges our team encountered as we switched to HTML-based documentation, and the solutions we implemented to address those challenges. %M C.DOC.98.227 %T Creating an HTML Help System for Web-Based Products %S Redesigning for the Web %A Laura Rintjema %A Kara Warburton %B ACM 16th International Conference on Systems Documentation %D 1998 %P 227-233 %K Hypertext information system, Information architecture, Task-oriented help, Navigation %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p227-rintjema/p227-rintjema.pdf %X There are increasing market demands for information that is fast and easy to obtain and meets the user's immediate needs. This paper explores an online help system as an alternative to books as a venue for user information for software products. An Internet-based help system was developed to more effectively meet users' needs and better reflect the base product. Special tools were required to develop and manage the system. For users who want hardcopy, some printable files were also produced from the online help system. %M C.DOC.98.234 %T Goal-Driven Task Analysis: Improving Situation Awareness for Complex Problem-Solving %S Document Design and Production %A Michael J. Albers %B ACM 16th International Conference on Systems Documentation %D 1998 %P 234-242 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p234-albers/p234-albers.pdf %X Goal-driven analysis is a methodology for determining what the user needs for solving complex problems. It is designed for use in systems with ill-structured problems, such as performance support or decision support systems, rather than the well-defined problems addressed by conventional task analysis. It assists in the creation of systems that enhance and support overall situation awareness. The analysis considers the user's decision making process while analyzing the required tasks and goals needed to accomplish the job. The result is a goal/information diagram relating the user's goals and information needs. %M C.DOC.98.243 %T Applying the Act-Function-Phase Model to Aviation Documentation %S Document Design and Production %A David G. Novick %A Said Tazi %B ACM 16th International Conference on Systems Documentation %D 1998 %P 243-249 %K Dialogue acts, Aircraft, Procedures %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p243-novick/p243-novick.pdf %X The act-function-phase model systematically relates the acts of the dialogue at time-of-use to the acts of the dialogue between author and users at time-of-development. We show how this kind of model of communicative action can be applied to the interactions described and embodied in a flight crew operating manual for a commercial aircraft. We claim that the model's abstraction provides basis for co-evolutionary design of procedures and their corresponding documentation. %M C.DOC.98.250 %T Managing a Third-Party Alliance Documentation Development Project %S Document Design and Production %A Dawn Desplanque %B ACM 16th International Conference on Systems Documentation %D 1998 %P 250-257 %K Third-party, Alliance, OEM, Customized, Fourth-party %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p250-desplanque/p250-desplanque.pdf %X This paper describes a method for planning and implementing, a third-party documentation development project. The third-party relationship has become an important method of doing business: it allows companies to get technology to customers faster, with quality, and in response to market needs, allowing them to take advantage of business opportunities. In addition, it allows market sharing: between the market of the third-party alliance company and their alliance partner (the product purchaser or reseller). Two scenarios are described: - Original Equipment Manufacturer (OEM). - Customized. Within the above-mentioned scenarios, there are three levels of involvement: minimal; medium; and high. This paper discusses OEM and customized documentation development projects from the purchasing company's point of view. Regardless to the type of third-party alliance or the levels of involvement, there are three phases of planning and implementation that should be addressed: - Phase I: Before the contract negotiations - Phase II: Building a relationship with the third-party alliance company - Phase III: Day-to-day operations In addition, this paper presents a set of project examples that provide information on the scope of each type of project and the attendant costs. This paper also presents a list of challenges that should be understood and monitored in order to minimize the risk in developing towards a successful project. %M C.DOC.98.258 %T "But What Did We Learn...?" Evaluating Online Learning as a Process %S Professional Education %A Paul Beam %A Brian Cameron %B ACM 16th International Conference on Systems Documentation %D 1998 %P 258-264 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p258-beam/p258-beam.pdf %X This paper describes the kinds of evaluation employed in the creation and management of a credit course in technical writing developed at the University of Waterloo. From September 1995 to April 1998, sections of this course have been offered entirely on the Web to students across Canada at 4-month intervals. The course uses SGML converter technology in the creation and maintenance of its materials and in students' preparation and submission of assignments. Evaluation includes examination of students' records of system use and access, assignment preparation and a variety of electronic communications, as well as the electronic marking and measurement of their course assignments. We attempt to assess group performance against perceptions and to incorporate student requests into our design and expectations. In addition to the above methods, we present students with a series of optional on-line evaluations after significant assignments and at the conclusion of their final report at the end of the course. All student responses in this process remain anonymous. %M C.DOC.98.265 %T Analysis of Student Web Browsing Behavior: Implications for Designing and Evaluating Web Sites %S Professional Education %A Eva M. Thury %B ACM 16th International Conference on Systems Documentation %D 1998 %P 265-270 %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p265-thury/p265-thury.pdf %X Although users of the World Wide Web display several distinct patterns of information use, studies of user behavior are still often designed in terms of an information-retrieval model. Such a model is more suitable for information professionals like reference librarians or database search specialists working to locate information for others, on topics they are not themselves studying (Marchionini and Shneiderman 71). Recent work on Web site usability represents an attempt to assess user success in retrieving specific information as well as to describe user behavior while determining attitudes and making judgments (Spool et al.). Such browsing is more typical of Web users than the older information-seeking model. Browsing or surfing the web represents the main model for web use, especially among younger users (Hunter, Chapter 4) who, as this paper will suggest, in some ways typify the audience technical communicators should consider in designing for the web. %M C.DOC.98.271 %T Measuring the Usability Index of Your Web Site %S Techniques for Web Design %A Benjamin Keevil %B ACM 16th International Conference on Systems Documentation %D 1998 %P 271-277 %K Usability index, Usability checklist, Quality, Web documents, WWW, World Wide Web, Technical writing, Information development, Page design, Guidelines %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p271-keevil/p271-keevil.pdf %X This paper discusses the development of a checklist that you can use to measure the usability index of your Web site. The paper: (1) summarizes existing ways to measure the usability of a Web site; (2) describes the development of a question-and-answer checklist that calculates a usability index; (3) applies the checklist to an example Web site. The checklist is available on the Web site (http://www3.sympatico.ca/bkeevil/sigdoc98) of Keevil & Associates. You can view the checklist in HTML table format or you can download it in Microsoft Excel format. %M C.DOC.98.278 %T Using HTML Frames for Institutional Websites %S Techniques for Web Design %A Glenn J. Broadhead %B ACM 16th International Conference on Systems Documentation %D 1998 %P 278-285 %K HTML, Frames, Website, Genre, Usability, Level of meaning, Layer of structure, Consistency %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p278-broadhead/p278-broadhead.pdf %X Condemnations of HTML frames ignore distinctions among website genres -- e.g., commercial, personal, institutional, and instructional websites, each of which has different goals and appropriate techniques. For mid-sized institutional websites, frames help to achieve two of that genre's major goals: navigation and orientation. To allow bookmarking of specific information for later retrieval, an individual frameset is required for each individual information file. These "redundant" framesets can be implemented most efficiently by exploiting differences between topical levels of information, layers of frame structure, and hierarchies for storing folders and files. %M C.DOC.98.286 %T Creating an Interactive Tutorial for the Web-Based Project %S Techniques for Web Design %A Samantha Shurety %B ACM 16th International Conference on Systems Documentation %D 1998 %P 286-291 %K E-commerce, Tutorial, Navigation, Interactive, Hands-on %* (c) Copyright 1998 ACM %W http://www.acm.org/pubs/articles/proceedings/doc/296336/p286-shurety/p286-shurety.pdf %X As Web-based products become more sophisticated and complex, the need to create more effective ways to present product information becomes very important. This paper describes the development of an interactive Web-based tutorial as a way to more effectively meet users' needs and provide hands-on product experience. Extensive planning and development were necessary in order to ensure that the tutorial would accurately reflect the product and would be easy to use, flexible, and comprehensive. %M C.DPS.88.11 %T "Hypertext Engineering": Practical Methods for Creating a Compact Disc Encyclopedia %S Document Processing Systems %A Robert J. Glushko %A Mark D. Weaver %A Thomas A. Coonan %A Janet E. Lincoln %B ACM Conference on Document Processing Systems %D 1988 %P 11-19 %X N/A %M C.DPS.88.21 %T The LaserROM Project: A Case Study in Document Processing Systems %S Document Processing Systems %A Mike Rafeld %B ACM Conference on Document Processing Systems %D 1988 %P 21-29 %X N/A %M C.DPS.88.31 %T Auto-Updating as a Technical Documentation Tool %S Hypertext %A George Towner %B ACM Conference on Document Processing Systems %D 1988 %P 31-36 %K Auto-updating, Live copying, CADoc, Publication systems, Authoring system, Computer-aided documentation %* (c) Copyright 1988 Association for Computing Machinery %X Experimental software tools are described for implementing auto-updating, a method of transporting information between a document and multiple databases. Such information may include technical data, formatting markups, graphics, and text strings. These tools support insertion of database fields into a document by familiar copying operations; at any later time, they can then import current field values into the document. One benefit of auto-updating is that different authors can work efficiently on selected subject areas of one or more documents by reviewing and editing the database information. Other benefits for document preparation and publication are discussed. %M C.DPS.88.37 %T Conceptual Documents: A Mechanism for Specifying Active Views in Hypertext %S Hypertext %A J. Nanard %A M. Nanard %A H. Richy %B ACM Conference on Document Processing Systems %D 1988 %P 37-42 %* (c) Copyright 1988 Association for Computing Machinery %X Browsing is the classical way of accessing subsets of hypertexts. In this paper we introduce the notion of "conceptual document" to describe how to synthesize as a structured document any specific view of a set of data related by semantic links. A conceptual document is a description specifying all the aspects of this view including not only the logical structure and the presentation rules but also the extraction rules which express at a semantic level how to obtain the content of the view. It shortens the access paths to information and allows the user to group together chunks of information. The example of the X-station project illustrates the use of this concept as a uniform mechanism for viewing, managing and manipulating information. %M C.DPS.88.43 %T Adding Browsing Semantics to the Hypertext Model %S Hypertext %A P. David Stotts %A Richard Furuta %B ACM Conference on Document Processing Systems %D 1988 %P 43-50 %K Hypertext, Petri nets, Browsing semantics, Synchronization, Security %* (c) Copyright 1988 Association for Computing Machinery %X We present a new model of hypertext that represents both the relationships that tie individual pieces of information together into the hypertext (i.e., the adjacencies) and also the browsing semantics to be associated with the hypertext (i.e., the manner in which the information is to be visited). The model is based on Petri nets, and is a generalization of existing directed graph based models. Consequently, the model permits development of browsing and authoring systems that can benefit from the analytical techniques that have been developed for Petri nets and also from the user interface designs that have been developed for hypertext systems. The Petri net base also permits more powerful specification of what is to be displayed when the hypertext is browsed. These include the ability to synchronize simultaneous traversals of separate paths through the hypertext and the ability to incorporate security considerations into the hypertext, specifying nodes that can be proven to be accessible only to certain classes of browsers. The paper includes a practical example demonstrating these specification techniques. %M C.DPS.88.51 %T Evolution of an SGML Application Generator %S Experience with Document Standards %A Lynne A. Price %A Joe Schneider %B ACM Conference on Document Processing Systems %D 1988 %P 51-60 %* (c) Copyright 1988 Association for Computing Machinery %X The Standard Generalized Markup Language (SGML) is a notation for describing classes of structured documents and for coding documents belonging to described classes. An advantage of SGML and other grammar-based document representations is the ability to perform multiple applications on a single document source file. This paper describes the evolution of a software development tool for implementing such applications. It explains the original design as well as enhancements made during the system's first eighteen months. Although not statistically significant, data on the use of the enhanced features are presented. The experience described is relevant to other software engineering tools for text processing. %M C.DPS.88.61 %T Translating among Processable Multi-Media Document Formats Using ODA %S Experience with Document Standards %A Jonathan Rosenberg %A Mark S. Sherman %A Ann Marks %A Frank Giuffrida %B ACM Conference on Document Processing Systems %D 1988 %P 61-70 %X N/A %M C.DPS.88.71 %T Difficulties in Parsing SGML %S Document Standards %A Jim Heath %A Larry Welsch %B ACM Conference on Document Processing Systems %D 1988 %P 71-77 %* (c) Copyright 1988 Association for Computing Machinery %X A frequently cited problem with the Standard Generalized Markup Language (SGML) is that applications using the standard have been slow in arriving. Part of this delay is because of the instability of the standard and part because of constructs of the language that are functionally redundant and/or add unnecessary complexity to both machine and human processing. This paper is based on our experience implementing an SGML parser using commonly available tools for building programming language translators. It describes the problems we encountered and suggests modifications to SGML to eliminate those problems. The modified language can be implemented using well tested tools and will be more stable and more amenable to both computer and human processing while maintaining all of the fundamental strengths of SGML. %M C.DPS.88.79 %T A Window and Icon Based Prototype for Expert Assistance for Manipulation of SGML Document Type Definitions %S Document Standards %A W. Timothy Polk %A Lawrence E. Bassham, III %B ACM Conference on Document Processing Systems %D 1988 %P 79-84 %* (c) Copyright 1988 Association for Computing Machinery %X The DTD editing tool is a window and icon based tool for creation, manipulation and comprehension of SGML Document Type Definitions (DTDs). This tool allows users to manipulate SGML DTDs without any knowledge of the rather complex SGML syntax. More generally, the tool allows users to manipulate context-free grammars without any knowledge of the syntax used to describe them. The tool generates SGML DTDs, and has features specific to that application; however the approach could also be applied to the manipulation of context-free grammars represented in other grammar description languages. %M C.DPS.88.85 %T Interactive Effectivity Control: Design and Applications %S Interactive Document Systems %A Richard Ilson %B ACM Conference on Document Processing Systems %D 1988 %P 85-91 %X N/A %M C.DPS.88.93 %T Incremental Document Formatting %S Interactive Document Systems %A Pehong Chen %A Michael A. Harrison %A Ikuo Minakata %B ACM Conference on Document Processing Systems %D 1988 %P 93-100 %X N/A %M C.DPS.88.101 %T An Adaptation of Dataflow Methods for WYSIWYG Document Processing %S Interactive Document Systems %A Donald D. Chamberlin %B ACM Conference on Document Processing Systems %D 1988 %P 101-109 %X N/A %M C.DPS.88.111 %T Why Switch from Paper to Electronic Manuals? %S Electronic Manuals %A Cheryl A. Ventura %B ACM Conference on Document Processing Systems %D 1988 %P 111-116 %* (c) Copyright 1988 Association for Computing Machinery %X This article contributes to the general discussion about the rationale for switching to electronic forms of documentation. It describes one particular domain: military maintenance documentation. Part of the problem with military documentation is: the problems with paper form manuals are vaguely described and ill-defined. The problems must be better understood before we can understand how electronic form manuals can solve them. This article presents a view of these problems as an organized system with clear cause-effect relationships between problems. It then discusses how specific electronic technologies can be applied to solve the system of problems as a whole. %M C.DPS.88.117 %T The Role of Modularity in Document Authoring Systems %S Writing Systems %A Janet H. Walker %B ACM Conference on Document Processing Systems %D 1988 %P 117-124 %* (c) Copyright 1988 Association for Computing Machinery %X Modularity is a fundamental concept in documents and document development as well as in programming. I hypothesized that the effectiveness of writing professionals could be increased by providing a working environment to support explicit modularity in documents and document development. This paper briefly describes an environment designed to enable testing this hypothesis and evaluates it by means of discussions with professional writers who used it for large, real-world, development projects. %M C.DPS.88.125 %T The Design of a Document Database %S Document Access %A Chris Clifton %A Hector Garcia-Molina %A Robert Hagmann %B ACM Conference on Document Processing Systems %D 1988 %P 125-134 %* (c) Copyright 1988 Association for Computing Machinery %X In this paper a Document Base Management System is proposed that incorporates conventional database and hypertext ideas into a document database. The Document Base operates as a server, users access the database through different application programs. The query language which applications use to retrieve documents is described. %M C.DPS.88.135 %T Automatic Text Indexing Using Complex Identifiers %S Document Access %A Gerard Salton %B ACM Conference on Document Processing Systems %D 1988 %P 135-144 %* (c) Copyright 1988 Association for Computing Machinery %X Automatic text analysis methods are available that can assign identifying elements, or terms, to written documents, based on statistical and other formal criteria. Attempts to refine the established single-term indexing methods by using more complex syntactic and/or semantic methods have been unsuccessful. The problems relating to the identification and use of complex content identifiers are examined, and the available syntactic indexing methodologies are evaluated. %M C.DPS.88.145 %T Formalizing the Figural: Aspects of a Foundation for Document Manipulation %S Documentation Graphics %A David M. Levy %A Daniel C. Brotsky %A Kenneth R. Olson %B ACM Conference on Document Processing Systems %D 1988 %P 145-151 %X N/A %M C.DPS.88.153 %T A Library for Incremental Update of Bitmap Images %S Documentation Graphics %A David Dobkin %A Eleftherios Koutsofios %A Rob Pike %B ACM Conference on Document Processing Systems %D 1988 %P 153-158 %* (c) Copyright 1988 Association for Computing Machinery %X To achieve the maximum performance from bitmap displays, the screen must be used not just as an output device, but as a data structure that may cache computed images. In an interactive text or picture editor, that may mean converting the internal representation of what's being edited into a set of rectangles that tile the screen. Incremental updates of the image may then be done by rearranging some subset of the tiling using bitmap operations, independently of how the tiling was derived. We have taken the ideas used in the screen update algorithms for the sam text editor and generalized them so they may be applied to more structured documents than the simple character stream sam edits. The ideas have been tested by building a library and a simple interactive document editor that treat a document as a hierarchical structure that may include text, pictures, and variable spacing. The core of the library is operators to make incremental changes to the display while maintaining the hierarchical data structure that describes it. %M C.DPS.88.159 %T The Escher Document Imaging Model %S Documentation Graphics %A S. N. Zilles %A P. Lucas %A T. M. Linden %A J. B. Lotspiech %A A. R. Harbury %B ACM Conference on Document Processing Systems %D 1988 %P 159-168 %X N/A %M C.DPS.88.169 %T Two Complementary Techniques for Digitized Document Analysis %S Document Recognition and Analysis %A George Nagy %A Junichi Kanai %A Mukkai Krishnamoorthy %A Mathews Thomas %A Mahesh Viswanathan %B ACM Conference on Document Processing Systems %D 1988 %P 169-176 %* (c) Copyright 1988 Association for Computing Machinery %X Two complementary methods are proposed for characterizing the spatial structure of digitized technical documents and labelling various logical components without using optical character recognition. The top-down method segments and labels the page image simultaneously using publication-specific information in the form of a page-grammar. The bottom-up method naively segments the document into rectangles that contain individual connected components, combines blocks using knowledge about generic layout objects, and identifies logical objects using publication-specific knowledge. Both methods are based on the X-Y tree representation of a page image. The procedures are demonstrated on scanned and synthesized bit-maps of the title pages of technical articles. %M C.DPS.88.177 %T Tracking Text in Mixed-Mode Documents %S Document Recognition and Analysis %A J. Patrick Bixler %B ACM Conference on Document Processing Systems %D 1988 %P 177-185 %* (c) Copyright 1988 Association for Computing Machinery %X This paper describes a method for extracting arbitrarily oriented text in documents containing both text and graphics. The technique presented is inspired by the tracking algorithms frequently found in raster to vector conversion systems. By identifying text components in the document, reducing the resolution of the image by the size of the characters, and then tracking the centers of the character components, all text strings can be removed and subsequently reoriented to the horizontal. They can then be presented for automated character recognition. A by-product of the method is that characters are automatically grouped together to form words and phrases. We give a detailed description of the algorithm, discuss its strengths and weaknesses, and present some sample results obtained from a typical city street map, a land survey map, and a business form. %M C.DPS.88.187 %T Topics in Document Research %S Document Processing Research %A David M. Levy %B ACM Conference on Document Processing Systems %D 1988 %P 187-193 %X N/A %M C.ECHT.90.1 %T Assessing the Quality of Hypertext Documents %S Keynote Address %A P. J. Brown %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 1-12 %K Hypertext authorship, Hypertext refereeing, Virus, Testing, Integration, Maintenance %* (c) Copyright 1990 Cambridge University Press %X The greatest need in hypertext today is not for further technical wizardry, but for authors who can exploit the medium successfully. The paper discusses how we can help novices to become effective hypertext authors. Being effective not only means producing a hyperdocument of immediate appeal to readers; it also means ensuring that hyperdocuments have a potentially long lifetime, and can be maintained and enhanced by other authors over the years. Furthermore it means ensuring that the structure of a hyperdocument is 'correct' according to certain rules. In discussing these issues, the paper tries to draw lessons not only for authors but also for hypertext developers and researchers. %M C.ECHT.90.13 %T Building Hypertext on a Multimedia Toolkit: An Overview of Andrew Toolkit Hypermedia Facilities %S Toolkits for Hypermedia Applications %A Mark Sherman %A Wilfred J. Hansen %A Michael McInerny %A Tom Neuendorffer %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 13-24 %K Hypertext, Implementation, Multimedia %* (c) Copyright 1990 Cambridge University Press %X This paper discusses several hypermedia facilities built on top of the Andrew Toolkit (ATK) and their use in ATK applications. As a general-purpose, multimedia, application-development system, ATK permits many kinds of links, references and other connections to be made within pieces of content and between pieces of content, regardless of the content's medium. We argue that starting with a multimedia architecture facilitates the construction of all forms of hypermedia. Four specific hypermedia facilities implemented with ATK are discussed: an integrated web and indexing system (Help), a simple multimedia link facility (Link), a cross reference (Textref) capability, and a link-supporting embedded object language (Ness). As a toolkit, ATK is used to build other applications which inherit ATK's hypermedia facilities. Therefore we consider briefly the way that hypermedia facilities are used in conventional applications, such as mail systems. %M C.ECHT.90.25 %T The Toolkit Approach to Hypermedia %S Toolkits for Hypermedia Applications %A J. J. Puttress %A N. M. Guimaraes %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 25-37 %K Hypermedia, User interface, CASE %* (c) Copyright 1990 Cambridge University Press %X Hypermedia systems are usually developed as a single, self-contained application making the system specialized and difficult to retool for other applications. Thus each system requires the redevelopment of hypermedia storage and display capabilities. As long as developers need to write underlying hypermedia mechanisms, it remains impractical to extend hypermedia to many new domains. Our effort focuses on developing a toolkit that can be used by developers to add hypermedia functionality to their tools, independent of their particular application or environment. By doing this we gain flexibility and provide a common framework allowing applications to share information and user interface capabilities. The toolkit provides a simple hypermedia data model and an object-oriented user interface. The data model stores the underlying hypermedia structure and the application's data. The user interface model separates the data and the view components of the objects, which permits the construction of interfaces independent of the final display platform. The combination of these two components provides a powerful toolkit capable of either adding a touch of hypermedia to an application or constructing a monolithic hypermedia system. We describe the constraints of our development environments, our toolkit, and some typical applications of the toolkit, as well as our future plans. %M C.ECHT.90.38 %T Scenario-Based Hypermedia: A Model and a System %S Toolkits for Hypermedia Applications %A Ryuichi Ogawa %A Hiroaki Harada %A Asao Kaneko %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 38-51 %K Multimedia, Scene node, Trigger button, Script, Videobook %* (c) Copyright 1990 Cambridge University Press %X This paper discusses an extended hypermedia model which presents data according to timed scripts. The model is intended to expand the notion of nodes and links, so that hypermedia systems can easily handle time-based, media-composite data objects, including audio and video. It provides script-based nodes to present text-graphic and audio-visual data synchronously, and buttons to control the data sequence. Based on this model, a prototype hypermedia system Videobook has been implemented and used experimentally. This paper also discusses the authoring issues and educational applications developed on Videobook. %M C.ECHT.90.52 %T A Hypertext Model Supporting Query Mechanisms %S Formal Models and Query Languages %A Foto Afrati %A Constantinos D. Koutras %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 52-66 %K Hypertext, Node, Link, Script, Button, Region %* (c) Copyright 1990 Cambridge University Press %X A formal model of hypertext is described in this paper. The purpose is two-fold: a) building on Garg's work ([Garg88]), to enhance his model so as to express advanced features of hypertext systems (such as structured nodes, scripts, typed and attributed links), and b) to demonstrate the expressive power of the model by showing that several problems concerning knowledge organization, browsing and navigation in the hyperspace, may have a simple solution in the framework of the model, as a result of a powerful query mechanism. The principles and fundamentals of the model are defined in detail, while its power and simplicity is illustrated by presenting some simple examples of information organization in hypertext fashion. %M C.ECHT.90.67 %T A Logical Query Language for Hypertext Systems %S Formal Models and Query Languages %A Catriel Beeri %A Yoram Kornatzky %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 67-80 %K Query languages, Views, Generalized quantifiers %* (c) Copyright 1990 Cambridge University Press %X The search capabilities of hypertext systems are currently limited to retrieving collections of nodes and links based on predicates on their attributes and contents. To support sophisticated applications and user-tailored views of a hypertext document, we need a query language able to retrieve parts of a hypertext based on a specification of their structure. We present a logical query language permitting the formulation of such structural queries over hypertext. While the language is propositional, it includes a general notion of quantifier of the form appropriate for hypertext networks. Quantifiers are used for expressing formulas of the form: "For most paths from the current node, claim X holds". In particular, most quantified assertions in natural language are directly represented in our logic. Formulas in the language are used for a declarative definition of sophisticated user-tailored views of a hypertext document. %M C.ECHT.90.81 %T A Model for Hypertext-Based Information Retrieval %S Formal Models and Query Languages %A Dario Lucarella %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 81-94 %K Hypertext models, Information retrieval, Knowledge-based systems, Intelligent searching, Plausible reasoning %* (c) Copyright 1990 Cambridge University Press %X This paper approaches the problem of information retrieval from hypertext. In this context, the retrieval process is regarded as a process of inference that can be carried out either by the user exploring the hypertext network (browsing), or by the system, exploiting the hypertext network as a knowledge base (searching). That is the reason why a comprehensive model should take into account both of the perspectives, combining effectively browsing and searching in a unified framework. In the following, such a model is defined and implementation issues are outlined for a hypertext-based information retrieval system. %M C.ECHT.90.95 %T HyperBase: A Hypermedia Engine Based on a Relational Database Management System %S Databases, Indices and Normative Knowledge %A Helge A. Schutt %A Norbert A. Streitz %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 95-108 %K Datamodels of hypertext, Hypertext abstract machines, DBMS support for hypertext systems %* (c) Copyright 1990 Cambridge University Press %X Hypertext systems are valuable tools for creating, (re-) structuring, and presenting information bases. Until now, little has been done with respect to the underlying data model and even less with respect to system support for such a model. This leads to a significant mismatch between sophisticated organizational structures at the user interface level and the actual storage of persistent objects in simple file systems. Therefore, we have developed a general data model for hypertext data and implemented that model with the help of a database system. Here we exploit the fairly complex functionality of a commercially available relational database management system to implement a general purpose hypermedia engine which we call HyperBase. %M C.ECHT.90.109 %T Hyperindices: A Novel Aid for Searching in Hypermedia %S Databases, Indices and Normative Knowledge %A Peter D. Bruza %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 109-122 %K Hypertext, Information retrieval, Indexing %* (c) Copyright 1990 Cambridge University Press %X In this article the formal basis of hyperindices is given. Hyperindices are a new means for supporting effective search in hypermedia. The basis of the hyperindex, the so called index expression, is treated in detail. It is shown how the hyperindex can be constructed using the structural properties of the index expression. The hyperindex is placed in a general framework for indexes which features quantitative and qualitative criteria with which index effectiveness can be judged. %M C.ECHT.90.123 %T Intelligent Hypertext for Normative Knowledge in Engineering %S Databases, Indices and Normative Knowledge %A Daniel Schwabe %A Bruno Feijo %A Werther G. Krause %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 123-136 %K Norms, Prolog, Knowledge based systems %* (c) Copyright 1990 Cambridge University Press %X We present a system that combines hypertext with a semantic representation of engineering norms. Since the representation is done via a Prolog encoding of an And/Or Graph, it is possible to discuss the relation between the execution of the (representation of the) norm and navigation in the hypertext. The system incorporates an interpretation of the norm by experts, and it is shown how this interpretation can be regarded also as an hyperview onto the hypertext. %M C.ECHT.90.137 %T Author's Argumentation Assistant (AAA): A Hypertext-Based Authoring Tool for Argumentative Texts %S Argumentation, Design and Knowledge Acquisition %A Wolfgang Schuler %A John B. Smith %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 137-151 %K Authoring system, Hypertext application, Argumentation model %* (c) Copyright 1990 Cambridge University Press %X We present the conceptualization and implementation of AAA, a prototype authoring tool for creating argumentation-based hyperdocuments. AAA is part of a more comprehensive effort of GMD-IPSI, where the hypertext authoring system SEPIA (Structured Elicitation and Processing of Ideas for Authoring) is developed. AAA will be used for writing and design experiments the results of which will be used in the design of SEPIA. It is designed to support the creation of argumentation patterns in accordance with the IBIS/PHI (Procedural Hierarchical IBIS) model combined with a micro argumentation structure according to Toulmin. For rapid prototyping purposes it has been implemented as a hypertext system using the Writing Environment WE developed at UNC. AAA uses a combination of different independent but cooperating modes of operation dedicated to different cognitive tasks of the argumentative writing process. The entire argumentation structure is represented as a layered network of typed nodes and links in which different layers correspond to different levels of abstraction. %M C.ECHT.90.152 %T PHIDIAS: Integrating CAD Graphics into Dynamic Hypertext %S Argumentation, Design and Knowledge Acquisition %A Raymond J. McCall %A Patrick R. Bennett %A Peter S. D'Oronzio %A Jonathan L. Ostwald %A Frank M. Shipman, III %A Nathan F. Wallace %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 152-165 %K Hypermedia, CAD, IBIS, Virtual structures %* (c) Copyright 1990 Cambridge University Press %X PHIDIAS is a hypermedia system for supporting environmental design. It embodies a theory of design as continual alternation between two complementary activities: construction of solution form and argumentation about construction. To support these activities it implements a number of advanced hypermedia concepts. These include an applicative query language providing search by both structure and content, virtual structures, composite graphic nodes, query-based graphic clustering, and "triggered" queries which connect construction acts to relevant sections of the argumentative network. PHIDIAS constitutes a new type of integrated information environment for design. %M C.ECHT.90.166 %T An Integrated Approach of Knowledge Acquisition by the Hypertext System CONCORDE %S Argumentation, Design and Knowledge Acquisition %A Martin Hofmann %A Uwe Schreiweis %A Horst Langendorfer %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 166-179 %K Knowledge acquisition, Typed links, CONCORDE %* (c) Copyright 1990 Cambridge University Press %X Knowledge acquisition is a crucial issue in developing expert systems. We describe a particular prototype of a hypertext system called CONCORDE that is able to support the entire process of knowledge acquisition. Since hypertext can be seen as a special structuring of various information units plus a fitting form of presentation, the data model of CONCORDE is discussed as well as its graphical browser. %M C.ECHT.90.180 %T Hierarchy, Composition, Scripting Languages, and Translators for Structured Hypertext %S Turning Text into Hypertext %A P. David Stotts %A Richard Furuta %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 180-193 %K Hierarchy, Graph grammar, Translation, Trellis, Petri nets %* (c) Copyright 1990 Cambridge University Press %X In this paper we describe a hypertext translator-generator system that uses XTed, the visual Petri net editor from the {Chi}Trellis hypertext system, to specify the semantic component of a string-to-graph translation. XTed-specified parsers convert general authoring notations into structured {Chi}Trellis documents for browsing. The operative mechanism is termed a pair grammar, in which a string grammar and a graph grammar are paired in a one-to-one correspondence. When an XTed-specified parser reduces by one of its string grammar productions, the corresponding production in its graph grammar is used to generate a portion of the Petri net that implements that syntax. The use of pair grammars in conjunction with the Trellis model results in a general method of defining hypertext structure that is both hierarchical and compositional. %M C.ECHT.90.194 %T Links and Structures in Hypertext Databases for Law %S Turning Text into Hypertext %A Eve Wilson %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 194-211 %K Hypertext links, Hypertext structures, Information retrieval, Law %* (c) Copyright 1990 Cambridge University Press %X This paper considers the need to automate the conversion of traditional legal documents into an integrated hypertext database. It describes how this has been done at the University of Kent at Canterbury by the Justus suite of programs, which converts legal documents of diverse structures to run under the Guide hypertext system. It discusses the types of links the system uses to cater for: 1. linear and hierarchical structures; 2. directed graphs; 3. annotational or associative links; 4. index or concept links. It then discusses how these links can create different virtual structures for the document collection to give flexibility of access and navigation. Some of these mirror structures which exist in traditional paper systems; others are unique to computerised systems. Next it considers the use of embedded expert systems to steer variable paths through the documents. Finally it summarises the achievements so far, and the goals ahead. %M C.ECHT.90.212 %T An Apprentice that Discovers Hypertext Links %S Turning Text into Hypertext %A Mark Bernstein %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 212-223 %K Indexing, Authoring systems, Apprentices, Tours, Information retrieval %* (c) Copyright 1990 Cambridge University Press %X A simple apprentice that proposes new content links in hypertexts has been added to the Hypergate hypertext environment, and its behaviour and performance are evaluated under realistic conditions. Despite a fundamentally lexical approach, the link apprentice finds a significant number of intriguing and meaningful links very quickly and without substantial overhead. %M C.ECHT.90.224 %T Towards an Aesthetics of Hypertext Systems. A Semiotic Approach %S Designing and Reading Hyperdocuments %A Peter B. Andersen %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 224-237 %K Models of hypertext, Authoring systems, Models of reading and writing, Aesthetics, Semiotics %* (c) Copyright 1990 Cambridge University Press %X In hypertext the reader can choose between several reading paths, and this is an essential characteristic of the medium. Composing paths that give meaningful readings is an important task for the hypertext author, but so far very little is known of the "rhetorics of paths". Based on the practical work of evaluating hypertext exercises written by students, the paper gives examples of errors of composition and sets up a conceptual framework, borrowed from semiotics, for discussing aesthetic issues of hypertext design. The concepts are intended to make it easier for the author to design the product from a reader's point of view, and an authoring tool supporting these concepts is sketched. Finally, the paper illustrates how insights from text stylistics and film aesthetics can be usefully exploited in the field of hypertext. %M C.ECHT.90.238 %T Linking Considered Harmful %S Designing and Reading Hyperdocuments %A Laura De Young %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 238-249 %K Hypermedia, Structure, Disorientation %* (c) Copyright 1990 Cambridge University Press %X Arbitrary linking of data in hypertext allows for great flexibility, but the result is often hypertext in which users readily become disoriented. Where possible, it is desirable to provide support for structuring hypertext in a way that makes it easier to organize and understand. This can be done by identifying the underlying structure of the ways specific sets of data are related. Providing support for use of such structures in a hypertext system may yield benefits similar to those found in using higher-level programming constructs in programs. %M C.ECHT.90.250 %T Interactive Text Processing by Inexperienced (Hyper-) Readers %S Designing and Reading Hyperdocuments %A Jean-Francois Rouet %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 250-360 %K Cognitive strategy, Instructional text, Interface organization, Orientation, Training %* (c) Copyright 1990 Cambridge University Press %X This paper focuses on the development of cognitive strategies in secondary school students, when learning to use electronic nonlinear documents. We study the costs and benefits of learning through nonlinear texts, from a psycholinguistic point of view. In the course of two experimental sessions, 148 11-12 and 13-14 year-old secondary school students were trained to use an interactive text-presentation software. Parameters such as the expression of relationships, selection marking, and pagination influenced both local and global aspects of nonlinear reading. Training improved orientation strategies at both academic levels. Implications of these results for the design of instructional nonlinear documents are discussed. %M C.ECHT.90.261 %T Non-Intrusive Hypertext Anchors and Individual Colour Markings %S Navigation and Browsing %A W. J. Irler %A G. Barbieri %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 261-273 %K Invisible anchors, Text marking, Browsing model %* (c) Copyright 1990 Cambridge University Press %X One interface feature of the hypertext systems is the visualization of the link anchors, often in form of buttons which invite to click on. This functional information increases the cognitive load while reading a text on the computer. Comprehension of the presented material competes with the orientation in the hypertext. The paper treats the cognitive arguments, and explores interface and back-end questions related to this problem. A browsing model is developed which proposes a button-less screen, a click-anywhere suggestion, and pop-up local maps as a selection and preview mechanism. Links are finally activated by mouse movements towards a destination area, rather than by still button pressing. As a way to individualize and re-structure the visual aspect of the pages, the reader can permanently mark selected words with colour. Marked words may be added to a keyword index which is linked back to the text. An experimental implementation uses ToolBook, a scripted construction set in MS-Windows 3.0. The design issues and some results are described for an educational application concerning pendulums. %M C.ECHT.90.274 %T SaTellite: Hypermedia Navigation by Affinity %S Navigation and Browsing %A Xavier Pintado %A Dennis Tsichritzis %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 274-287 %* (c) Copyright 1990 Cambridge University Press %X SaTellite is an exploration tool for a hypermedia environment. Navigation support is based on the concept of affinity between objects; that is, a relationship with an associated intensity. The user is presented with a two dimensional representation that provides a view of the hypermedia environment where objects lying close together have some affinity in a sense defined by a chosen measure. The system provides for multiple views by modifying the underlying measure of affinity. SaTellite promotes hypermedia navigation by context-dependent proximity. Based on the affinity concept, we develop a dynamic layout algorithm for the display of views. Because the views are based on affinity information, the links of the hypergraph do not appear explicitly. %M C.ECHT.90.288 %T Browsing in Hyperdocuments with the Assistance of a Neural Network %S Navigation and Browsing %A Frederique Biennier %A Michel Guivarch %A Jean-Marie Pinon %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 288-297 %K Semantic browsing, Neural network, Dynamic path %* (c) Copyright 1990 Cambridge University Press %X The high degree of freedom a user has to browse through an hyperdocument often makes him puzzled. His main problems are first the expression of his informal need, sometimes using ideas associations, then finding the path in the hyperspace to reach relevant information. The guiding system proposed in this paper enriches the hyperdocument structure with undirect semantic links, i.e., associations between nodes according to their contents. Nodes' contents are connected to multimedia keywords called tags; direct and reverse associations between nodes and tags are embedded in a bidirectional neural network which allows inductive retrieval. One user controls the process thanks to some simple parameters: specialization level for selected nodes, precision of tags, inertia selector, tolerance functions for specialization and precision spreads. Upon request, the system dynamically raises a path that organizes the results of a query, contextual or not, adaptatively taking into account users' profile and special needs. Weights in the neural network may also be slightly corrected from experience, adapting the association capability to users on their average. %M C.ECHT.90.298 %T MICROCOSM: An Open Model for Hypermedia with Dynamic Linking %S Building Hypertext Applications %A Andrew M. Fountain %A Wendy Hall %A Ian Heath %A Hugh C. Davis %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 298-311 %K Hypertext, Multimedia, Dynamic linking %* (c) Copyright 1990 Cambridge University Press %X There are currently a number of commercially available hypertext and hypermedia systems, of varying levels of sophistication and usability, but there are still many problems to be resolved in the design of such systems. In this paper, we itemise some of the major problems that we have identified as possibly causing a barrier to the growth and development of hypermedia applications outside the research community. A model of an open hypermedia architecture with dynamic linking features is proposed that moves some way to resolving these problems, and the first implementation of the system, Microcosm, is presented and discussed. %M C.ECHT.90.312 %T Inside Macintosh as Hypertext %S Building Hypertext Applications %A Brian L. Bechtel %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 312-323 %K Inside Macintosh, CD-ROM, Hypertext %* (c) Copyright 1990 Cambridge University Press %X SpInside Macintosh is a hypertext compact-disc version of Inside Macintosh, the multi-volume programmer's reference work for the Macintosh family of computers. SpInside Macintosh is implemented in HyperCard and distributed on CD-ROM. We describe the design decisions and principles we followed in creating SpInside Macintosh. We also give user feedback and a retrospective critique of the design. %M C.ECHT.90.324 %T Hypertext from the Data Point of View: Paths and Links in the Perseus Project %S Building Hypertext Applications %A Elli Mylonas %A Sebastian Heath %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 324-336 %K Linking, Navigation, Path, Perseus project %* (c) Copyright 1990 Cambridge University Press %X The Perseus Project is building a system for studying Classical Greece, incorporating into it several different types of source material. In order to minimize system development time, and to make accessible to the users of the system faster, it is being developed on Macintosh computers, using HyperCard. This paper describes two navigational methods that have been created in Perseus: generalized linking, and paths. They were chosen because they could provide the most flexibility and the most functionality. Their implementation is briefly described, as well. %M C.ECHT.90.337 %T How Should Hypermedia Authoring Systems for Computer Aided Instruction Look Like? %S Panels %A Peter A. Gloor %A Michael R. Kibby %A Ray McAleese %A Max Mulhauser %A Gerald C. Nelson %A Daniel Russel %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 337-342 %X N/A %M C.ECHT.90.343 %T The Advantages of Hypertext for Large Information Spaces; Where Are the Big Systems? %S Panels %A Patricia Baird %A Jacqueline Covo %A Ben Shneiderman %A Ian Williams %A Renee Deter %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 343-346 %X N/A %M C.ECHT.90.347 %T Hypertext and Electronic Publishing %S Panels %A Richard Furuta %A Heather Brown %A Steven R. Newcomb %A Roberto Minio %A Vincent Quint %A Roy Rada %A Laurence A. Welsch %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 347-353 %K Hypertext models and standards, Structured document models and standards %* (c) Copyright 1990 Cambridge University Press %X The underlying models of hypertext and of structured documents are quite similar in many ways. The charter of this panel is to examine the similarities and differences between the models and to consider the applicability of document standards such as SGML, ODA, etc., to hypertext. %M C.ECHT.90.354 %T What's Specific about User-Interfaces for Hypertext Systems? %S Panels %A Norbert A. Streitz %A Janet Walker %A John A. Waterworth %A Patricia Wright %A Randall H. Trigg %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 354-361 %X N/A %M C.ECHT.90.362 %T Hypertext and Information Retrieval: What are the Fundamental Concepts? %S Panels %A W. Bruce Croft %A Nicholas Belkin %A Marie-France Bruandet %A Rainer Kuhlen %A Tim Oren %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 362-366 %* (c) Copyright 1990 Cambridge University Press %X Both hypertext and information retrieval (IR) systems provide access to databases consisting primarily of text documents. Both types of systems structure the content of these documents and support interaction with the users in order to improve the effectiveness of retrieval. Despite these similarities, hypertext and IR are generally regarded as separate research areas, with some overlap, but essentially different research agendas. To clarify these differences as well as the areas of overlap, the members of this panel will attempt to define the fundamental concepts and the major research issues in each area, with special emphasis on their own research. %M C.ECHT.90.367 %T Strategic Issues in European Hypertext Research and Development %S Panels %A Flavio Argentesi %A N. Streitz %A R. Hansen %A G. Degli Antoni %A A. Cicu %B Proceedings of the ECHT'90 European Conference on Hypertext %D 1990 %P 367-369 %X N/A %M C.ECHT.92.1 %T The Future of Electronic Literacy: Will Hypertext Ever Find Acceptance? %S Keynote Speakers %A Ian Ritchie %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 1 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p1-ritchie/p1-ritchie.pdf %X The vision of the technologies that will lead to practical interactive electronic literature was clearly expressed by Bush, Engelbart, Nelson and others several decades ago. The practical application of such technologies have been established during the last decade. Despite the fact that such hypertext technologies are now largely effective in operation we find that: * hypertext technology suppliers have not, in general, found a ready and profitable market for their wares. Many suppliers have stumbled and several have failed. * outside the limited area of arcane technical and procedural documentation it is still very difficult to identify a hypertext product which has experienced any substantial measure of success. * non-hypertext solutions, such as Document Image Processing, and Full-Text Retrieval, continue to grow despite their lower effectiveness in many practical applications. So what has gone wrong? Were we all over ambitious about the efficacy of interactive documentation? Are we still waiting for the "killer product" to kick-start the market? Can literature and electronic delivery ever mix; or will society look to the electronic device solely to deliver picture and voice? Will the public ever accept text from other than the printed page? The answer lies in a combination of circumstances: * The existence of suitable infrastructure, including such factors as high bandwidth communications channels and effective marketing channels. If our existing channels are compared to, lets say, the transport systems of two hundred years ago, how long will it take us to build the equivalents of the canals, railways, highways, and air transportation systems that we will need? Who will provide them and what will be the commercial basis of their success? As we supply solutions which, due to technological inertia, are non-optimal; how long will it take us to recover from such cul-de-sacs? * The successful new consumer electronic literature products must meet demonstrable mass-market needs. Public acceptance will be driven by the effectiveness of the product at delivering information in a way which is clearly superior to other methods. It will also be driven by factors such as style and fashion which are notoriously difficult to predict. The attitude of the public was also be damaged by highly visible failures -- and there may be several on the way! + History has shown that technology companies have been poor at predicting such changes in social behaviour, and that when supplied their products often miss the real target. What kind of companies will actually solve these problems, and what circumstances will persuade them to make the investment? * The elimination of the remaining technology and financial barriers (most pertinently the mass production of high quality, portable, low cost display devices). Although a preoccupation of the technologists this is probably the easiest of these barriers to resolve. At some point these factors will add up. When the effectiveness and transparency of the new publishing product are perceived as overcoming the change and cost required to obtain them (and, incidentally, the new product is blessed by the 'style gurus') the public will adopt it enthusiastically. The cellular telephone and the fax machine are such examples from 1980s. This presentation will consider the factors which will influence the adoption of electronic literature as a mainstream product. It will draw on the results of previous technology-led market adoption patterns and will try to predict the future of electronic literature. %M C.ECHT.92.2 %T Virtual Reality and the Future of Hypertext %S Keynote Speakers %A Jay David Bolter %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 2 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p2-bolter/p2-bolter.pdf %X Virtual Reality has been largely conceived in terms of the visual. Other senses, sound and touch, although given roles, are clearly quite secondary. What VR presents to the user is images, not texts. What role might text play in Virtual Reality? This is particularly important for exponents of hypertext, because VR threatens to become the hot new topic, and perhaps to diminish interest and research in hypertext. One could convincingly argue there is no real direct competition: VR and hypertext can evolve side by side for different purposes. VR is useful for simulation and training, for medical imaging, for telepresence, and so on. Hypertext serves for databases of text materials, pedagogy, and interactive fiction and nonfiction. But even if VR and hypertext continue to evolve side by side, it remains interesting to consider how the two might merge. Virtual Reality and hypertext are products of two different communication technologies. Virtual Reality has its closest affinity to television, which is a perceptual medium. Hypertext comes out of the tradition of writing. Both VR and hypertext claim to be new ways of expressing information, although with different emphases. In VR, one sees and touches a perceptual space; in hypertext one reads and writes in a textual space. Can the two be combined? In particular, can the space of virtual reality be hypertextualized? One way to introduce text into virtual reality would be to write upon the surfaces in the virtual space. This would give us a virtual book, whose structure is expressed architecturally in three dimensions. The book becomes a space that the reader enters and explores, a space in which the relationships among the surfaces define relationships among the verbal ideas in the text. A more radical possibility would be to turn the entire virtual space into a symbolic structure. Several hypertext systems are already moving in this direction: the concept maps in hypertext systems are examples of symbolic spaces in two dimensions. A third dimension would expand the possibilities of representation. Such a hypertextualized virtual space might allow the creation of texts unlike any that have ever been written. %M C.ECHT.92.3 %T Video Nodes and Video Webs: Uses of Video in Hypermedia %S Keynote Speakers %A Simon Gibbs %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 3 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p3-gibbs/p3-gibbs.pdf %X Digital video consists of temporally correlated audio and visual data elements. Audio elements are basically sequences of digitized audio samples, while visual elements are sequences of raster frames. In either case the sequences may not be stored explicitly, but instead stored in a compressed representation, or an alternate representation from which the sequences are produced (as when audio is synthesized from a symbolic representation, such as musical notation, or video frames are rendered from animation data). Because of the temporal nature of digital video, its production and consumption often requires specialized devices capable of the real-time handling of streams of data. Until recently this equipment was expensive and not readily available. However a number of significant advances are now taking place that are greatly increasing the use of digital video. These developments include advances in high-bandwidth networks and protocols facilitating real-time transfer of digital video; improvements in storage media such as high-capacity magnetic disks and writable CDs; faster rendering rates for graphics hardware allowing real-time animation; greater availability of special-purpose audio and video processors on workstations; and better computer interfaces to both commercial and professional video products such as camcorders, VCRs, and video mixers. Another significant development is real-time compression and decompression hardware for digital video. The compressed video has data rates comparable to bus and disk bandwidths and so opens the possibility of video recording and playback from conventional secondary storage devices. In addition, an anticipated future development having broad-impact on the use of video, will be the emergence of standards for HDTV. In light of these changes, new possibilities are arising for application developers -- in particular those who aim to enhance hypertext, or hypermedia, with video capabilities. Early interactive video systems relied on analog read-only videodisc technology. This "first generation" of video-based hypermedia provided very good video quality, but suffered from limitations imposed by the videodisc. Now digital video offers a way around many of the drawbacks of the videodisc -- digital video can be edited and modified, it can be processed, and, like any other form of data, it can be stored and retrieved from conventional storage systems. This presentation will focus on implications of digital video for hypermedia. A short overview of video technology will be provided, introducing such topics as video formats, video compression, and video editing. Several low-cost platforms for running digital video applications will be described and illustrated with short videotapes. Finally we consider a number of traditional hypertext issues in the context of digital video. Approaches to linking video with other information, techniques for structuring video and increasing interactivity during playback, and new forms of composition and navigation will be presented. Many of these techniques are now being explored in prototype systems. Examples of existing prototypes will be used to illustrate the potential of digital video when used in hypermedia systems. %M C.ECHT.92.4 %T Multicard: An Open Hypermedia System %S Systems I %A Antoine Rizk %A Louis Sauter %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 4-10 %K Muilticard, M2000, Hypermedia toolkit %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p4-rizk/p4-rizk.pdf %X This paper describes the Multicard hypermedia system which has been developed following an open systems approach. Multicard provides a hypermedia toolkit that allows programmers to create and manipulate distributed basic hypermedia structures; an interactive authoring/navigation tool which is itself based on the toolkit; an advanced scripting language; a multimedia composition editor, as well as a communication protocol that allows the integration of various editors and applications into a single hypermedia network. One of Multicard's features is that it does not itself handle the contents of the nodes. Instead, it communicates with different editors, running as separate processes, using a set of messages called the M2000 protocol. Multicard has so far been connected in this way to around five different M2000 compliant editors and applications ranging from a basic text editor and data sheet to sophisticated desktop publishing and multimedia composition systems. M2000 compliant editors automatically benefit of the Multicard linking facilities and composite structures. Using the Multicard scripting language, M2000 compliant editors can also annotate their contents with scripts and communicate with each other using event and message transmission. %M C.ECHT.92.11 %T SEPIA: A Cooperative Hypermedia Authoring Environment %S Systems I %A Norbert Streitz %A Jorg Haake %A Jorg Hannemann %A Andreas Lemke %A Wolfgang Schuler %A Helge Schutt %A Manfred Thuring %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 11-22 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p11-streitz/p11-streitz.pdf %X In this paper, we report about the design, development, and implementation of the SEPIA cooperative hypermedia authoring environment. It provides results on the following aspects of SEPIA: persistent and shared data storage, hypermedia data model with composites, sophisticated and comprehensive authoring functionality, support for a new rhetoric and for cooperative work. We start by identifying the challenge of hypermedia authoring and production which serves as the driving force for our development. Using interacting problem spaces as the vehicle for modelling the dynamic aspects of authoring, we arrive at a set of requirements answered by the concept of "activity spaces". The design of coherent hyperdocuments is facilitated by our "construction kit". Furthermore, we describe the extensions and modifications necessary to support multiple authors with the cooperative version of SEPIA. The central issue of the paper is the system architecture and its implementation. We describe the basis for access to shared hyperdocuments, the activity space browsers, the integration of multimedia functionality (audio, graphics, pictures), and the integration of a video conferencing system. %M C.ECHT.92.23 %T Combining Hypertext and Structured Documents in Grif %S Systems I %A Vincent Quint %A Irene Vatton %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 23-32 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p23-quint/p23-quint.pdf %X This paper presents the experience gained in developing and using the hypertext functions of the Grif system. Grif is a structured document editor based on the generic structure concept: each document is represented in the system by its logical structure which is an instance of a generic structure. This notion of logical structure encompasses both hierarchical structures (as is usual in structured documents) and non-hierarchical links (as is usual in hypertext). The document model on which Grif is based is presented, focusing on the different types of links. Various applications using these links are also described. It is shown that the approaches of electronic documents and hypertext, which are often opposed to each other, can be combined for building more powerful integrated systems. %M C.ECHT.92.33 %T Structural and Cognitive Problems in Providing Version Control for Hypertext %S Versioning %A Kasper Osterbye %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 33-42 %K Hypertext, Version control, Data models %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p33-osterbye/p33-osterbye.pdf %X This paper discusses issues related to providing version control in hypertext systems. Many of the software engineering issues in versioning also apply to hypertext, but the emphasis on linking and structure in hypertext raises some new problems. The issues can roughly be divided into two categories. Datamodel issues, which will be referred to as structural issues, and user interface issues, which will be referred to as cognitive issues. Both structural and cognitive issues will be described and divided into simpler problems which will be named and described, and it will be shown that composites serve as a good starting point for solving both structural and cognitive problems of versioning. %M C.ECHT.92.43 %T CoVer: A Contextual Version Server for Hypertext Applications %S Versioning %A Anja Haake %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 43-52 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p43-haake/p43-haake.pdf %X Key problems of version support for hypertext systems arise from the fine-grained, heavily interlinked structure of hyperdocuments. Integration of version support aggravates cognitive overhead problems during version creation and disorientation during version selection. Starting from the need to support versioning in our hypermedia publishing environment, we designed the CoVer hypermedia version server. CoVer maintains context information with the versions that guides version creation and in particular helps in version identification. The key concept is task tracking: Users change their network in order to perform a task. These tasks can guide meaningful, automatic version creation. Being stored persistently as contextual version information they serve version identification. Moreover, CoVer maintains the derivation history of hyperdocuments across document boundaries and tracks the influence of annotations on the creation of new versions and the start-up of new tasks. %M C.ECHT.92.53 %T Two Years before the Mist: Experiences with Aquanet %S Experiences %A Catherine C. Marshall %A Russel A. Rogers %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 53-62 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p53-marshall/p53-marshall.pdf %X Aquanet is a collaborative hypertext tool that combines elements of frame-based knowledge representation and graphical presentation. In this paper, we examine the first major application of the tool in an analysis task, a two year long technology assessment that resulted in almost 2000 nodes and more than 20 representational types. First, we cover the implications of the representational resources provided and representational decisions that were made. Then we discuss how spatial layout was used in lieu of the complex relations Aquanet's data model supports. Finally, we show how distinct regions emerged to reflect particular activities and how they were subsequently used as the basis for a later collaboration on a similar task. %M C.ECHT.92.63 %T UNIX Guide: Lessons from Ten Years' Development %S Experiences %A P. J. Brown %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 63-70 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p63-brown/p63-brown.pdf %X Development of the Guide hypertext system has been progressing at the University of Kent since 1982. The paper looks back over the mistakes and successes of the last ten years, with a view of drawing some lessons for the future development of hypertext. The reader is not assumed to be a Guide user, and the lessons learned apply to hypertext systems in general. %M C.ECHT.92.71 %T Design Strategies for Scenario-Based Hypermedia: Description of its Structure, Dynamics, and Style %S Experiences %A Ryuichi Ogawa %A Eiichiro Tanaka %A Daigo Taguchi %A Komei Harada %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 71-80 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p71-ogawa/p71-ogawa.pdf %X This paper describes design strategies for scenario-based hypermedia, which presents media composite nodes according to timed scripts. In order to translate an author's story into timed scripts within a hypermedia framework, we present a design model with four different levels of scenario specifications. In these levels an author specifies details of 1) global structure described as the hierarchy of composite nodes with sequencing relationship between them, 2) detailed structure of a composite node described as a set of subnodes and navigation flow between them, 3) content specification of multimedia data, and 4) time and spatial presentation style of media data included in each node. Design strategies based on the model were applied to the authoring of a CD-ROM based English listening course for Japanese students. The design work was accomplished as a joint project with English teachers, and our scenario-based hypermedia system, Videobook, was used as the authoring platform. This paper reports the details of the design strategies in each level and discusses how they made the authoring efficient while promoting the quality of the course. %M C.ECHT.92.81 %T An Object-Oriented Scripting Environment for the WEBSs Electronic Book System %S Systems II %A J. Monnard %A J. Pasquier-Boltuck %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 81-90 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p81-monnard/p81-monnard.pdf %X This paper presents the scripting facilities built or top of WEBSs, an interactive system for the creation and consultation of electronic books. The scripting environment relies on the same object-oriented software architecture used in the design of the WEBSs application, rendering it consistently integrated with the other components of the system. Scripts enhance the application in two ways. First, the ability to combine basic WEBSs actions allows users to easily define new high-level functions like, for example, the automatic creation of tables of contents and indexes. Secondly, the behavior of the objects that constitute an electronic book can be enriched by writing scripts that will be automatically executed each time a triggering object performs a specific action. The main originality of our scripting model resides in the fact that a script may be attached not only to an individual object, but also to all objects of a specific class, or to all objects in a certain set. %M C.ECHT.92.91 %T Matching Hypertext Models to Hypertext Systems: A Compilative Approach %S Systems II %A Andrea Caloini %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 91-101 %K Hypertext models, Hypertext systems, HDM, Hypertext engine, Compilation %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p91-caloini/p91-caloini.pdf %X Many authors have proposed sophisticated models to describe hypertexts at different levels and for different purposes and have provided in-house developed systems implementing their models. However, hypertext-hypermedia application development is often carried on using commercial hypertext systems based on a very simple model. This paper presents HCT (Hypertext Compiling Tools), a set of tools to translate hypertext-hypermedia applications designed using a high-level model (HDM, Hypermedia Design Model) into applications implemented by a commercial hypertext system (ToolBook). Although each single tool is specific to either HDM or ToolBook, the approach is presented in a more general way. Results obtained in application development are summarized. %M C.ECHT.92.102 %T Making Use of Hypertext Links when Retrieving Information %S Information Retrieval %A H. P. Frei %A D. Stieger %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 102-111 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p102-frei/p102-frei.pdf %X Hypermedia links were invented to support the manual browsing through large hypertext or hypermedia collections. However, retrieving specific portions of information in such a collection cannot be achieved by browsing only; retrieval mechanisms are necessary. In this paper we show how to use the semantic content of hypertext links for retrieval. We present special purpose indexing and retrieval algorithms that exploit the node and link content. First retrieval results in a hypertext test collection are presented: the results are clearly better than those obtained when the links are ignored. The hope is that these results can be extended to hypermedia information and that they can be improved by more sophisticated indexing algorithms. %M C.ECHT.92.112 %T Hypertext Paradigm in the Field of Information Retrieval: A Neural Approach %S Information Retrieval %A Alain Lelu %A Claire Francois %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 112-121 %K Hypertext, Information retrieval, Graphic user interface, Neural networks, Cluster analysis %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p112-alain/p112-alain.pdf %X Application of the hypertext paradigm to information retrieval requires 1) an automatic generation of hypertext links, 2) a compact graphical representation of the data. After a brief review of the family of neural algorithms required for deriving a compact and relevant representation of a documentary database, as well as links between synthetic "topics" and documents, we present a user interface based on these grounds. This representation is two-step: 1) a global topics map, 2) local topic axes, ranking both terms and documents according to the values of their "centrality index". A prototype, running in a Macintosh environment and implementing a basic version of this browser, is then described and commented. %M C.ECHT.92.122 %T Information Retrieval from Hypertext using Dynamically Planned Guided Tours %S Information Retrieval %A Catherine Guinan %A Alan F. Smeaton %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 122-130 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p122-guinan/p122-guinan.pdf %X In using any hypertext system a user will encounter many technical problems which have been well-documented in the literature. Two of the more serious problems with using hypertext are user disorientation and the retrieval of information. Another less often addressed problem is that of the logical sequencing of nodes. In the work reported in this paper we address these three problems by combining Hammond and Allinson's guided tour metaphor and Frisse's information retrieval techniques to dynamically create guided tours for users in direct response to a user's query. One of the features of our method is that we take advantage of typing of information links in the hypertext to generate a tour which has a judicious sequencing of nodes rather than a simple presentation of hypertext nodes in order of similarity to the user's query. Our method was empirically tested on a population of 125 users who generated a total 973 individual tours and all user actions and responses to questions were logged. The results of this evaluation are presented in this paper. %M C.ECHT.92.131 %T Cognitive Processing of Hyperdocuments: When Does Nonlinearity Help? %S Information Retrieval %A Jean-Francois Rouet %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 131-140 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p131-rouet/p131-rouet.pdf %X This paper presents a review of empirical research on the cognitive processing of nonlinear documents, with the purpose of understanding when and how hypertext presentation might facilitate text comprehension and learning activities. Empirical studies conducted so far have used various methods, and focused on a wide range of populations, types of documents, and reading or learning tasks. Although hypertext is generally associated with information networks, a few interesting studies address the issues of computer assistance to linear text comprehension. A second group of studies investigate the use of nonlinear documents for general learning purposes. Although these studies are mainly concerned with linear-nonlinear comparisons, some of them address the effects of different design options. Finally, a third group of studies compare information retrieval in linear versus nonlinear documents. Overall, there is no consistent evidence for the advantage of hypertext over linear presentation formats. Instead, the efficiency of nonlinear documents varies according to (a) subjects' expertise (b) interface features and (c) task requirements. In an attempt to provide an interpretative framework for these empirical findings, the notion of cognitive monitoring is briefly outlined. I conclude with a few implications for future hypertext research. %M C.ECHT.92.141 %T Imagined Conversations: The Relevance of Hypertext, Pragmatism, and Cognitive Flexibility Theory to the Interpretation of "Classic Texts" in Intellectual History %S Hypertext and the Mind %A Robert Alun Jones %A Rand Spiro %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 141-148 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p141-jones/p141-jones.pdf %X What does it mean to understand a "classic text" in the history of social thought? Recent pragmatist arguments in intellectual history suggest that it is a matter of placing the text within some larger context, viewing it from a variety of perspectives, and "using it" to satisfy one's own interests and purposes. What is the best means to "advanced knowledge acquisition"? Recent theories of learning in cognitive psychology suggest that we view "ill-structured knowledge domains" as landscapes, to be "criss-crossed" in a variety of directions, from multiple perspectives. Hypertext is a technology for doing both of these things. Quite independently, but sharing a foundation in pragmatism and the later Wittgenstein, each of these disciplines thus encourages further research in the development and implementation of hypertext systems for learning. Such research is being carried out in the Hypermedia Laboratory and the Cognitive Flexibility Laboratory at the University of Illinois, with implications for the way hypertext systems are designed and implemented, and the pedagogical problems to which they are applied. %M C.ECHT.92.149 %T Where's the Hypertext? The Dickens Web as a System-Independent Hypertext %S Hypertext and the Mind %A George P. Landow %A Paul Kahn %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 149-160 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p149-landow/p149-landow.pdf %X This paper reports the comparative evaluations by fifteen experienced hypertext users of three hypertext systems (Intermedia, Interleaf WorldView, and Storyspace) to carry out both simple information retrieval and more complex cognitive tasks. In contrast to approaches that compare hypertext versions of print documents to print documents, our research began with materials originally created for an electronic environment -- the award-winning Dickens Web. The evaluators' detailed narratives, which show that hypertext documents can exist independently of specific hypertext systems, also suggest points that designers of hypertext systems and hypertext authors must take into account. These points include the value of full-text search vs. link following, and the importance of content expertise. Finally, we report on the importance of single- vs. bi-directional thinking, multiple linking from a single point, and web views. %M C.ECHT.92.161 %T Contours of Constructive Hypertexts %S Hypertext and the Mind %A Mark Bernstein %A Michael Joyce %A David Levine %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 161-170 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p161-bernstein/p161-bernstein.pdf %X Discussion of hypertext rhetoric and criticism has focused on small, fixed hypertexts that are typically used by casual readers for comparatively short periods. Here we explore complex, constructive hypertexts, intended to inform and to influence dedicated and thoughtful readers. Recurrence and multivalence, both deplored in small hypertexts, prove from study of more complex texts to be very valuable. While static, graph-theoretic measures facilitate understanding of local hypertext structure, the structures of meaning or contours we observe in current hypertext fiction and scholarship do not appear to reside in static structures, but rather in the complex and dynamic perceptions of the engaged reader. %M C.ECHT.92.171 %T Toward a Rhetoric of Information Texts %S Hypertext and the Mind %A Stuart Moulthrop %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 171-180 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p171-moulthrop/p171-moulthrop.pdf %X This paper begins by asking why hypertext researchers publish their work in print and compose their hypertexts from previously printed sources. It argues that these practices limit the development of hypertext rhetoric by privileging a discrete or granular model of discourse: nodes as stable units connected by purely transitional links. The paper explores the limits of the node/link model, suggesting that links can take on certain properties of nodes and vice versa. Drawing on the phenomenological critique of rationalist mechanism developed by Winograd and Flores, the paper presents an alternative discourse model for hypertext which regards nodes and links in complementarity, as contingent structures subject to conceptual "breakdown." Applying this model to actual communication practices, the paper invokes Zuboff's distinction between "automating" and "informating" applications of technology, outlining a rhetoric based on a constantly evolving textual structure in which object relations remain fluid. A new term is proposed, the informand, to designate the communal, interactive discursive space created by informating systems like hypertexts and artificial realities. The paper concludes by urging experimentation with informating practices in hypertext, a move away from print models and toward all-electronic composition. %M C.ECHT.92.181 %T Towards an Integrated Information Environment with Open Hypermedia Systems %S Models for Open Systems %A Hugh Davis %A Wendy Hall %A Ian Heath %A Gary Hill %A Rob Wilkins %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 181-190 %K Open, Hypermedia, Integration, Microcosm %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p181-davis/p181-davis.pdf %X This paper examines open hypermedia systems, and presents the case that such systems provide a step forward for dealing with large, dynamic data sets in distributed, heterogeneous environments by allowing users to access and integrate information and processes in richer and more diverse ways than has previously been possible. In particular, the enhanced Microcosm model for open hypermedia is examined, and the ways in which it provides such an environment are discussed. The paper continues by investigating the advantages and the shortcomings of this model and identifies the areas in which further work must be completed before such systems can become widely adopted, such as the granularity of source and destination anchors, editing and version control. Some attempts to provide solutions to these problems are presented and discussed. %M C.ECHT.92.191 %T Design Issues for a Dexter-Based Hypermedia System %S Models for Open Systems %A Kaj Gronbaek %A Randall H. Trigg %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 191-200 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p191-gronbaek/p191-gronbaek.pdf %X This paper discusses experiences and lessons learned from the design of an open hypermedia system, one that integrates applications and data not "owned" by the hypermedia. The Dexter Hypertext Reference Model [8] was used as the basis for the design. Though our experiences were generally positive, we found the model constraining in certain ways and underdeveloped in others. For instance, Dexter argues against dangling links, but we found several situations where permitting and supporting dangling links was advisable. In Dexter, the data objects making up a component's contents are encapsulated in the component; in practice, references to objects stored apart from the hypermedia structure should be allowed. We elaborate Dexter's notion of composite component to include composites that "contain" other components and composites with structured contents, among others. The paper also includes a critique of Dexter's notion of link directionality, proposes a distinction between marked and unmarked anchors, and discusses anchoring within a composite. %M C.ECHT.92.201 %T Gram: A Graph Data Model and Query Language %S Theoretical Foundations %A Bernd Amann %A Michel Scholl %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 201-211 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p201-amann/p201-amann.pdf %X We present a model for data organized as graphs. Regular expressions over the types of the node and edges are used to qualify connected sub-graphs. An algebraic language based on these regular expressions and supporting a restricted form of recursion is introduced. A natural application of this model and its query language is hypertext querying. %M C.ECHT.92.212 %T Fishing for Clarity in Hyperdocuments with Enhanced Fisheye-Views %S Theoretical Foundations %A K. Tochtermann %A G. Dittrich %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 212-221 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p212-tochtermann/p212-tochtermann.pdf %X It is known that fisheye-views prove beneficial to users who get lost in hyperspace. Until now, the fisheye-view strategy, introduced by Furnas, is only applicable in structures where the necessary components of the fisheye-view function can be defined. Unfortunately, directed graphs are structures where the fisheye-view function of Furnas cannot be applied. Therefore the fisheye-view concept was of limited value in hyperdocuments represented by such graphs. To overcome this lack, this paper proposes an enhancement of Furnas' function to allow its application in hyperdocuments of that kind. We will begin with a short review of Furnas' well-known fisheye-view concept. Thereafter, we will discuss the problems that arise when one attempts to apply the concept in so-called "unstructured" hyperdocuments. The results of this discussion lead to the development of a function which satisfies the requirements of the concept, and allows its use in hyperdocuments of almost any structure. To show that the fisheye-view concept of Furnas remains fulfilled, an appropriate theorem is formulated. The result is that the benefits of the fisheye-view concept can now be appreciated in "unstructured" hyperdocuments. In closing, we offer a detailed example, which illustrates the behavior of the enhanced fisheye-view function. %M C.ECHT.92.222 %T An Extensible Data Model for Hyperdocuments %S Models %A Paul De Bra %A Geert-Jan Houben %A Yoram Kornatzky %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 222-231 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p222-de_bra/p222-de_bra.pdf %X We present an extensible data model for hyperdocuments. It is intended to serve as the basis for integrating hypermedia systems with other information sources, such as object-oriented database management systems, information retrieval systems, and engineering CAD tools. Hyperdocuments are described by means of a small number of powerful constructs that integrate their structural and behavioral aspects. The different instantiations and combinations of these constructs yield an open class of hyperdocuments. Nodes, anchors, and links are all considered first-class objects and modeling constructs are applicable to all of them. These constructs permit a description of the multiple levels of functionality of an object within a hyperdocument, and the packaging of the different views of an object. Composite objects range over an extensible collection of structures including networks, sets, time-lines, and three-dimensional space CAD models. %M C.ECHT.92.232 %T Towards a Better Support for Hypermedia Authoring: The HYDESIGN Model %S Models %A Michael Marmann %A Gunter Schlageter %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 232-241 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p232-marmann/p232-marmann.pdf %X Hypermedia systems are becoming an important information system class for a wide range of new and fascinating applications. But current systems still have some unpleasant restrictions. For example, only few hypermedia systems support the design of higher level hypermedia objects beyond the basic node-link paradigm. There are further restrictions concerning the modularization of the overall design and the reuse of (complex) hypermedia resources. HYDESIGN is the prototype of an extensible hypertext/hypermedia system which addresses these restrictions. The crucial part of the development is the data management component, the HYDESIGN-engine, which has been built on top of the GemStone object-oriented database management system. A first prototype of a graphical user interface, the HYDESIGN-GUI, has been developed in Smalltalk-80. This paper focuses on central features of the HYDESIGN data model representing the conceptual basis of the HYDESIGN-engine. Aggregate links of different types are introduced which allow for the creation of higher level hypermedia networks. SBL-nodes represent particular composite nodes offering the capability of defining (nested) local environments with particular behaviour. Also different options for the sharing of hypermedia resources are proposed. HYDESIGN further supports navigation as well as query based access in an integrated approach. As a whole, HYDESIGN aims at a better support for the hypermedia design process by the provision of powerful structuring facilities. %M C.ECHT.92.242 %T Using Statecharts to Model Hypertext %S Models %A Yi Zheng %A Man-Chi Pong %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 242-250 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p242-zheng/p242-zheng.pdf %X This paper describes how to use statecharts to model hypertext. Statechart is a formal graphical model based on state transition diagram and hypergraph. The statechart model is compared with other models for hypertext based on simple node-and-link graph, first-order logic formulae, hypergraph, and petri net. The features of statecharts relevant to the modeling of hypertext are described. Statecharts for the common features in frame-based and scrolling-based hypertext are given. Then statecharts are used to model the various buttons supported in a real-life production hypertext system, Guide (both the Unix version and the version marketed by Owl International Inc.). These examples illustrate that statecharts can be used to abstract the structure from the content of hypertext, and to model the structure and the browsing semantics of hypertext clearly and vividly. %M C.ECHT.92.251 %T Hyperform: Using Extensibility to Develop Dynamic, Open and Distributed Hypertext Systems %S Architecture %A Uffe Kock Wiil %A John J. Leggett %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 251-261 %K Extensible hyperbase, Hypertext platform, Object-oriented extension language %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p251-wiil/p251-wiil.pdf %X An approach to flexible hyperbase (hypertext database) support predicated on the notion of extensibility is presented. The extensible hypertext platform (Hyperform) implements basic hyperbase services that can be tailored to provide specialized hyperbase support. Hyperform is based on an internal computational engine that provides an object-oriented extension language which allows new data model objects and operations to be added at run-time. Hyperform has a number of built-in classes to provide basic hyperbase features such as concurrency control, notification control (events), access control, version control and search and query. Each of these classes can be specialized using multiple inheritance to form virtually any type of hyperbase support needed in next generation hypertext systems. This approach greatly reduces the effort required to provide high quality customized hyperbase support for distributed hypertext applications. Hyperform is implemented and operational in Unix environments. This paper describes the Hyperform approach, discusses its advantages and disadvantages, and gives examples of simulating the HAM and the Danish HyperBase in Hyperform. Hyperform is compared with related work from the HAM generation of hyperbase systems and the current status of the project is reviewed. %M C.ECHT.92.262 %T Specifying Temporal Behavior in Hypermedia Documents %S Architecture %A M. Cecelia Buchanan %A Polle T. Zellweger %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 262-271 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p262-buchanan/p262-buchanan.pdf %X We have designed and implemented a system for creating, editing, and displaying hypermedia documents. This system uses an improved document model with two major features. First, it allows authors to specify temporal synchronization constraints among events of interest within media segments. Second, it allows asynchronous material, such as user interaction, links, or programs, to be combined with richly coordinated synchronous material in a single hypermedia document. The system incorporates a linear programming algorithm to solve the temporal constraints. This process automatically constructs a schedule for displaying a document and may involve stretching or shrinking media segments. Because synchronization constraints record the author's intentions and because the system creates schedules automatically, both creating documents and maintaining them throughout their life cycles should be easier. %M C.ECHT.92.272 %T Hyperdocuments as Automata: Trace-Based Browsing Property Verification %S Architecture %A P. David Stotts %A Richard Furuta %A J. Cyrano Ruiz %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 272-281 %K Hypertext, Place/transition nets, Petri nets, Browsing semantics, Synchronization, Security, Temporal logic, Verification, Access control, Versions, Model checking %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p272-stotts/p272-stotts.pdf %X In many hypertext systems, meaningfully traversing a document depends on capabilities, features, and navigational aids that are part of the browser implementation. For example, if a reader browses to a node that has no out links, then backing up, or "warping" to the table of contents can allow the browsing session to continue. If hyperdocuments are to become interchangeable among hypertext systems, rather than being readable only on the systems from which they are authored, one obvious but complex approach is to try and standardize on (most likely, very many) browsing features and behaviors, forming some standard union of the capabilities of current major implementations. This approach molds (or perhaps restricts) future systems, since new browsing "features" must then be worked into such a standard. An alternate approach, used in this paper, is to de-emphasized browser features and emphasize inherent document structure with browsing semantics. An author should be able to create document structure so that the desired meaningful access patterns are inherently allowed by links rather than by browser capabilities. We present a method of analyzing the browsing properties of a hypertext document by examining the links alone. This method is not specific to any particular hypertext system or document authoring format. With it, an author can be certain that a document will allow particular access patterns when read on any browser implementation that has a single navigation operation: direct link following. The method requires a mental shift in how a hyperdocument is conceived abstractly. Instead of treating the links of a document as defining a static directed graph, they are thought of as defining an abstract program, termed the links-automaton of the document. A branching temporal logic notation, termed HTL*, is introduced for specifying properties a document should exhibit during browsing. An automated program verification technique called model checking is then used to verify that these specifications are met by the behavior of the links-automaton. We illustrate the generality of our technique by applying it first to a Trellis document, and then to a Hyperties document. %M C.ECHT.92.282 %T Hypermedia Production: Hand-Craft of Witchcraft? %S Panels %A Mark Bernstein %A Michael Bieber %A Richard Furuta %A Michael Kibby %A Catherine Marshall %A Paolo Paolini %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 282-283 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p282-bernstein/p282-bernstein.pdf %X Many successful hypermedia systems are hand-crafted; creating and navigating their networks of nodes and links is entirely under user control. In other systems, concern for the economics of manually linking large bodies of existing information, coupled with a desire to promote more responsive and reconfigurable interfaces, has spurred the development of automated tools, intensional or virtual structures, automatic node content generation and automatic link discovery. Some claim that, apart from annotation features such as commenting, the significant hypermedia systems of the future will be entirely automated. In this panel we explore the potential and dangers of automating hypermedia. %M C.ECHT.92.284 %T Open Hypermedia Architectures and Linking Protocols %S Panels %A Randall Trigg %A W. Ward Clark %A Wendy Hall %A Norman Meyrowitz %A Amy Pearl %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 284 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p284-trigg/p284-trigg.pdf %X Most computer users today work with heterogeneous environments that include software from many vendors, multiple platforms needing to communicate, and information bases on remote machines. Their needs are often not for increased functionality in any particular application, but integration among existing applications. In the last few years, this need has been addressed through proposals for open hypertext architectures and linking protocols. In principle, these allow linking across diverse applications and even across platforms. Rather than a monolithic hypermedia system presenting its own editors for various media, the user sees a framework into which existing editors can be "plugged" and a linking protocol with which to interconnect them. Though the framework is usually a separate program, the hope is that support for such open linking will one day migrate into the operating system. Indeed, protocols from Apple and Microsoft are steps in this direction. Though the participants on this panel bring their own perspectives and backgrounds to the problem area, all share a belief that the future of hypermedia is not with systems that "own the world", but with those that attempt to "connect the world". Furthermore, the panelists and the projects they represent have developed significant open hypermedia architectures and linking protocols and can draw on experience with real users. %M C.ECHT.92.285 %T Business Opportunities in Hypermedia Applications %S Panels %A Attilio Stajano %A Bruno Cerboni %A Giovanni Degli Antoni %A Hans Mulder %A Gerard Roucairol %A Erich Neuhold %A Eddy Odijk %A Pier Carlo Ravasio %A Jan Ritchie %A Jack Schiff %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 285 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p285-stajano/p285-stajano.pdf %X Research on hypertext and hypermedia systems has been ongoing for many years and attractive demonstrator systems have been displayed showing the potential of these technologies. Is there a real market behind the hypermedia applications? We are frequently offered a very optimistic view on the size and maturity of such a market. %M C.ECHT.92.286 %T Hypermedia Readability %S Panels %A Roberto Polillo %A Mark Bernstein %A Franca Garzotto %A Linda Hardman %A Paul Kahn %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 286 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p286-polillo/p286-polillo.pdf %X Since the appearance of the first hypertext applications, it is customary to blame the hypertext technology for "disorienting" readers and causing "cognitive overload". On the other hand, the user interface of many hypertext and hypermedia applications on the market is often very poorly designed. Many applications show a tendency to "over-linking" or "over-buttoning", and only a few show a clearly recognizable structure. %M C.ECHT.92.287 %T Multimedia Encyclopaedia of Philosophy Sciences %S Cultural Briefings %A Renato Parascandalo %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 287 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p287-parascandalo/p287-parascandalo.pdf %X The goal of this project is the world-wide dissemination of advanced philosophy concepts, through the exploitation of new technologies. The world famous "Istituto Italiano per gli Studi Filosofici" (Italian Institute for Philosophy Studies), ensures the scientific supervision of the project; the "Encyclopaedia Treccani" and the "Poligrafico dello Stato" (the nation official printing institution) are responsible for the editorial policy; the Politecnico di Milano provides assistance for Computer technology. The core the of the project is the collection of large amount of videotapes, containing interviews with "protagonists": the most prestigious philosophers, philosophy scholars and scientists, who have warmly co-operated. Since '86 more than 400 interviews, corresponding to more than 900 hours of tapes, have been conducted. In addition, thousands of slides and more than 100 hours of video-tapes, documenting important aspects of archaeology, architecture, painting and sculpture, have been included. Five different series of video-cassettes have been prepared: The Roots of the Philosophy Thought, Philosophy and Today, The Origin of Thought in the World, The Masters of Thinking, The Universe of Knowledge. Short excerpts (5 minutes) are broadcasted everyday, nation-wide, by TV channels. Before the end of the year Radio Transmissions will start. Special editions for College and High school students are in preparation. All the different editions outline specific aspects and a specific usage of the material. A special version is supposed, in the future, to include all the previous editions: the interactive version, being prepared through the co-operation with the Department of Electronics of Politecnico di Milano. It is an Hypermedia application that allows search, queries and above all, navigation across the complex material. Guided tours and views, either predefined or created by the reader, allow personalized "reading sessions". Overall the project is a reaction to the current schizophrenic situation: as the technology advances provide more means for communication, human beings realize that they have less to say. Paul Ricoeur, a prestigious member of the scientific board of the project, considers this gap between technology of communication and cultural communication as one of the most dangerous pathologies of modern society. %M C.ECHT.92.288 %T Hypermedia for Teaching and Learning: A Multimedia Guide to the History of European Civilization (MuG) %S Cultural Briefings %A Umberto Eco %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 288 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p288-eco/p288-eco.pdf %X The MuG project has been designed and developed at "Istituto di Discipline della Comunicazione", University of Bologna, by D. Barbieri, B. Bassi, G. Blasi, A. Fogli, L. Freina, C. Marmo, M. Mattioli, P. Niccolai, D. Singer under supervision of Umberto Eco. The project has been sponsored by Olivetti. MuG is a hypermedia system providing a unitary representation of the events of European culture and history. The system is designed to cover subjects related to Political, Social and Economic history, as well as the history of Science and Technology, Arts, Literature, Philosophy and Religion enabling the user to switch easily from one cultural aspect to the other. The initial prototype partially covers European civilization in the 17th Century, but the project concerns the whole history of Europe. MuG is meant as a teaching aid for students of the first years of University curricula and the last years of secondary schools. The ultimate purpose of the system is to constitute a useful tool for historical research and presentation as well as teaching. The system is shaped into three interconnected environments: * Interactive Chronologies, an environment with information retrieval features enabling the user to navigate among graphical chronological overviews of given period regarding specific topics and places. Topics and places are represented by a large set of keywords organized into a Thesaurus. From a given Chronology, the user can zoom in and out, according to the semantic structure of the Thesaurus (temporal zooming is also handled): when zooming in, less important events can appear. The user can choose to organize the contents of the overview according to either topics or places. More expert users can also query the system by typing, or by selecting keywords from the Thesaurus. * The Cardfile, a text-only hypertext providing quick reference cards about units of historical information (plus a set of dictionary-like definitions). The Cardfile is accessible both from the Chronologies and the Books; it is an ever-present reference tool also providing an informative intermediate step from a synoptic to a narrative representation of the historical events. * The Library, a large set of hypertextual "Books" devoted to specific topics, authors or issues, presented in a multimedia fashion, including text, images, animation, speech and music. Here information appears in a more narrative form, closer to the habits of readers of paper history books. Historical-geographical atlases, textual, visual and musical anthologies are also part of the Library. MuG is implemented in Toolbook, and runs on personal computers following the MPC standard. %M C.ECHT.92.289 %T Hypertext: Beyond the End of the Book %S Cultural Briefings %A Robert Coover %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 289 %* (c) Copyright 1992 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/168466/p289-coover/p289-coover.pdf %X For the narrative artist, hyperspace has all the charm of a starry sky in August: the weather's comfortable, the twinkle's alluring, but the vista's intimidatingly awesome. The simple linear trajectories of the earthbound, once thought confining and inflexible, are seen to have a certain reassuring structure, an "A" and a "B" between which narrative, ever on the go, might safely move, feet on the ground. It's pretty out there in infinity, but if you head out, how do you get home again? Creative artists are still fumbling in this new space, this new medium, toying with the possibilities of multidimensionality, nonlinearity, interactivity, polyvocality, and, increasingly, the incorporation of other arts, visual, kinetic, and aural, but not yet convinced that narrative, as we lovingly know it, can overcome the motionsickness associated with the absence of gravity. Most academic hypertext projects preserve a sense of gravity by allowing a body of informational satellites to circle loosely about some core subject, a poem, say, or an historical event, a social entity, a philosophical or legal problem, etc., and such models might well serve artistic projects but they cannot define or delimit them. Nor does it help to implant a line. All these centuries of resisting the tyranny of the line, and suddenly it is gone as though it never existed, but reinventing it, though an option for some, is a bit like building a road in outer space so we can take our cars out there. Most narrative artists, for the moment, prefer to stay home where the environment's friendly and there's plenty of company. They still like the familiar paths with their beginnings, middles, and ends, even if not always traveled in that order. The navigational procedures are still so demanding out there in hyperspace, that there's too little time to appreciate style, voice, eloquence, character, story. Links and maps seem more compelling than text, as though the ancillas of book culture -- the tables of contents, the indices and appendices, the designs and jackets and headers -- might have swallowed up the stuff inside. There's an appeal in interactivity -- and a threat. And, maybe worst of all, where's closure out there? How do you know when one journey's over and another can begin? So the field is largely left at present to the rash, the young, the enterprising. Flights are being made in vehicles that seem as creaky at times as the tin spaceships of the old silent movies, and few of the adventures escape the atmosphere of print technology, but with each foray something new is added to the craft, the orbits widen, the manuals expand. Perhaps the greatest stimulus to these explorations is the promise of a multimedia instrument panel. Hyperspace may always be a bit hostile to the isolated traveler. Creative projects in it may more resemble a multitalented film production than the private writing of a book or poem. %M C.ECHT.92.290 %T Combining Hypertext and Structured Documents in GRIF %S Demonstrations %A Vincent Quint %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 290 %* (c) Copyright 1992 Association for Computing Machinery %X GRIF is a structured document editor based on the generic structure concept: each document is represented in the system by its logical structure which is an instance of a generic structure. This notion of logical structure encompasses both hierarchical structures and non-hierarchical links. The demonstration shows the integration of hypertext features in structured documents and some applications. %M C.ECHT.92.290 %T The HYTEA Project: Tools and Applications %S Demonstrations %A Jack Schiff %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 290 %* (c) Copyright 1992 Association for Computing Machinery %X The aim of the ESPRIT project HYTEA is to build a set of tools to improve the design, the implementation, and the maintenance, of large Hypertext/Hypermedia applications. We will demonstrate the whole process of application development with the HYTEA tools, and will generate different running applications from the same conceptual design. We will also show several full size applications, in various domains, which have been previously developed with the HYTEA tools. %M C.ECHT.92.290 %T The KHS Authoring System %S Demonstrations %A Rainer Hammwohner %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 290 %* (c) Copyright 1992 Association for Computing Machinery %X The Konstanzer Hypertext System ("KHS") has been developed as a testbed for experiments in hypertext construction and navigation support. KHS comprises an object-oriented abstract hypertext model and several generic interfaces according to different instances of this model From this generic level, concrete hypertext models and interfaces can be derived for specific domains. The use of KHS will be demonstrated, and hypertexts developed with KHS will be shown. %M C.ECHT.92.290 %T The Hypermedia Authoring Environment SEPIA %S Demonstrations %A Norbert Streitz %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 290 %* (c) Copyright 1992 Association for Computing Machinery %X SEPIA supports groups of authors creating and revising hypermedia documents in a cooperative work context. SEPIA support the different tasks encountered when creating hyperdocuments and provides different modes of collaborative work, which allow authors to share a hyperdocument, to be aware of coauthors' actions, to share views on the hyperdocument, and to jointly edit hyperdocuments. SEPIA employs the CHS Cooperative Hypermedia Server implemented on top of the DBMS "Sybase". %M C.ECHT.92.290 %T The Hypermedia Encyclopaedia of Philosophical Sciences %S Demonstrations %A Paolo Paolini %A Renato Parascandalo %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 290-291 %* (c) Copyright 1992 Association for Computing Machinery %X The Hypermedia Encyclopaedia of Philosophical Sciences is the interactive, computer based version of the Multimedia Encyclopaedia of Philosophical Sciences, which has been produced by RAI-DSE as a set of TV and Radio Programs, and video tapes integrated with booklets for large distribution. The Hypermedia Encyclopedia stores video and text material presenting interviews to the major today's philosophers as well as related philosophical information; its information access mechanisms include and integrate navigation, guided tours, and queries. %M C.ECHT.92.291 %T A Hypertext for Learning Operational Research %S Demonstrations %A A. Colorni %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 291 %* (c) Copyright 1992 Association for Computing Machinery %X This systems is one of the first attempt in applying hypertext to Operational Research (OR), integrating traditional material of OR classes with different instruments for didactical use. The system organizes and interrelates various elements: descriptive parts (texts), numerical exercises, a set of didactical games, and a significant number of OR applications. %M C.ECHT.92.291 %T Electronic Lecture Notes %S Demonstrations %A Paolo Paolini %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 291 %* (c) Copyright 1992 Association for Computing Machinery %X This demo will show a number of hypertext lecture notes developed within the SSD-SIA program of Politecnico di Milano for undergraduate and graduate classes (e.g., Electrotechnics, Budget Analysis, Latin). The design of these applications share the same structured approach (based on the HDM model). Various functionalities such as self defined guided tours and annotation facilities have been specifically defined for training and learning. %M C.ECHT.92.291 %T Hypermovie: An Authoring Tool for Video-Disk Based Teaching %S Demonstrations %A Augusto Celentano %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 291 %* (c) Copyright 1992 Association for Computing Machinery %X The demonstration presents HyperMovie, a system for the production and the fruition of interactive, videodisc-supported presentations based on pre-existing video material. HyperMovie is based on a hypermedia-based model which integrates and synchronizes the fruition of the video sequences, their ordering, their grouping in autonomous units of fruition, and the timing and the transition effects governing their displaying. %M C.ECHT.92.291 %T INFOSHARE: A Network-Based Cooperation Tool %S Demonstrations %A Giuseppe Salvato %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 291 %* (c) Copyright 1992 Association for Computing Machinery %X Developed at ENICHEM, one of the largest chemical company worldwide, INFOSHARE is a hypertext tool that supports cooperative work. INFOSHARE has been especially designed to address the needs of people working in R&D teams, who must share data, schedules, and various types of knowledge, and in general must interact and cooperate in accumulating and retrieving knowledge and producing technical documentation. It is implemented in Hypercard. %M C.ECHT.92.291 %T MuG: Multimedia Guide to the History of European Civilization %S Demonstrations %A Bruno Bassi %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 291-292 %* (c) Copyright 1992 Association for Computing Machinery %X The hypermedia system MuG, developed within a project coordinated by Umberto Eco, provides a unitary representation of the events of European culture and history. It covers subjects related to political, social and economic history, as well as the history of science and technology, arts, literature, philosophy and religion, enabling the user to switch easily from one cultural aspect to the other. The system is intended as a learning tool for universities and high schools, as well as a tool for historical research, presentation, and teaching. %M C.ECHT.92.292 %T The Multimedia Editor PIM %S Demonstrations %A Renato Martucci %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 292 %* (c) Copyright 1992 Association for Computing Machinery %X PIM is an editor for building sequences of synchronized multimedia objects and for organizing pre-existing multimedia objects sequentially. Multiple sequences can be managed at the same time, through a user interface which displays multimedia objects as small rectangles on a bidimensional frame. %M C.ECHT.92.292 %T The CHE Hypermedia Environment %S Demonstrations %A Renato Martucci %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 292 %* (c) Copyright 1992 Association for Computing Machinery %X The Common Hypermedia Environment -- CHE -- allows integrating and viewing in a uniform way, various type of heterogeneous information, thus providing a high degree of interoperability. It has been designed to support knowledge work, publishing, development of courseware and training material, and, more generally, cooperative work. %M C.ECHT.92.292 %T From Infinity to Infinity (a Multimedia History of the Universe) %S Demonstrations %A Renato Martucci %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 292 %* (c) Copyright 1992 Association for Computing Machinery %X Sponsored by CERN in Geneva, this application describes the history of the Universe from the Big Bang to our days. From a historical map of the universe, the reader can explore the evolution of the Universe as well as investigate specific topics that are relevant in a given context. The application is available in four different languages. %M C.ECHT.92.292 %T HYPERCRESTS: A General Purpose Distributed Hypermedia System %S Demonstrations %A M. A. Pacelli %A F. Pacelli %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 292 %* (c) Copyright 1992 Association for Computing Machinery %X Hyper CRESTS is a distributed hypermedia system based on a new abstract hypertext model and on a system software architecture able to exploit the model potentialities. The system is designed to operate in a multiplatform environment. The platform consists of an "Hypermedia Server" (RS/6000-AIX) and some "User Workstation" (PS/2-OS/2), connected through a local area network using TCP/IP as the communication protocol. %M C.ECHT.92.292 %T Coulomb and Electrostatics: A Hypermedia Approach to History of Physics in Education %S Demonstrations %A Lidia Falomo %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 292 %* (c) Copyright 1992 Association for Computing Machinery %X "Coloumb and Electrostatics" is a hypermedia for learning and teaching Physics under an historical perspective. It has been realized both in for Macintosh platforms (HyperCard + Micromind Director) and for DOS environments (Linkway + Storyboard). It includes texts, graphics, sound, qualitative animations, interactive quantitative simulations of physical experiments, colour pictures. The system has been designed for undergraduate students and high school teachers. %M C.ECHT.92.293 %T SI.MO.N. -- A Modular Navigation System %S Demonstrations %A Giuseppe Simonetti %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 293 %* (c) Copyright 1992 Association for Computing Machinery %X SIMON is a hypertext and hypermedia development tool. The demo will exhibit how the author can use SIMON in order to create hypertexts, and will discuss the SIMON project philosophy. We will be also show some applications developed with SIMON in the fields of education, training, and organization. %M C.ECHT.92.293 %T A Reference Manual for Hydrological Observations %S Demonstrations %A Virgilio Anselmo %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 293 %* (c) Copyright 1992 Association for Computing Machinery %X This hypertext manual provides an organized a review of standard instruments for hydrological and agro-meteorological observations. The focus of the information available in the application is on the accuracy requirements as requested by W.M.O. The manual has been conceived as a quick reference tool for local operational services staff as well for graduate students. %M C.ECHT.92.293 %T Ecoland, a Hypermedia Prototype for Environmental Education %S Demonstrations %A Donatella Cesareni %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 293 %* (c) Copyright 1992 Association for Computing Machinery %X Ecoland is a Hypermedia prototype for environmental education, designed for 12/15 years old students. In Ecoland there are three little towns, each one representing a topic for environmental education: air pollution, water pollution, forest protection. Students are invited to enter these towns, to visit different places, and to find as many information they can about environmental problems related to these places. %M C.ECHT.92.293 %T KWICK: the Knowledge Worker's Workbench %S Demonstrations %A Stefano Scamuzzo %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 293 %* (c) Copyright 1992 Association for Computing Machinery %X KWICK is an environment that allows the federation of data handled by heterogeneous and distributed applications, through hypermedia links and object oriented representations. The demo shows how KWICK improves productivity and quality of knowledge workers' work in a scenario including an architect and his colleagues working on a proposal in urban construction business. %M C.ECHT.92.293 %T HTLEX: A Law Reference System %S Demonstrations %A Paolo Gasparri %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 293 %* (c) Copyright 1992 Association for Computing Machinery %X HTLEX is a prototype system for retrieving knowledge about laws and legal references among laws. A graphic method, based on the "Hypertext Frame Model", is used to represent and organize the law references in Italian legislation on the screen. The Hypertext Frame draws its inspiration from representative methods of modern arts. %M C.ECHT.92.293 %T Multimedia HYPERAGIP %S Demonstrations %A Marco Benelli %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 293 %* (c) Copyright 1992 Association for Computing Machinery %X HYPERAGIP is a hypermedia presentation of AGIP S.p.A., the national oil company in Italy. It contains a great deal of data on the activities in which the company is engaged, and operates on a data bank composed of films, animated drawings, written and recited texts, musical excerpts, graphics, fixed images. The system is built on Olivetti's Im-Age platform (MS Windows 3.1) and Asymmetrics Toolbook Multimedia. %M C.ECHT.92.294 %T The Complete Works of St. Thomas Aquinas on CD-ROM %S Demonstrations %A Andrea Pavanello %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 294 %* (c) Copyright 1992 Association for Computing Machinery %X St. Thomas Aquinas CD-ROM, a commercially available product distributed by Editoria Elettronica Editel, contains the complete work of St. Thomas Aquinas in original Latin. This vast compendium has been organized into 118 units and is integrated with 61 additional selections in Medieval Latin. This huge universe of material is explicitly cross-referenced using an especially designed hypertext system. %M C.ECHT.92.294 %T The CMIF Editor %S Demonstrations %A Guido van Rossum %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 294 %* (c) Copyright 1992 Association for Computing Machinery %X The CMIF editor is a prototype authoring system for multimedia presentations. Unlike timeline-based presentation editors, the CMIF editor calculates the timing of the document automatically. This is done by interpreting constraints placed by the author on its components, such as "play these parts simultaneously" or "start this part after that part has finished". The system also supports a simple form of hyperlinks, whereby the user can influence the flow through a presentation. %M C.ECHT.92.294 %T SIHEN: Sistema Integrado Hypertestual para ENciclopedia %S Demonstrations %A Ignacio Aedo %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 294 %* (c) Copyright 1992 Association for Computing Machinery %X SIHEN is a hypertext system for information processing and creating encyclopedias and dictionaries. It is built on the basis of a single database, including concepts, definitions, and images, as well as relations among them. In addition to data entry and storage, the database is used for searching, linking, selecting and editing the information for any dictionary, book, article, magazine, etc., which can be put together using the initial information. %M C.ECHT.92.294 %T DARC -- Document ARchive Controller %S Demonstrations %A Hasse Haitto %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 294 %* (c) Copyright 1992 Association for Computing Machinery %X DARC (Document ARchive Controller) is a multi-user, cross-platform (Sun SPARC/X11 & DOS/Windows 3.1) database application designed for storing, reusing, querying, and navigating, multiple SGML-coded documents. A novelty in DARC is a flexible virtual filing mechanism which allows users to tailor their own view of the database. The views can be stored, combined and shared as well. %M C.ECHT.92.294 %T Virtual Reality: Present and Future %S Demonstrations %A Pierpaolo Muzzolon %A Peter Broadwell %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 294 %* (c) Copyright 1992 Association for Computing Machinery %X Silicon Graphics will demo State of the Art machines capable of both phenomenal graphics stunts and impressive audio and video tricks. You will hear what integrated Digital Media mean to your future and will expose yourself to tomorrow capabilities. We will also listen to your requests/desires for future products. %M C.ECHT.92.295 %T The Document Sampler %S Demonstrations %A Penny Mitsunaga %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 295 %* (c) Copyright 1992 Association for Computing Machinery %X Presently, the online learning tools in Microsoft Word are all implemented as separate pieces. The Document Sampler is our attempt or create a unified documentation/learning package by integrating the various pieces of the online documentation. Most users know what they want to create; by displaying a variety of business documents with individual components identified, users can become aware of the pieces necessary to create a document. %M C.ECHT.92.295 %T Motif Applications + LinkWorks = Hyperenvironment %S Demonstrations %A Ward Clark %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 295 %* (c) Copyright 1992 Association for Computing Machinery %X Digital's DECwindows Motif package includes the LinkWorks linking and navigation services that transform a suite of window-based applications into a "hyperenvironment". The LinkWorks environment demo includes DECwindows Motif applications (formal products) and several "hyperapplication" prototypes. %M C.ECHT.92.295 %T HyperWriter: An Integrated Hypermedia Architecture %S Demonstrations %A J. Scott Johnson %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 295 %* (c) Copyright 1992 Association for Computing Machinery %X HyperWriter 3.0 provides an integrated authoring environment for creating hypermedia documents including such elements as text, graphics, audio, videos and animation. NTERGAID will demonstrate HyperWriter for DOS, HyperWriter for MS-Windows, HyperWriter for Training and the HyperWriter AutoLinker. HyperWriter for Training integrates full hypertext with computer based testing and grading facilities. The AutoLinker provides a powerful, Awk-based tool for creating hypertext documents in bulk from ASCII, Word, WordPerfect and Ventura Publisher files. %M C.ECHT.92.295 %T Hypertext Fiction and Literary Theory %S Demonstrations %A Paul Kahn %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 295 %* (c) Copyright 1992 Association for Computing Machinery %X We will present a selection of hypertext fiction created by students of Robert Coover along with theory collections for teaching British Literature created by George Landow using Storyspace, Interleaf WorldView, and EBT DynaText. HyperCard applications for exploring American Literature by Randy Bass and interactive fiction by Michael Moser will also be shown. %M C.ECHT.92.295 %T Teaching Japanese with Hypertext %S Demonstrations %A Michael McCaskey %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 295 %* (c) Copyright 1992 Association for Computing Machinery %X This is a demonstration of Bunpo Kyoshi, a new Japanese teaching program for the Macintosh computer using Hypercard. Each demonstration session combines an overview of Bunpo Kyoshi with step by step presentations of sample lessons. Those attending will have the opportunity to work with lessons on their own if they wish. %M C.ECHT.92.295 %T Musical Instruments of the World %S Demonstrations %A Albert O. Cordell %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 295-296 %* (c) Copyright 1992 Association for Computing Machinery %X This demonstration uses material from various media, including text, sound, and video to cultivate an understanding of musical instruments associated with selected countries of the world. Video illustrations are accessed from a laserdisc and enhanced with sound from MIDI, waveform audio, and CD-ROM. The hypermedia environment is enriched by graphics and animation authored in Multimedia Toolbook. %M C.ECHT.92.296 %T A Hypermedia and a Hypertext Approach to a Museum Guide %S Demonstrations %A Maria Alberta Alberti %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 296 %* (c) Copyright 1992 Association for Computing Machinery %X Two prototypes of an interactive museum guide have been developed with two different approaches: hypermedia and hypertext techniques. The museum is the Horne Museum in Florence, a collection of paintings, furniture and other art objects for the Tuscanian school of XIV-XVII century. The guide provides informations about the various collections and their dislocations in the museum building, and about their relations with the life and culture of the time. %M C.ECHT.92.296 %T Videobook %S Demonstrations %A Komei Harada %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 296 %* (c) Copyright 1992 Association for Computing Machinery %X We present the Videobook authoring system which is aimed at developing hypermedia applications that contain time-based audiovisual data sequences. It provides an intuitive graphical user interface to edit the time-based data sequences and hypermedia data structures. We also present a Videobook application, i.e., a CD-ROM based English listening course to improve the listening skills of Japanese students. %M C.ECHT.92.296 %T Multicard: An Open Hypermedia System %S Demonstrations %A Antoine Rizk %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 296 %* (c) Copyright 1992 Association for Computing Machinery %X This demo presents the Multicard hypermedia system which has been developed following an open system approach. Multicard provides a hypermedia toolkit that allows programmers to create and manipulate distributed basic hypermedia structures; an interactive authoring/navigation tool which is itself based on the toolkit; an advanced scripting language; a multimedia composition editor, as well as a communication protocol that allows the integration of various editors and applications into a single hypermedia network. %M C.ECHT.92.296 %T The Expanded Books %S Demonstrations %A Florian Brody %B Proceedings of the Fourth ACM Conference on Hypertext %D 1992 %P 296 %* (c) Copyright 1992 Association for Computing Machinery %X Just as computers have changed the way you write, they are beginning to transform the way you read. Electronic text is a dynamic medium that enables you to become a more active reader. The Expanded Books allow you to read on the screen with comfort you are used from books on paper while offering search, mark, and annotation features as well as hyperlinks. The presentation will also include the Expanded Books Toolkit that allows everybody familiar with a Macintosh to produce their own Expanded Books. %M C.ECHT.94.1 %T Coexistence and Transformation of Informal and Formal Structures: Requirements for More Flexible Hypermedia Systems %S Papers %A Jorg M. Haake %A Christine M. Neuwirth %A Norbert A. Streitz %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 1-12 %K Hypermedia interface, Information structures, Meeting support, Design space for hypermedia systems, Flexibility %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p1-haake/p1-haake.pdf %X In this paper, we argue that some tasks (e.g., meeting support) require more flexible hypermedia systems and we describe a prototype hypermedia system, DOLPHIN, that implements more flexibility. As part of the argument, we present a theoretical design space for information structuring systems and locate existing hypertext systems within it. The dimensions of the space highlight a system's internal representation of structure and the user's actions in creating structure. Second, we describe an empirically derived range of activities connected to conducting group meetings, including the pre- and post-preparation phases, and argue that hypertext systems need to be more flexible in order to support this range of activities. Finally, we describe a hypermedia prototype, DOLPHIN, which implements this kind of flexible support for meetings. DOLPHIN supports different degrees of formality (e.g., handwriting and sketches as well as typed nodes and links are supported), coexistence of different structures (e.g., handwriting and sketches as well as typed nodes and links are supported), coexistence of different structures (e.g., handwriting and nodes can exist on the same page) and mutual transformations between them (e.g., handwriting can be turned into nodes and vice versa). %M C.ECHT.94.13 %T VIKI: Spatial Hypertext Supporting Emergent Structure %S Papers %A Catherine C. Marshall %A Frank M. Shipman, III %A James H. Coombs %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 13-23 %K Spatial hypertext, Emergent structure, Interpretation, Visual structure recognition, Composites %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p13-marshall/p13-marshall.pdf %X The emergent nature of structure is a crucial, but often ignored, constraint on authoring hypertexts. VIKI is a spatial hypertext system that supports the emergent qualities of structure and the abstractions that guide its creation. We have found that a visual/spatial metaphor for hypertext allows people to express the nuances of structure, especially ambiguous, partial, or emerging structure, more easily. VIKI supports interpretation of a collected body of materials, a task that becomes increasingly important with the availability of on-line information sources. The tool's data model includes semi-structured objects, collections that provide the basis for spatial navigation, and object composites, all of which may evolve into types. A spatial parser supports this evolution and enhances user interaction with changing, visually apparent organizations. %M C.ECHT.94.24 %T Fixed or Fluid? Document Stability and New Media %S Papers %A David M. Levy %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 24-31 %K Hypertext, Documents, Fixity, Fluidity %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p24-levy/p24-levy.pdf %X One of the crucial properties of documents through the ages has been their fixity. The ability to mark surfaces in relatively stable ways has made it possible for people distributed across space and time to see the same images and thereby to have access to the same meanings or communicative intent. Today, however, with the increasing use of digital technologies, it is often asserted that we are moving from the fixed world of paper documents to the fluid world of digital documents. In this paper I challenge this assertion, arguing instead that all documents, regardless of medium, are fixed and fluid. Thus, although paper documents do fix aspects of communication, they do (and must) also change; and although digital documents are easily changeable, they must also be capable of remaining fixed. I make use of this analysis in two ways: first, to examine the fixity and fluidity of hypertext; and second, to critique Bolter's argument in Writing Space concerning the movement from "fixed to fluid." %M C.ECHT.94.32 %T Extending the Microcosm Model to a Distributed Environment %S Papers %A Gary Hill %A Wendy Hall %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 32-40 %K Open, Distributed, Hypertext, Microcosm %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p32-hill/p32-hill.pdf %X In recent years, there has been significant growth in the use of computer networks to support electronic delivery of information. As the volume of available information has grown, a need for powerful tools that can manage access has arisen. It has been suggested that hypertext techniques can provide such a facility. The Microcosm system is a hypertext link service developed at the University of Southampton. The system is based upon a modular architecture which allows the functionality of the system to be easily and dynamically extended. This paper describes the development of a distributed version of Microcosm based upon this modular design. The distributed system described utilises the fine granularity of the Microcosm model to support a wide range of possible configurations. The system also extends the document management facilities of Microcosm to allow information stored by other information services to be incorporated. The result is a system that can apply Microcosm's open linking services to a wide range of networked information. %M C.ECHT.94.41 %T Light Hypermedia Link Services: A Study of Third Party Application Integration %S Papers %A Hugh C. Davis %A Simon Knight %A Wendy Hall %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 41-50 %K Open hypermedia, Hypermedia link services, Integration, Microcosm %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p41-davis/p41-davis.pdf %X Recently there has been a tendency for the research community to move away from closed hypermedia systems, towards open hypermedia link services which allow third parties to produce applications so that they are hypertext-enabled. This paper explores the frontiers of this trend by examining the minimum responsibility of an application to co-operate with the underlying link service, and, in the limiting case where the application has not been enabled in any way, it explores the properties and qualities of hypermedia systems that can be produced. A tool, the Universal Viewer, which allows the Microcosm Hypermedia System to co-operate with applications which have not been enabled is introduced and a case study is presented which demonstrates the functionality that may be achieved using entirely third party applications, most of which have not been enabled. %M C.ECHT.94.51 %T Adding Networking to Hypertext: Can it be Done Transparently? %S Papers %A Peter Brown %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 51-58 %K Wide-area network, Storage, Link, File, Active document, Distributed hyperdocument, GUIDE %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p51-brown/p51-brown.pdf %X Networks are becoming increasingly available and hypertext systems with networking capabilities are currently enjoying exponential growth. The vast majority of hypertext systems were not, however, designed to cater for networking. This paper examines whether it is possible to add networking to such systems and, if so, whether it can be done without upsetting existing hyperdocuments, existing authors and existing readers. The examination is done using one specific hypertext system, UNIX Guide, but the lessons are, I hope, more general. %M C.ECHT.94.59 %T Composites in a Dexter-Based Hypermedia Framework %S Papers %A Kaj Gronbaek %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 59-69 %K Composites, Structure, Hierarchies, GuidedTour, Dexter model, Object oriented framework %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p59-gronbaek/p59-gronbaek.pdf %X This paper discusses the design and use of a generic composite mechanism in the object oriented DEVISE Hypermedia (DHM) development framework. The DHM framework is based on the Dexter Hypertext Reference Model, which introduces a notion of composite to model editors with complex or multiple types of contents. The original Dexter notion of composites is, however, insufficient to cover structural composites including or referencing other components. Thus the DHM framework has been extended with generic composite classes suited to support structures within the hypermedia network itself. The paper presents and discusses the design of the generic composite classes belonging to the STORAGE and RUNTIME layers of the framework. A central aspect of the design is that the structuring mechanism is a true composite with a collection of components as its contents rather than an atomic component with links to other components as in the classical systems such as NoteCards, Intermedia, and KMS. It is also shown how the powerful generic classes can be used to implement a variety of useful hypermedia concepts such as: hierarchy by inclusion, hierarchy by reference, virtual and computed browsers, TableTops and GuidedTours. %M C.ECHT.94.70 %T Adding Multimedia Collections to the Dexter Model %S Papers %A Franca Garzotto %A Luca Mainetti %A Paolo Paolini %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 70-80 %K Dexter model, Composite, Hypermedia design, Collection, Guided tour, Active media %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p70-garzotto/p70-garzotto.pdf %X The Dexter Model defines the notion of atomic components and composite components, but it does not prescribe, nor it suggests, any particular structure for composite components. This paper proposes a specific type of composite component, called "collection". A collection is a container holding several members. Collections can contain other collections (nested collections). Collections can be regarded as sets, but they can also have an inner structure. Collections can be created in several ways: manually, through queries, by operations on other collections, by exploiting links, etc. Collections introduce a navigational pattern, based on their structure, that is different from the standard node&link navigation. If active media are considered, collections allow the design and implementation of complex synchronisation strategies, difficult to obtain otherwise. The paper describes the motivations for using collections, their structure, their navigational capabilities and a number of possible authoring mechanisms. It also examines the interplay between standard navigation and collection navigation, possible synchronization strategies for collections, as well as the requirements for the definition of a runtime support (which could be used to extend the runtime layer of the Dexter Model). %M C.ECHT.94.81 %T Under CoVer: The Implementation of a Contextual Version Server for Hypertext Applications %S Papers %A Anja Haake %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 81-93 %K Versioning, Alternatives, State-oriented versioning, Task-oriented versioning, Implementation techniques, Publishing applications %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p81-haake/p81-haake.pdf %X At GMD-IPSI we are developing CoVer, a contextual version server for hypertext applications [11]. Another characterization of CoVer is that CoVer integrates state-oriented versioning concepts with task-oriented versioning concepts. While other version models in general support only one of these groups of concepts, we argue that the explicit composition of versions of complex hypertext networks has to be complemented by automatic version creation in the context of tasks or jobs performed while manipulating the hypertext network and vice versa. Regarding the implementation of version models, it turns out that the state-oriented implementation approach -- representing every legal state of a hyperdocument explicitly -- and the task-oriented implementation approach -- computing versions of complex hypertext networks due to changes executed during a task or job -- are interchangeable. While the separation of state- and task-oriented concepts at the conceptual level of the version model is desireable to support version creation and selection for different hypertext applications, the implementation of such a dual model can be based on a single implementation approach. This paper discusses both types of implementation with an emphasis to cope with alternative versions that are in particular meaningful for hypertext publishing applications. %M C.ECHT.94.94 %T Chimera: Hypertext for Heterogeneous Software Environments %S Papers %A Kenneth M. Anderson %A Richard N. Taylor %A E. James Whitehead, Jr. %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 94-107 %K Multimedia information systems, Software engineering, Tools and techniques, Document preparation, Hypertext/hypermedia, Design, Experimentation, Heterogeneous hypertext, Hypertext system architectures, Link servers, Separation of concerns, Software development environments %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p94-anderson/p94-anderson.pdf %X Emerging software development environments are characterized by heterogeneity: they are composed of diverse object stores, user interfaces, and tools. This paper presents an approach for providing hypertext services in this heterogeneous setting. Central notions of the approach include the following. Anchors are established with respect to interactive views of objects, rather than the objects themselves. Composable, n-ary links can be established between anchors on different views of objects stored in distinct object bases. Viewers (and objects) may be implemented in different programming languages afforded by a client-server architecture. Multiple, concurrently active viewers enable multimedia hypertext services. The paper describes the approach and presents an architecture which supports it. Experience with the Chimera prototype and its relationship to other systems is described. %M C.ECHT.94.108 %T SIROG -- A Responsive Hypertext Manual %S Papers %A Lothar Simon %A Jochen Erdmann %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 108-116 %K Hypertext manual, Situation-dependence, Task model, Process monitoring, Process control %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p108-simon/p108-simon.pdf %X Power plant operation and control in modern screen-based control rooms takes place using computer displays which are directly coupled to the plant state. However, operators are provided with operational instructions and background information by means of paper manuals or at best hypertext manuals with fixed structure and contents. Thus, information presentation is independent of the current situation. To improve information accessibility we developed a situation-dependent information medium: responsive manuals. A responsive manual consists of a "standard" hypertext-based operational manual and a task description. It monitors the changing situation and based on this is able to point to relevant information. To show the advantages of the responsive manual approach in the domain of power plant operation we implemented the SIROG (situation-related operational guidance) system in close cooperation with Siemens. It covers all parts of an operational manual for accidents in a Siemens nuclear power plant, and is coupled directly to the plant state. The article discusses the basics of the responsive manuals approach and the role of "responsiveness" in SIROG. %M C.ECHT.94.117 %T Repertory Hypergrids: An Application to Clinical Practice Guidelines %S Papers %A David Madigan %A C. Richard Chapman %A Jonathan Gavrin %A Ole Villumsen %A John Boose %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 117-125 %K Implicit linking, Repertory grid, Clinical practice guidelines, Link maintenance, Evaluation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p117-madigan/p117-madigan.pdf %X Creation and maintenance of links in large hypermedia documents is difficult. Motivated by an application to a federal clinical practice guideline for cancer pain management, we have developed and evaluated a repertory grid-based linking scheme we call repertory hypergrids. Harnessing established knowledge acquisition techniques, the repertory hypergrid assigns each "knowledge chunk" a location in "context space". A chunk links to another chunk if they are both close in context space. To evaluate the scheme, we conducted a protocol analysis. Six users of the guideline addressing typical cancer pain management tasks made 30 explicit links. The repertory hypergrid using a neighborhood size of 16 captures 24 of these links. With optimization, the repertory hypergrid captures 27 of the links with a neighborhood size of 13. %M C.ECHT.94.126 %T Accessing Hyperdocuments through Interactive Dynamic Maps %S Papers %A Mountaz Zizi %A Michel Beaudouin-Lafon %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 126-135 %K Navigation, Maps, Information retrieval, Visualization, Interaction paradigm %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p126-zizi/p126-zizi.pdf %X We propose a new navigation paradigm based on a spatial metaphor to help users access and navigate within large sets of documents. This metaphor is implemented by a computer artifact called an Interactive Dynamic Map (IDM). An IDM plays a role similar to the role of a real map with respect to physical space. Two types of IDMs are computed from the documents: Topic IDMs represent the semantic contents of a set of documents while Document IDMs visualize a subset of documents such as those resulting from a query. IDMs can be used for navigating, browsing, and querying. They can be made active, they can be customized and they can be shared among users. The article presents the SHADOCS document retrieval system and describes the role, use and generation of IDMs in SHADOCS. %M C.ECHT.94.136 %T Interactive Clustering for Navigating in Hypermedia Systems %S Papers %A Sougata Mukherjea %A James D. Foley %A Scott E. Hudson %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 136-145 %K Navigation, Overview diagrams, Clustering, Information visualization %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p136-mukherjea/p136-mukherjea.pdf %X This paper talks about clustering related nodes of an overview diagram to reduce its complexity and size. This is because although overview diagrams are useful for helping the user to navigate in a hypermedia system, for any real-world system these become too complicated and large to be really useful. Both structure-based and content-based clustering are used. Since the nodes can be related to each other in different ways, depending on the situation different clustered views will be useful. Hence, it should be possible to interactively specify the clustering conditions and examine the resulting views. We present efficient clustering algorithms which can cluster the information space in real-time. We talk about the Navigational View Builder, a tool that allows the interactive development of overview diagrams. Finally, we propose a 3-dimensional approach for visualizing these abstracted views. %M C.ECHT.94.146 %T Frame-Axis Model for Automatic Information Organizing and Spatial Navigation %S Papers %A Yoshihiro Masuda %A Yasuhiro Ishitobi %A Manabu Ueda %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 146-157 %K Data model, Automatic linking, Spatial hypertext, Browsing, Visualization %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p146-masuda/p146-masuda.pdf %X In taxonomic reasoning tasks, such as scientific research or decision making, people gain insight and find new ideas through analysis of large numbers of factual data or material documents, which are generally disorganized and unstructured. Hypermedia technology provides effective means of organizing and browsing information with such nature. However, for large amounts of information, the conventional node-link model makes linking or browsing operations be complicated because their relationship have to be represented as binary relations. In this paper, we propose a hypermedia data model call Frame-Axis Model, which represents relationship between information as N-ary relations on mapped space. Also, the automatic information organizing mechanism which is based on this data model and the browsing interface HyperCharts which employ spatial layout are provided. Finally, we show some browsing examples on our working prototype system, CastingNet. %M C.ECHT.94.158 %T Backtracking in a Multiple-Window Hypertext Environment %S Papers %A Michael Bieber %A Jiangling Wan %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 158-166 %K Hypertext, Hypermedia, Backtracking, Multiple window, History log, Session log, Multiple pane %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p158-bieber/p158-bieber.pdf %X Multi-window interfaces allow users to work on logically independent tasks simultaneously in different sets of windows and to move among these logical tasks at will (e.g., through selecting a window in a different task). Hypertext backtracking should be able to treat each logical task separately. Combining all traversals in a single chronological history log would violate the user's mental model and cause disorientation. In this paper we introduce task-based backtracking, a technique for backtracking within the various logical tasks a user may be working on at any given time. We present a preliminary algorithm for its implementation. We also discuss several ramifications of multi-window backtracking including the types of events history logs must record, deleting nodes from history logs that appear in multiple logical tasks, and in general the choices hypermedia designers face in multi-window environments. %M C.ECHT.94.167 %T An Interaction Engine for Rich Hypertexts %S Papers %A Kasper Osterbye %A Kurt Normark %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 167-176 %K Tailorability, Interaction engine, Aggregated views, Event control, Program development %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p167-osterbye/p167-osterbye.pdf %X In semantically rich hypertexts it is attractive to enable presentation of a network of nodes and links at different levels of abstraction. It is also important that the user can interact with the hypertext using a command repertoire that reflects the chosen abstraction level. Based on a characterization of rich hypertext we introduce the concept of an interaction engine that governs the separation between internal hypertext representation and external screen presentation. This separation is the key principle of the HyperPro system. The HyperPro interaction engine is based on simple rules for presentation, interpretation of events, and menu set up. Much of the power of the interaction engine framework comes from the organization of these rules relative to the type hierarchy of nodes and links, and relative to a hierarchy of so-called interaction schemes. The primary application domain discussed in the paper is program development and program documentation. %M C.ECHT.94.177 %T The Hypermedia Authoring Research Toolkit (HART) %S Papers %A John Robertson %A Erik Merkus %A Athula Ginige %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 177-185 %K Hypertext, Hypermedia, Media-to-hypermedia authoring %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p177-robertson/p177-robertson.pdf %X A major obstacle hindering the advancement and commercial acceptance of hypermedia is the cost of converting paper based information into hypermedia form. The Hypermedia Authoring Research Toolkit (HART) was developed to support the human editor during this media-to-hypermedia conversion process. The tool's goal is to help improve the correctness and completeness of the hypermedia database, as well as reduce the media-to-hypermedia conversion cost. We believe it is not possible to properly convert media to hypermedia without the participation of a human editor during the transformation. It is therefore necessary to develop tools to assist the human during this process. By reducing the overhead associated with the physical management of the hyper-database construction, the subject specialist is better able to concentrate on the information content. Support is provided in two basic ways: * By providing procedural guidance. From our experience constructing hypermedia systems we have developed an efficient process for this media-to-hypermedia transformation. * By providing intelligent assistance. At each phase in the transformation the system can suggest likely nodes, key phrases, index values, anchors, and links to the editor. The project's research focus is to identify the most effective methodologies to assist the human editor transform linear text, images and video into hypermedia structure. %M C.ECHT.94.186 %T Querying Structured Documents with Hypertext Links using OODBMS %S Papers %A V. Christophides %A A. Rizk %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 186-197 %K Structured documents, Hypertexts, Object oriented databases, Information retrieval, Query languages, Path expressions %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p186-christophides/p186-christophides.pdf %X Hierarchical logical structure and hypertext links are complementary and can be combined to build more powerful document management systems [28,25,24,13]. Previous work exploits this complementarity for building better document processors, browsers and editing tools, but not for building sophisticated querying mechanisms. Querying in hypertext has been a requirement since [19] and has already been elaborated in many hypertext systems [11,7,4,21], but has not yet been used for hypertext systems superimposed on an underlying hierarchical logical structure. In this paper we use the model and the SQL-like query language of [10] in order to manage structured documents with hypertext links. The model represents a structured document with typed links as a complex object, and uses paths through the document structure, as first class citizens in formulating queries. Several examples of queries illustrate, from a practical point of view, the expressive power of the language to retrieve documents, even without exact knowledge of their structure in a simple and homogeneous fashion. It must be stressed that the proposed model and language implement the equivalent HyTime [1] Location Address Module. In fact, the language is more powerful than the corresponding HyQ query facilities. The implementation and the description throughout the paper use the SGML standard [2] to represent the document structure and the object-oriented DBMS O{sub:2} [12] to implement the query language and the storage module. %M C.ECHT.94.198 %T Querying Typed Hypertexts in Multicard/O2 %S Papers %A Bernd Amann %A Michel Scholl %A Antoine Rizk %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 198-205 %K Hypertext querying, Browsing, Hypertext schema, Visual interface %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p198-amann/p198-amann.pdf %X Due to the growing complexity of modern hypertext applications, current hypertext systems require new mechanisms to support authoring and user navigation through large sets of documents connected by links. A general solution is to extend hypertext systems to cater for semantics of application domains. This requires new hypertext models providing strongly typed documents and links. Such models have been proposed and put to use in systems such as HDM and MacWeb to facilitate authoring of large hypertexts. In addition, Gram and MORE use typing and graph-based hypertext schemas for querying hyperdocuments. In this paper, we will show how query languages could be further exploited for designing sophisticated general query-based navigation mechanisms. We illustrate our examples using the Gram model and describe an implementation with the hypermedia system Multicard connected to the object-oriented database management system O2. %M C.ECHT.94.206 %T Where No Mind Has Gone Before: Ontological Design for Virtual Spaces %S Papers %A Nancy Kaplan %A Stuart Moulthrop %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 206-216 %K Spatial hypertext, Interface design, Information mapping, Navigation %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p206-kaplan/p206-kaplan.pdf %X Hypermedia designers have tried to move beyond the directed graph concept, which defines hypermedia structures as aggregations of nodes and links. A substantial body of work attempts to describe hypertexts in terms of extended or global spaces. According to this approach, nodes and links acquire meaning in relation to the space in which they are deployed. Some theory of space thus becomes essential for any advance in hypermedia design; but the type of space implied by electronic information systems, from hyperdocuments to "consensual hallucinations," requires careful analysis. Familiar metaphors drawn from physics, architecture, and everyday experience have only limited descriptive or explanatory value for this type of space. As theorists of virtual reality point out, new information systems demand an internal rather than an external perspective. This shift demands a more sophisticated approach to hypermedia space, one that accounts both for stable design properties (architectonic space) and for unforeseen outcomes, or what Winograd and Flores call "breakdowns." Following Wexelblat in cyberspace theory and Dillon, McKnight, and Richardson in hypermedia theory, we call the domain of these outcomes semantic space. In two thought experiments, or brief exercises in interface design, we attempt to reconcile these divergent notions of space within the conceptual system of hypermedia. %M C.ECHT.94.217 %T Aesthetic and Rhetorical Aspects of Linking Video in Hypermedia %S Papers %A Gunnar Liestol %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 217-223 %K Aesthetic, Rhetoric, Digital video, Media integration %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p217-liestol/p217-liestol.pdf %X This paper reports on the development of a hypermedia environment for public access in a museum. It discusses problems encountered when making video interactive and multilinear and when linking video and text in the creation of the system. Through the exchange of properties between print and video, media approaches to linking and continuity are presented. Visual examples are used to illustrate this and related to the need to further develop aesthetic and rhetorical aspects of linking video in hypermedia. %M C.ECHT.94.224 %T Music in Time-Based Hypermedia %S Technical Briefings %A Jacco van Ossenbruggen %A Anton Eliens %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 224-227 %K Time-based hypermedia, Object oriented programming, Software sound synthesis %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p224-van_ossenbruggen/p224-van_ossenbruggen.pdf %X The paper describes the extension of a hypermedia class library with music as a new component type, but will focus on the development of a software wrapper object as an application programmers interface to the Csound software sound synthesis program. This wrapper provides the flexible, interactive and object oriented interface needed by a hypermedia system. Additionally, some consequences of the fundamental difference between static and time-based media will be discussed. %M C.ECHT.94.228 %T Experience with the Use of Acrobat in the CAJUN Publishing Project %S Technical Briefings %A David F. Brailsford %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 228-232 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p228-brailsford/p228-brailsford.pdf %X Adobe's Acrobat software, released in June 1993, is based around a new Portable Document Format (PDF) which offers the possibility of being able to view and exchange electronic documents, independent of the originating software, across a wide variety of supported hardware platforms (PC, Macintosh, Sun UNIX etc.). The fact that Acrobat's imageable objects are rendered with full use of Level 2 PostScript means that the most demanding requirements can be met in terms of high-quality typography and device-independent colour. These qualities will be very desirable components in future multimedia and hypermedia systems. The current capabilities of Acrobat and PDF are described; in particular the presence of hypertext links, bookmarks, and 'yellow sticker' annotations (in release 1.0) together with article threads and multimedia 'plug-ins' in version 2.0. This article also describes the CAJUN project (CD-ROM Acrobat Journals Using Networks) which has been investigating the automated placement of PDF hypertextual features from various front-end text processing systems. CAJUN has also been experimenting with the dissemination of PDF over e-mail, via World Wide Web and on CD-ROM. %M C.ECHT.94.233 %T An Editor's Workbench for an Art History Reference Work %S Technical Briefings %A Lothar Rostek %A Wiebke Mohr %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 233-238 %K Editor's workbench, Hypermedia reference work, Knowledge-based system, Object-oriented data modelling %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p233-rostek/p233-rostek.pdf %X The architecture and some of the realized functionality of a prototype Editor's Workbench that supports the creation and maintenance of an object-oriented publisher's knowledge base is presented. The knowledge base is the repository not only for the actual publication content, but for all the information needed to manage and control the publication process. The concrete application context is an art history reference work. We discuss content acquisition and data modelling aspects of the underlying object network. %M C.ECHT.94.239 %T Representation and Manipulation of Conceptual, Temporal and Geographical Knowledge in a Museum Hypermedia System %S Technical Briefings %A Carl Taylor %A Douglas Tudhope %A Paul Beynon-Davies %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 239-244 %K Knowledge based hypermedia, Museum information systems, Semantic modelling, Temporal & geographical knowledge, Navigational aids, Semantic closeness %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p239-taylor/p239-taylor.pdf %X This paper discusses a semantic database approach to museum hypermedia systems based upon binary relations, with a restricted set of abstraction relationships. We describe examples of schema, queries and navigation aids for a prototype system designed as a social history museum exhibit, with around one hundred historical photographs. Media items are classified according to conceptual, temporal and geographical schema which attempt to model the changing nature of geography over time. The application yields a sparse information space with densely populated clusters. Implementations of notions of semantic closeness, term generalisation, best fit solutions, media density and media similarity show potential to assist the exploration of such information spaces. %M C.ECHT.94.245 %T HTML -- Poison or Panacea? %S Panels %A Robert Glushko %A Dale Dougherty %A Eliot Kimber %A Antoine Rizk %A Daniel Russell %A Kent Summers %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 245-246 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p245-glushko/p245-glushko.pdf %X Many people are having their first experience with a distributed hypertext system by using Mosaic or some other viewer based on HTML, the HyperText Markup Language of the World Wide Web. HTML's simplicity allows it to be created without special authoring tools or expertise, and the ubiquity of free WWW viewers like Mosaic removes one of the cost barriers. Because HTML is an application of SGML, the Standard Generalized Markup Language, it has also introduced many people to the concepts and syntax of application-independent markup. The explosive growth of the WWW makes it undeniable that HTML and Mosaic will serve as the reference point for much future thinking about hypertext and SGML outside of the academic and research community. But if HTML is to some people a democratizing force for hypertext authoring and publishing, to others its lack of structure and validation is a substantial step backwards for authors, readers, and their organizations. HTML has proven the basic premise of SGML, that a standard, application-independent data representation can enable blind interchange among disparate and even unknown or unpredicted applications. But to many SGML advocates, HTML is too primitive, and today's HTML documents will end up as tomorrow's cast-off legacy data format. HTML viewers may seem appealing for network publishing, but to some they are merely seductive and superficial, undermining years of careful research on usability and business models. The goal of this panel is to de-balkanize the bi-polar HTML camps and seek a productive role for all points of view. HTML and the WWW are simply too important for the academic and research community to ignore. HTML will not go away. We must participate in the evolution of HTML and find ways to become part of the network publishing revolution it represents. %M C.ECHT.94.247 %T Does Multimedia Make a Difference? %S Panels %A Paolo Paolini %A Robert Glushko %A Dale Dougherty %A Eliot Kimber %A Antoine Rizk %A Daniel Russell %A Kent Summers %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 247 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p247-paolini/p247-paolini.pdf %X Hypertext applications and tools in general deal with "passive" media. Values of passive media are static, in the sense that as time progresses their presentation (state) does not change. Values of active media have the property of changing presentation (evolution of the state), as time progresses. Active media such as video, animation and sound are becoming a "necessity" in most recent Hypertext applications. The panel discusses the impact of the introduction of active media in the area of hypertext. The impact of active media upon hypertext can involve several aspects: presentation of the content, design of the applications, structuring techniques of the applications, interplay between synchronization and links, run-time support, communication performances and techniques for LAN or WAN architectures. Panellists argue that: * Hypertext should remain well separated from Multimedia, being a separated field, with a different set of notions and needs; * A limited number of changes will be enough in order to adapt most of the Hypertext notions and techniques to multimedia; * A revolution is needed. %M C.ECHT.94.248 %T CEC Briefing: Information Engineering and Telematics %S Panels %A Geoffrey Stevenson %A Lindsey Holman %A Chris Adie %A Roberto Minio %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 248-249 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p248-stevenson/p248-stevenson.pdf %X N/A %M C.ECHT.94.250 %T Private Sector Perspectives on Advances in Hypermedia %S Panels %A W. G. Nisen %A Jeff von Limback %A Scott Johnson %A Kent Summers %A Maurice Shephard %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %P 250 %* (c) Copyright 1994 Association for Computing Machinery %W http://www.acm.org/pubs/articles/proceedings/hypertext/192757/p250-nisen/p250-nisen.pdf %X Numerous market and industry segments are becoming increasingly interested in hypermedia. For example, hypermedia is a fundamental cornerstone in electronic publishing, electronic performance support systems, and interactive entertainment. Most of the current state of the art in hypermedia is being defined by research which is conducted in universities and research institutions. Yet many of the hypermedia systems that are in use today by industry are first generation systems, often at least five years old. This begs the question: just how important is leading edge hypermedia technology to the private sector? The areas that this panel addresses are: * Is there commercial rationalization for incorporating advanced hypermedia technology, and what is it? * How important is basic research and development in hypermedia technology to a company? * Is the current state of the art in hypermedia sufficient to successfully commercialize hypermedia products and services? * What are the best ways to transfer the results from hypermedia research from the academic and research communities to the private sector? %T DHM -- Dexter-Based Hypermedia Systems %S Demonstrations %A Kaj Gronbaek %A Jens A. Hem %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X DHM (DEVISE HyperMedia) includes an object oriented application framework for developing Dexter-based hypermedia systems as well as a number of example applications. Hypermedia systems built with the framework fulfills the Dexter Hypertext Reference Model, including: Multi-headed (n-ary) links with bi- and uni-directional traversal. In addition, a variety of composites are applied to implement GuidedTours, TableTops, browsers and to collect results from queries. DHM systems also supports integration of third party applications. DHM systems can also be configured to support cooperative work, such as users' navigation and editing of shared materials. The cooperation support is based on Object-Oriented Database (OODB) technology, and it provides long term transactions, flexible locking, and awareness notifications. The DHM framework is platform independent, and DHM system variants exists for Unix (Sun Sparc and HP), Macintosh and Windows/NT. The DHM framework provides generic classes for developing Dexter-based hypermedia systems, and it also supports tailoring systems already developed using the framework. A system based on the DHM framework may provide the following features: * Atomic components for media such as: text, graphics, video; * A variety of composites used for GuidedTours TableTops, browsers and collecting results from simple queries; * Integration with third party applications such as Microsoft Excel on Macintosh; * Span-to-span links for text components, object-to-object links for graphics components; * Multiheaded (n-arity) links with bi- and uni-directional traversal; * Cooperation support including long term transactions, flexible locking and awareness notifications based on augmented OODB technology; and * Sharing of hypermedia networks ('hypertexts' in Dexter terms) across hardware/OS platforms. %T Hypermedia Applications for Children Educators %S Demonstrations %A Lucia Amante %A Lina Morgado %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X Part I -- The Evolution of Children Drawing: The main goal of this application is to support adult learning in self-learning contexts. The target group of adults which can benefit from this application includes psychologists, students of psychology and general educational scientists, as well as professionals in artistic fields. It will also be useful to Pre-school and Primary school teachers. The application has 4 main topics: General Introduction to Graphical Activity in Children; Scribbling; The Development of the Representation of the Human Figure; The General Developmental Stages of Children's Drawing. Part 2 -- Early Mathematics -- The Child's Construction of Number: This application aims at illustrating some of the main works of Jean Piaget, namely his theoretical approach, methodological procedures and several of his classic experiments in this field. The information is organized in two main Topics: About Jean Piaget, containing biographical and bibliographical data, methodological principles and a brief glossary of the key concepts of his general theory of the child's development: The Child's Construction of Number, subdivided in the following subtopics: Conservation of Quantities, One-to-One Correspondence, Seriation, Class Inclusion. This Topic is organized around the classic experiments of Jean Piaget in this field, with a description of each experiment supported by visual material, and the conclusions drawn from each of them. %T DarkStar -- Studying Hypertext Creation by Naive Authors %S Demonstrations %A Margit Pohl %A Andreas Dieberger %A Peter Purgathofer %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X The goal of the DarkStar project is to support naive users in the creation of hypertexts and to study the process of hypertext creation. DarkStar documents are small-scale hypertexts but hypertext generation problems can be studied well in such small documents. The present authoring system, STEP2, incorporates many lessons learnt in previous versions. One part of STEP2 is the structure editor where nodes and links can be defined or deleted at any point during design of the document. As we want to study the temporal development of the hypertext this creation process is monitored by logging functions. An external tool converts those logs to animations that visualize the process of hypertext creation. The system also logs hypertext reading to determine major navigational paths and where people have to backup. Another tools serves to visualize those logs. A third evaluation tool is a statistical tool used to determine general statistics about documents. DarkStar is a Client-Server concept supporting networked group-work. The envelope concept allows authors to create links to other hypertexts very soon in the design process without risking to create dangling links. Envelopes provides standard entry points to a hypertext and valid link destinations even if the nodes in the envelopes are not filled with data yet or if nodes in the envelope are deleted. At the ECHT94 we will present a single computer version of our system. The focus of the demo will be on the editor STEP2, the evaluation tools and lessons learnt in the iterative redesign of the authoring system. %T CastingNet: A Hypermedia System Based on Frame-Axis Model %S Demonstrations %A Yasuhiro Ishitobi %A Yoshihiro Masuda %A Manabu Ueda %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X CastingNet is a hypermedia system based on the novel hypermedia data model "Frame-Axis Model" which is suitable for organizing and browsing a large amount of, various structure of, and disorganized information. The fundamental elements of the data model are frame and axis. Each frame is a unit of information which consists of one or more properties, and each axis has a classificatory criterion of frames and a result of a classification as mapped space for frames. Axes represent conceptual relationship among frames as spatial N-ary relations. Each frame is automatically mapped onto axes with their own mapping rule. Consequently, the total number of objects as relations or links can be eliminated compared with binary relations of the node-link model. The mapped or organized frames can be browsed through spatial overviews called "Hypercharts", each of which visualizes one or combined axes as one chart. Also, the browsing is accomplished by repetition of both way access between frames and hypercharts. Each hyperchart is automatically updated according to user operations to frames or axes. In the demonstration we will present a browsing example where various kinds of e-mail forms and news forms are mapped onto the axes such as date, priority, persons, or topics. This study was performed as a part of the project "Self Organizing Information-Base Systems for Creative Research and Development" through the Special Coordination Funds of the Science and Technology Agency of the Japanese Government. %T CD-ROMA Project %S Demonstrations %A Roberto Fasciani %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X CD-ROMA project is a large project born to explore new frontiers of man-machine interface of hypermedia techniques. The field of application is the area of PC, since we are interested in application of wide diffusion. The accent is in the way to give instruments for navigation to the reader, in order to reduce the risks of getting lost. To improve the sense of orientation navigating in a large quantity of data, we use a strong metaphor for the interface: a real city, with famous and historic places, following the tricks of ancient rhetoric schools: to associate concepts with real places. To make that, we started developing a large number of pages of text (we needed that to show the power of the metaphor), focusing 7 areas of interest in human communication: Hypertext, Multimedia, Virtual reality, Telecommunication etc., and we associate them with areas of Rome, trying to match place and concepts in a subjective but meaningful way. More of that, the navigation from pages (collected in buildings or other place of interest), and areas, is devoted to 3D animation in order to emphasize the moving from a place to another. The result is a sort of encyclopedia (2500 pages planned, half of that completed) of human communication, nested in a 3D reconstruction of the historical town of Rome that can be an interesting technique just to explore the maze of Rome for touristic purposes. In addition, every pages is associated with seven variables (one for each context). The author settles the variables using some tools, in order to place, in a seven dimension world coordinates, then page in relation with others in the database. In this way, the reader could ask the system for a list of pages conceptually "near" to the pages where he/she is. This could allow not to link manually the nodes (pages) in the hypertext giving more degrees of freedom in writing hypertext. %T Intelligent Navigation in a Hypertext Network %S Demonstrations %A Martin Subbotin %A Dmitry Subbotin %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X IntelText is a hypertext system oriented to access and arrange loosely-structured information. This task is performed by the navigation process itself. The navigation is automatic and is based on a set of heuristic rules. Besides the automatic navigation IntelText also has the manual navigation mode and the combined mode. The algorithms of navigation presuppose that linking of nodes was performed basing on their direct closeness by content. The linking can be manual or automatic. The latter is based on the similar sets of key terms. The built-in rules of navigation permit to choose the next node on each step of navigation upon criteria of its closeness by content to the nodes already included in the navigation path. The result of navigation (the navigation path) corresponds to the user-set topic. Depending on the kind of hypertext nodes, the path can be interpreted variously, yet its coherence is high. The coherence is understood here as the orderliness of text fragments by content and not as the correspondence to a particular style of discourse. Each subsequent text fragment is based on the preceding ones, as if arises from them. Consequently, the user can perceive the material through these judicious sequences of nodes. In many works, the mechanism of linearization uses the preliminary structuring of the hyperbase. Unlike this, IntelText uses the topology of the network as it is. %T Contexts for Hypermedia Links %S Demonstrations %A Lynda Hardman %A Guido van Rossum %A Jack Jansen %A Sjoerd Mullender %A Dick Bulterman %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X In conventional hypertext, the model of a link is clear: when a link is followed, one 'leaves' the information in the source node and 'goes to' the information in the destination node. In most cases the source node is replaced, or a new window for the destination information is created. The option is, however, not generally given to the author, but determined by the destination of the link. When following links in a hypermedia presentation, composed of structured collections of static and dynamic media items, it is necessary to define which part of the presentation will be affected on following a link. For example the complete presentation may be replaced, or perhaps only one picture is changed. We have introduced the notion of context for the source and destination of a link in order to specify the presentation's behaviour on following a link. Tools are needed for specifying this information, along with presentation parameters for whether the information at the source of the link continues playing or not, and where the destination information should be displayed. We present our implementation of contexts for links in CMIFed, an editing and viewing environment for hypermedia presentations. This demonstration is based on the theoretical work presented in a paper at Hypertext '93: "Links in Hypermedia: the Requirement for Context". %T Hypermedia Authoring Research Toolkit (HART) Demonstration %S Demonstrations %A John Robertson %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X This demonstration will highlight the distinctive nature of the HART system. HART is a MS-Windows based software system which provides a human editor with an interactive hypermedia editing environment. HART aids the human editor by providing ACTIVE computer assisted support during the process of transforming paper based media into a structure that is amenable to hypermedia delivery systems. HART provides the human operator with two forms of support during the hyper-database development process. Both of these features reduce the complexity of the authoring process: (1) Procedural Guidance -- The system guides the human editor through the various phrases of the conversion process. This ensures that the most effective and efficient processing is achieved. (2) Intelligent Assistance -- The quality, completeness, and correctness of the resulting hypermedia system is fundamentally dependent upon the ability of the human editor to mentally manage both the conceptual and physical contents of the hyper-database. The cognitive overload commonly experienced during this process is a principle reason why it is so difficult to develop medium or large size hyper-databases. HART actively supports the human editor manage the hyper-components during the conversion process. At each phase in the transformation, HART is able to suggest likely key terms, index values, node titles, anchors, and links to the human editor. John will demonstrate the features of the system by converting a series of documents into a hypertext database, and producing a Microsoft Multimedia Viewer2 project from the HART process. %T Legal Documentation and Hypermedia %S Demonstrations %A Roberto Colotti %A Rosa Maria DiGiorgi %A Roberta Nannucci %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X Hyperlaw2, developed at the Istituto per la Documentazione Giuridica of Italian National Research Council, Florence, in collaboration with the Department of Computer Science of the University of Padua, Italy, manages a collection of unharmonized documents (legal norms, case law documents and texts based on legal authority), within a specific environment law domain (noise pollution). The aim is to provide an exhaustive legal database which is user-friendly for the lawyer or public administrator as well as for the citizen. The database should also combine the hypertext features with those of the traditional information retrieval systems: the legal documents have been indexed with keywords organized according to a special classification table, enabling the user to have direct semantic-type access and to navigate through a wide range of pre-established links (citations, legislative references, keywords, classification codes). Hyperlaw2 is based on a model called EXPLICIT, using a two-level structure to make the different parts constituting the body of data explicit (and hence the name), at the document level, called the hyperdocument, and at the auxiliary data level (the semantic structure according to which the indexing terms are organized), called the hyperconcept. The two levels are linked by the relations between the concepts and the documents the concepts describe. At the same time, the single elements contained on each of the two levels are interconnected: the documents are linked by references or citations, while the links among the auxiliary data are made up of the semantic structure in which the terms are placed. %T Content-Based Navigation within Microcosm for Multimedia Documents %S Demonstrations %A Robert J. Wilkins %A S. R. Griffiths %A P. H. Lewis %A Wendy Hall %A Hugh Davis %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X Link authoring within a hypermedia application is an arduous and time consuming process. As the size of the hypermedia application increases the number of links needed to relate the disparate chunks of information (or documents) will also increase. Authoring all links by hand soon ceases to be feasible. The X-Windows version of Microcosm has been extended, allowing links from non-textual media to include the content of their source anchors. This extension enhances the overall link model, allowing the implementation of link mechanisms such as generic links and content based retrieval for non-textual documents. Both mechanisms have the potential to ease the authoring load by reducing the number of links that need to be manually authored. The extensions take the form of a system of modules that exists under the link database filter, the content retrieval filter (CRF) and the indexing process responsible for creating the inverted indexes used by the CRF. Each module (called a signature module) is responsible for maintaining an index for a particular signature type (for example colour distribution, shape representation or texture statistics). The same suite of modules can be used to pre-index collections of documents. After pre-indexing the user can make a selection from within a document and the system will return a list of the most similar documents from its indexes. For example, should the user have an image of a sunny day they would be able to use the colour distribution information to locate similar images in the application. %T MIPS %S Demonstrations %A Ray McGuigan %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X MIPS, the Multimedia Information Presentation System, is an interactive multimedia presentation system under development within a CEC-funded ESPRIT project. It is being developed by a European consortium with partners from Greece, Spain, Denmark, Belgium, Republic of Ireland and the United Kingdom. The MIPS architecture is modular in nature and encompasses: a Presentation component to allow multimedia presentations within seamless windows; a Selection and Retrieval component, for accessing remote databases; a HyTime Engine and Web Builder component to enable hyperlinking; and a Knowledge Base System to enable customisation and user specific profiles. This presentation is an interactive poster rather than a live demonstration since presenting a version of the MIPS system from CD-ROM which includes pre-canned queries to remote databases with mock answers rather than using the real system with communications and remote databases. The demonstration includes a digitised video animation outlining the problem addressed by MIPS and the approach taken. It also includes digitised video discussions of many aspects of the system (e.g. architecture, potential, queries, use of HyTime) by developers and members of the project team. The CD-ROM was authored by the Multimedia Centre at the Department of Computer Science, Trinity College Dublin under the direction of the MIPS consortium. %T Microcosm: The Next Generation %S Demonstrations %A Nick Beitner %A Simon Knight %A Hugh Davis %A Wendy Hall %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X In this demonstration we will show new features of and extensions to the Microcosm model that represent future developments for the next generation of Microcosm. This will include demonstrating the capabilities of the Universal Viewer which is the subject of one of the papers to be presented at the conference. This shows the research that has been undertaken into integrating third party applications into a Microcosm hypermedia web. It raises questions that debate the minimum responsibility of an application to co-operate with the underlying link service, and the properties and qualities of a hypermedia system that can be produced using light hypermedia link services. The demonstration will show how a hypermedia integrated desktop would be of use in the industrial workplace. A second feature of the demonstration concerns a more fundamental rethink in the underlying Microcosm architecture and has grown out of the consideration of how multimedia data can be fully integrated into the model. Under Microcosm++, an object-oriented extension to the basic Microcosm model, object support services are a means for tools to describe functional behaviour for specific media without encoding the support within the service application. The scope for link abstraction made possible by the Object Services Hierarchy within the new model leads to a consistent and uniform management of inter-media relationships. This promotes links to a status independent of the media and the documents involved, allowing minimal authoring to describe maximum connectivity of data. The ease of authoring that this permits will be demonstrated using a large multimedia dataset. %T Hypermedia Othello and Otello: A Study and Comparison of Shakespeare's Play with Verdi's Opera %S Demonstrations %A Albert O. Cordell %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X This hypermedia demonstration uses text, graphics, sound, and video to help cultivate an understanding of Shakespeare's play Othello, to familiarize the user with Verdi's operatic masterpiece Otello, and to compare the two great works -- a comparison only possible through the use of hypermedia. The complete text of the play is augmented with annotation links, links to the various media, and links to the libretto of the opera. The play itself is accessible as readable text or as digitized sound, and the opera can be cued from the musical notation, from the libretto or from parallel situations in the play. The texts of both the play and the libretto of the opera have numerous fixed navigational aids, and the hypermedia reader is given the option of creating new links, annotation notes and routes of perusing the hyperdocument. In the late nineteenth century Verdi and his librettist, Arrigo Boito, read Othello and made their collaborative hypermedia event, Otello. "Hypermedia Othello and Otello" gives the electronic reader a chance to study the Verdi-Boito reading of Othello and to create new pathways for a totally new and personal understanding of these two masterworks. Chronologically the play came first, but the significance of this hypermedia product is that it allows an infinite number approaches to the subject of the play and opera -- approaches that are not chronological, not sequential and some even beyond the imagination of the hypermedia author. %T Computer-Based Learning Resources for Instruction in Software Engineering %S Demonstrations %A John Wilson %A Andrew McGettrick %A Alan Spence %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X Student-centred approaches to learning can provide a learning environment in which students are able to tailor the instructional process to their own requirements. In addition, adoption of teaching methods other than the traditional lecture/tutorial/practical paradigm offers potential for facilitating professional development. The purpose of developing computer-aided learning systems for software engineering was to explore the potential for innovative use of multimedia in technical re-training. Prototype course modules have been developed to provide instruction on human-computer interfaces, project management, object oriented development and database systems. This demonstration focuses on the database systems materials. In common with many aspects of computer based tutoring systems, the subject of database systems lends itself to presentation by interactive use of module content. This provides the necessary underpinning of theoretical material and allows the student to gauge his/her understanding of the content. The module content is supported by associated written material as well as by student assessed exercises which form part of each topic. The instructional material is embedded in a template which provides navigational facilities to allow the user to redisplay material or select new material for viewing. In addition a Note Pad feature allows the user to record personal notes which can later be edited and used to generate a hard copy listing. Help facilities are provided to explain the function of elements within the template and students are also provided with a Bookmark facility which allows the resumption of study from the point reached during earlier work. The prototype systems we have produced demonstrate that it is feasible to provide significant technical learning experience via hypermedia systems. Such systems could be used by hardware or software engineers who wish to develop their expertise in particular branches of software engineering. The multi-sensory nature of the material means that it is particularly attractive to those with special learning needs. Future developments of the database systems prototype include the incorporation of query interpreters together with an example database to allow students to apply the principles introduced by the tutoring material. The Structured Query Language (SQL) database which provides part of this facility supports the core query language facilities which would be found in a fully functional database system. In this way students are provided with direct feedback of their understanding of the course material. Acknowledgment: The hypermedia tutoring material has been developed as a joint venture by The Institution of Electrical Engineers, Talkback Training Ltd., and Glasgow, Heriot-Watt, Stirling and Strathclyde Universities. The project is funded by the European Social Fund and the Institution of Electrical Engineers. %T HyperScape: The Hypertext and Information Management Environment for the Macintosh %S Demonstrations %A Adrian Vanzyl %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X This demonstration shows how a hypertext system functions as a component within an open information management environment. The system is specifically aimed at meeting the requirements of researchers who deal with large amounts of unstructured information. We feel that an environment aimed at dealing with this type of data requires three core components: Searching, Linking, and Structuring. The HyperScape environment addresses these requirements with four separate, but tightly integrated and intercommunicating software components. Searching -- via a freetext retrieval engine; Linking -- via HyperTED, a hypertext editor; Database Structuring -- record based bidirectional extraction via database templates for common database systems; and Outline Structuring -- hierarchical outline style organisation via the HyperBrowser. In order for a hypertext system to successfully cooperate with these other components, it is required to adhere to certain requirements of any open hypermedia system. The HyperTED system demonstrates some key functional requirements. These include: (1) Linking to any media or file type available on the Macintosh; (2) Robust links. Links created within the system remain valid even if a file is moved, renamed or edited. Since the system is 'open', users are free to edit any file in this environment with a word processor of their choice, and move or rename files as desired. The HyperTED system cooperates with the operating system in maintaining the links despite such changes; and (3) Invisible storage of link information. All linkage information is held invisibly within each file, with no markup required, no embedding of control codes, and no central monolithic links database. Certain components of the system (such as the search engine and databases) are also available for user access through wide area networks such as the Internet. The system was developed by Adrian Vanzyl and Chris Priestley. %T Glasgow University Library TILT Project %S Demonstrations/Posters %A Linda Creanor %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X The Glasgow University Teaching with Independent Technology (TILT) project is a three year project funded by the Higher Education Council's Teaching and Learning Technology Program (TLTP). The Library is developing a number of information skills modules dealing with areas such as literature searching, evaluating library material and using electronic databases. They are intended mainly for first year undergraduates, and by developing generic material rather than concentrating on specific subject areas it is hoped that they will be widely applicable. Although a number of libraries have used hypermedia software to produce library guides, its use for reader instruction rather than orientation is an innovation. The packages developed to date have been produced for a PC platform, with GUIDE and Toolbook software, both of which run under Windows and include: How to Choose Books and Journals; Library Search Skills; Computer Sources; and a Tutorial for the Biological Abstracts on CD-ROM Database. In order to enliven what is often seen as a rather 'dry' subject and also to encourage students to make use of packages which are not (as yet) a compulsory part of their course work, much use has been made of graphics, often with a touch of humour, to attract and hold the user's interest. It is hoped that the project will demonstrate that students can be encouraged to become more independent learners, and that by promoting the usefulness of information skills, the knowledge gained will extend beyond the requirements of university life. %T Active Information Seeking %S Demonstrations/Posters %A Fay Mark %A Ellen Campbell %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X The "Active Information Seeking" demo shows evolving alternatives to current (keyword search, table of contents, back-of-the-book index, hypertext links) online information search and navigation paradigms. With the overwhelming surge of online information it becomes increasingly difficult to efficiently find and productively use these resources. Our solution is to provide two alternatives: a graphical navigational feature called the Topic/Task Navigator (T/TN) and interactive presentations that reuse content from the electronic libraries to: discriminantly retrieve topic or task specific information; and facilitate learning and problem resolution through the integration of multimedia and hyperlinking. The Topic/Task Navigator employs a hierarchical organization scheme where a user traverses progressively more specific topic nodes. While T/TN helps to address a number of searching issues, it is limited to movement in only two directions, up or down one level. The task-oriented interactive presentations relationally link audio, and visual media to enhance learning and problem resolution. These presentations provide a means to move away from the linear, text-base approach of an electronic book to a new method of accessing, navigating and retrieving digital information. The Topic/Task Navigator and interactive presentations run on the IRIX OS using the following technologies and applications: Electronic Book Technology (EBT) information search and retrieval engine, SGI -- Showcase, and Aimtech -- IconAuthor. %T A Large-Scale Industrial Application of an Open Hypermedia System %S Demonstrations/Posters %A R. Bernard %A R. Crowder %A Ian Heath %A Wendy Hall %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X A cornerstone of a successful industrial maintenance, and engineering policy is to have the ability to integrate many forms of information, from a number of sources, and allow the user to access them with ease. The traditional computer, or paper-based systems used for the presentation and distribution of text and a limited range of graphical information, in a linear or branching fashion are no longer considered sufficient. If the stored information is expanded to include high quality still or animated graphics, and still or moving video, and provided with an access system that permits the user to move easily between these different items of information in a structured fashion, then the management of the engineering data resource for a number of applications can be optimised. With the increasing complexity of production machinery in the modern automated factory, there is a corresponding increase in the supporting maintenance and production documentation. Industry is therefore looking for advanced informational retrieval systems that can operate both in the office environment, and more importantly on the shop floor. In collaboration with Pirelli Cables at Aberdare, South Wales, a hypermedia system for the provision of process information, maintenance and operator training is being developed, for a sophisticated process machine. The application uses the Microcosm open hypermedia system developed at Southampton. The resource base for this application contains electronic versions of all existing paper documents (i.e., procedures, diagrams and electrical and mechanical drawings), together with additional documents that have been produced specifically for the hypermedia application, these are primarily to allow the user to navigate the resource base. %T HOME: Hypermedia Object Management Environment %S Demonstrations/Posters %A Erik Duval %A Henk Olivie %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X We will demonstrate our hypermedia DataBase Management System (DBMS), called HOME (Hypermedia Object Management Environment). The system supports facilities for the development of open and flexible hypermedia servers that can be accessed by clients. HOME is based on a layered architecture with four levels. (1) A distributed raw data storage level relies on digital and analogue multimedia data stores, accessible over electronic networks. (2) A relational DBMS takes care of the ACID properties (Atomicity, Consistency, Isolation and Durability) of transactions, concurrency, access control, backup, recovery and accounting. The higher layers rely on the query engine of this layer for dynamic links and query based access. (3) A multimedia DBMS we have developed supports creation, deletion and modification of multimedia objects, as well as object retrieval based on search criteria. This layer is responsible for node content. (4) The fourth layer is our hypermedia DBMS, based on the HM hypermedia data model, that structures data as S-collections with a content and a set of other S-collections, called members, related by navigable links. Using HOME, we have developed HOED, a Hypermedia On-line Educational Database, which incorporates ca. 5900 images on biomedicine, linked to a set of characteristics and a full-text description. We have also developed a gateway between HOME and the World-Wide Web (WWW), so that HOME servers can be accessed by WWW clients. We are currently planning a number of projects for development of HOME servers. These include a bibliographical database, a hypermedia server on life art, an annotated slide collection on architecture, a distributed European network of topical courseware databases and an information resource on job opportunities. %T Hypermedia Based Learning Environments in Mathematics: Authoring and Learning %S Demonstrations/Posters %A Jari Multisilta %A Seppo Pohjolainen %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X It has not been easy to present mathematical information (formulae) in current hypermedia authoring systems. They have not supported the use of a mathematical tool program in a hypermedia environment either. In general it is required that the hypermedia system for mathematics learning should: integrate hypertext, computer aided exercises, graphics, videos, and sound; import mathematical text files created with for example Microsoft Word; be easily available to the students (possibly as a shareware); be able to record the actions of the students in order to examine different study styles in hypermedia learning environments; support the process of learning mathematics; and be easy to maintain and update. We have developed software tools for authoring hypermedia based learning environments (HMLE) for mathematics education. The main achievement is not only a single hypermedia course on mathematics, but also a set of software tools for translating lecture notes in mathematical sciences into hypermedia and supporting learning process. Authoring tools help to import mathematical text (super- and subscripts, formulae, pictures) from Microsoft Word to HyperCard and create hypertext links between text files and create hypertext links to almost any application program. Learning tools in HMLE are mathematical tool programs, concept maps, interactive exercises and digitised videos. Mathematical tool programs (Matlab, Mathematica or Maple) help students to perform numerically or algebraically complex computations in a short time and so they help students to concentrate on the subject matter, not on the computations. Concept maps help students to conceptualise the subject matter and see how different concepts and properties inherit itself to other concepts. Videos can be used to motivate the student and to give an visualisation of a mathematical idea or concept. Interactive exercises are important element in HMLE. Exercise Maker is a tool that presents the exercises generated with Mathematica. The student answers are also checked with Mathematica. %T Studio Tour -- Capturing Requirements for Large Multimedia Systems %S Posters %A David England %A John Patterson %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X This project aims to look at an extended cinematic metaphor is an appropriate way of supporting authors of large, interactive, multimedia systems. We are building a 3-Dimensional Sketch Pad system for multimedia authors. The sketch pad system will use the cinematic metaphors of "Story Boards" and "Leica Tests" (or Lecia Reels) as a means of providing a high-level, conceptual view of a multimedia production. This will be akin to making a studio tour of ideas. This system will enable multimedia designers to express their initial ideas and either demonstrate them to colleagues or to a multimedia technical author for more detailed design and implementation. The environment will be evaluated by existing multimedia authors as outlined below. This project will be an example of the type of work that will be carried out in the proposed University Interactive Media Centre. When writing a book there are established conventions for organising the material to be included. For example, contents pages, chapter and section headings, help authors and editors to work together in organising the team effort. For multimedia authors there are, as yet, no established conventions for document production. What is required are techniques, and supporting tools, that help the author to express their ideas at a higher level, i.e., which matches the way they conceptualise their designs, and then present them as a requirements specification to an experienced multimedia author. %T Automatic Generation of Electronic Books %S Posters %A Jean-Louis Vuldy %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X Our purpose is to automatically generate hypertext webs from structured documents according to rules defined in our Research and development Project For Mechanical Software. The original model specified the physical layout, sequencing and referring rules for the documentation. The sequencing mechanism applied to the documentation allows a unique identification of the smallest parts of the document. The objective of the application is to enhance structured documentation by providing access methods specifically devised for hyperdocuments. Formalization of the document model, used for the documentation, was considered essential in order to obtain an abstract model which would be both transposable into any document format and suitable for the design and/or the development of automatic processing tools for automated segmentation, automated tagging grammatical analysis for identification of cross-references links, etc. SGML standard was selected. Practically, the documents are produced with Microsoft Word software. They are converted into SGML form according to our DTD with the recognition of cross-references. Then the browser allows the reader to navigate through the documentation structure or the cross-references. A terminological index of relevant terms was added to the documentation. LEXTER, an extraction software produces such index, based on the analysis of grammatical structure of French sentences. The identification method of each component of our documents allows LEXTER to deliver the relevant terms linked plus their location in the documents. This method automatically creates the links between terms and document occurrences. So readers can browse documentation using linguistic links. %T Information Gardening with Hypertext: A Working Environment for Knowledge Elicitation %S Posters %A Sylvain Fraisse %A Thi-Lien-Nga Duong %A Marion Jaeger Amieux %A Lysiane Randazzo %A Jose R. Dos Santos %A Marc Nanard %A Jocelyne Nanard %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X The presented hypertext environment is aimed at dealing with hypertext structure emergence to model collective knowledge from a large collection of multimedia documents. Automatic learning tools (INNE) are coupled to the hypertext platform MacWeb in order to support the structure emergence by both experts and machine. The hypertext is used as a common repository for knowledge representation as well as the human interface to the entire system and as the place for cooperation. The application corpus is a collection of about 2000 pages of interviews that concern vernacular knowledge about plants and their use for health care from country people living in the mountains of southern France (Cevennes). The environment helps to exhibit explicit or implicit regularities in the descriptions and to determine collective knowledge that is specific to a given region. Such regularities can be correlated to social, ethnic, or geographical data. The whole process is managed as information gardening. The poster illustrates the application context and the reason of our approach. It shows how the two processes of emergence of meaning by experts and by machine are coupled. It also focuses on mechanisms that provide adaptive interface based on the result of cooperation. The hypertext structure is the result of a two steps loop: experts do incremental information gardening, then, learning tools do farming. The gardening results in MacWeb structures corresponding to a formal frame-based-like representation of facts and the farming operate on the partially elicited structure according to the experts control in order to automatically compute regularities and make inferences. %T Navigation in Spatial Information Environments: User Interface Design Issues for Hypertext and VR Systems %S Posters %A Andreas Dieberger %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X The Information City project (presented in a poster at Hypertext 93) uses the spatial user interface metaphor of a city to organize and navigate large collections of hypertextual information. As we are used to navigate real life cities the city metaphor -- enriched with magic features -- should help to navigate information structures. A first implementation of the Information City was started in a MUD system. MUDs are networked multi-user text-adventure games which usually make use of a house / city metaphor. MUDs are conceptually similar to hypertext systems and navigational findings in those systems are therefore relevant also to hypertext. While implementing the first parts of the city research into navigation in MUDs was found necessary. This poster presents some results of this navigational study and describes how knowledge in the domains of architecture and city-planning can be used to design an easy to navigate virtual city. Highlights of the results concern magic features and collaboration. Magic features extend the spatial metaphor beyond typical properties of space. An example is the hypertext link which allows tunneling through the spatial structure. Other results concern the richness of spaces (or space-descriptions) and communication between users. It seems the chief benefit of the spatial metaphor of the city is in communication about spatial relationships of information. The findings probably are valuable in designing any information system using spatial metaphors. They are especially useful for hypertext systems realized in some virtual environment -- be it a MUD or an immerse virtual reality system. %T Applying Discourse Theory to Aid Hypertext Navigation %S Posters %A Robert Inder %A Jon Oberlander %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X We discuss ways of improving navigation facilities in hypertext systems, considering theoretical and implementation issues, from a the perspective of natural language processing research. The key claim is that certain ideas from the theory of discourse structure can be exploited to improve the context-sensitivity of navigation facilities. From among the competing theories in the field, we choose one of the least complicated (Grosz and Sidner). This lets us identify <> and <> node links with discourse coordinations, and links for hyperjumps with digressions, a form of discourse subordination. On this basis, (i) after a node is reached by a jump, links to other nodes can by dynamically suppressed where these are rendered irrelevant by the user's mode of arrival; and (ii) at any point after a jump (or sequence of jumps), the user can easily return to a limited set of structurally accessible nodes. The approach therefore combines certain advantages of navigation based on document structure with those based on individual interaction histories. The ideas have been tested by altering the implementation of INFO, the hypertextual help system built into the Emacs text editor, which runs on Unix, Macintosh and PC systems. Evaluation studies are currently being piloted, in which subjects use a version of INFO to answer a number of questions about Emacs. We are collecting both simple task performance data and user evaluations. If the results are positive, we see further potential for exploiting notions from discourse structure to inform the design of navigation aids. %T Cooperative Working in X-Cosm %S Posters %A Mylene Melly %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X Microcosm is an open hypermedia research tool developed at Southampton University, originally for the MS-Windows environment. Currently, the X-Windows version is essentially a single user application. Our challenge was to integrate CSCW facilities with this version, in order to support co-authoring facilities. To accomplish this, we built a cooperative server, introduced a cooperative filter inside Microcosm and specified a communication protocol between instances of Microcosm and the cooperative server. This architecture provides awareness information and allows users to exchange ideas. Our CSCW approach uses information retrieval mechanisms to facilitate the generation of links between the nodes. Basically, during node authoring, authors supply keywords describing the nodes, called global keywords. Suppose that another author wants to create a link from a selected part of a document. As it is difficult for an author to know the contents and even the names of the possible destination nodes, we suggest that the link author supplies some local keywords that summarise the source anchor. Combining local keywords with global keywords we create a local context to be matched against global keywords of all others nodes to find out possible destinations. Version control is something essential for cooperative work. Exodus, the object oriented database toolkit we are using for the Microcosm linkbases already has some version control for the objects it stores. Our model creates a version control mechanism for link using Exodus facilities, combined with RCS (Revision Control System) to control the version of the node. %T GraphCards: Hypertext for Graph Theory %S Posters %A Rojal Pradhan %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X The main goal of this research is towards developing a graph theory information base for learning and referencing, integrated with tools designed to create and manipulate graphs as well as to illustrate execution of graph algorithms and their applications. Graph Theory has had a tremendous impact on various fields such as Communication Networks, Parallel Computing, Mathematics, Computer Science and many more. This research dedicates to helping those who are not experts in the field of graph theory, in learning and referencing while empowering experts with more tools. The development of this application is focused on using NoteCards, a hypertext system. It provides a variety of tools for collecting, representing, managing, interrelating, and communicating ideas. It provides the user with a network of electronic NoteCards interconnected by typed links, which serves as a medium in which the user can represent collection of related ideas. This facility is the basis for the development of graph theory information base for GraphCards. In addition, NoteCards' provision of adding new card types will support GraphCards' requirements for creating new card types for graphs, algorithm execution and animation. The application can be classified into two major components: (1) Graph theory information base which will cover most of the graph theory topics and graph algorithms; and (2) Graph theory experiment tool set with facilities like the Graph editor for viewing, creating or manipulating graphs and, Graph algorithm execution and animation, search and annotation utilities, testing and assessment utility, etc. %T Computer-Assisted Generation of Hypermedia Documents in a HyperCard Environment %S Posters %A M. Miralles %A J. J. Sancho %A O. Garcia %A F. Sanz %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X OBJECTIVES: Development of a tool for the creation of hypermedia documents. The target users of the generating tool -- authors -- would be the teachers of a Faculty of Medicine. The users of the final hypermedia documents -- readers -- would be medical students and physicians. Using the tool should require only basic computer skills. MATERIAL: Macintosh IIsi 8/80, Epson GT-6000 scanner and HyperCard v2.1. REQUIREMENTS: Macintosh LC, 4 MB of RAM, PICT image files. ASCII text files containing heading marks. The mark unit is an ASCII character that doesn't appear in the text (i.e., $ or #). Levels are indicated by recurrences of the character. RESULTS: Hiperlibro (358 KB) creates a new document (the 'book') that contains an 'Author' palette with the tools: Import Text, Create Alphabetical Index, Create/Undo Text-to-Text Link, Create/Undo Text-to-Image Link, Create/Undo Text-to-Note Link, Modify Notes and Deactivate AuthorTools. General and Chapter Tables of Contents-in a collapsible outline format-are automatically created, each entry linked to the corresponding page. Links created by the author appear on the body text as particular styles. A single piece of text can contain the three kind of links. A separate index is maintained for each type of link. Horizontal scrolling bars allow browsing through pages or through chapters. Quit, Go To, Search, Help and History buttons provide further utilities. A pediatrics textbook was used to test Hiperlibro. CONCLUSIONS: Hiperlibro is a demonstration of the capability of modest platform and software tools in developing a hypertext generator equipped with the basic functionalities of superior systems. %T Distributed Hypermedia Link Service on WAN %S Posters %A Antoine Rizk %A Francis Malezieux %A Alain Leger %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X This poster shows the architecture of a distributed hypermedia link server for the wide area network. The proposed architecture defines a hypermedia protocol and uses the MHEG standard as a common information representation and exchange format. A prototype is currently implemented in C++ under Unix (server and client) and Windows (client only). MHEG is used for the exchange of multimedia content data as well as a means of coding more complex hyper objects. We address major issues such as data exchange of node contents and open access to hypermedia facilities. In this way, our architecture allows the real distribution of data "objects" as well as hypermedia "documents" and third party applications. By using hypermedia facilities such as following links, applications may have access both to remotely stored data objects and to other applications or service elements registered in specialised servers. The proposed architecture consists of five distinct components that communicate through a specially designed protocol across the WAN: 1) The link server which provides a set of hypermedia primitives independently of the applications. The server stores hyper objects such as nodes and their definition attributes, links and groups of nodes in a hypergraph. 2) The front-end which is what a telecommunication operator calls a "kiosk" service. The main function of the kiosk is to connect the user requesting a service to the application server that offers a hypermedia application service such as hypernews for example. 3) The user station which typically consists of presentation/editing resources, such as graphical interface and monomedia decoders, storage and network resources. The user station receives MHEG objects, which are interpreted and executed using a MHEG engine. The MHEG engine resolves the object internal links and relies on the link server to resolve external links. 4) An application server which defines hypermedia application services. The application server uses the link server facilities to store and access distributed content data or to call services from other application servers. 5) The content servers are responsible for the multimedia data management in close cooperation with the kiosk. Each server could be dedicated to a data type like video, sound... to give the optimal quality of service. %T Hypertext Campus Project %S Videos %A David Slater %A Vicki Brown %A Hassan Khan %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X In recent years there has been a significant growth in the use of hypertext and hypermedia technology in Higher Education. The Hypertext Campus Project at the University of Kent was established to help introduce this technology at institutional level. The video shows excerpts from interviews conducted with staff and students who have been actively involved in the use of hypertext and so offers first-hand accounts of the medium in use: (1) Professor John Slater, Director of the Computing Laboratory, discusses the background to the project and the Hypertext Support Unit. He also suggests some of the steps necessary in encouraging staff of all disciplines to use technology in their teaching; (2) Staff describe how they first became interested in hypertext [as an alternative to "reams of paper", an answer to diminishing resources, an interactive medium]; how they have made use of the Hypertext Support Unit; the effect hypertext has had on their teaching and their students' learning; the ways in which their efforts have been recognised; how they see the future of hypertext in Higher Education; and (3) Professor John Craven, Pro-Vice Chancellor, gives an account of the ways in which staff respond to new initiatives, such as the Hypertext Campus Project. %T The SCHOLAR Project %S Videos %A Su White %A Wendy Hall %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X This video describes the progress and methods of the TLTP funded Scholar Project at the University of Southampton. The aim of the project is to shift the culture of the university in such a way that staff and students make greater use of hypermedia and multimedia for in their academic lives. The project makes extensive use of the Microcosm Hypermedia system, which originated at the University, to develop a resource-based approach to teaching and learning. Working from the Interactive Learning Centre, the project sponsors the development of teaching and learning materials, runs an associated staff development programme, and deals with the planning and progress of the supporting infrastructure. The video shows a range of sample applications and describes the approaches taken to develop materials which can be integrated into existing academic programmes. %T Street Kid: Hypertext Branching in Cyberspace %S Videos %A Sascha Becker %A George Landow %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X This video describes and demonstrates Street Kid, a virtual-reality hypertext project developed to explore issues of orientation and navigation in cyberspace. Virtual reality, by its very nature, presents a more concrete story environment than does traditional text or hypertext. The reader expects to experience the virtual world just like she experiences the physical world: she expects to remain oriented in space. In contrast, the experience of reading text on a monitor or in a book neither intrinsically presents nor requires much orientation; the reader's orientation is created inside her mind, by processing the language of narrative constructs and information organizations. Discrete or sudden jumps common to traditional hypertexts would be quite disorienting to the reader immersed in virtual reality. Street Kid makes two important contributions to VR- hypertext: First, it replaces "reading a story" with immersion into a virtual character's experience. It enhances that immersion with text: words representing the character's thoughts hang in the air. Second, it embellishes the traditional 2-d hypertext link with spatial and temporal properties that can only be created in a virtual reality; the reader traverses my VR links by moving from one view to another. These ideas can be applied to a wide range of virtual reality hypertexts; this particular hypertext centers on a homeless child prostitute, the Street Kid. The piece is her experience and thoughts during an afternoon's retreat into a quiet alley in a suspiciously empty city. %T CMIFed: a Transportable Hypermedia Authoring System %S Videos %A Lynda Hardman %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X We present "CMIFed", an authoring environment for constructing and playing hypermedia presentations. CMIFed supports a rich, platform-independent hypermedia document model, allowing structure-based composition of hypermedia presentations and the specification of synchronization constraints between constituent media items. An author constructs a presentation in terms of its structure and additional synchronization constraints, from which the CMIF document player derives the precise timing information for the presentation. We describe a subset of the facilities in the CMIF authoring environment. The two main authoring views of a hypermedia presentation are briefly described: (a) the hierarchy view for manipulating and viewing a presentation's hierarchical structure; and (b) the channel view for managing logical resources and specifying and viewing precise timing constraints. We present the authoring environment in terms of a short example -- a walking tour of Amsterdam -- and briefly demonstrate authoring from within the hierarchy view. %T Hypertext at Brown: Campaign for Libraries of the Future %S Videos %A George Landow %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X This video shows examples of three stages of using educational hypertext in George P. Landow's courses at Brown University. First, an extensive Storyspace document, the In Memoriam web, exemplifies how read-only hypermedia helps students acquire (a) information and (b) sophisticated critical thinking -- the habit of making connections. Second, the Victorian web provides instances of participatory (so-called read + write) hypermedia that empowers students by placing them within -- rather than outside -- the world of research and scholarly debate. Finally, examples of experimental hypermedia documents created entirely by students show how this new information technology enables them to explore and create new modes of discourse appropriate to the twenty-first century. %T CD-ROMA Project %S Videos %A Roberto Fasciani %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X CD-ROMA project is a large project born to explore new frontiers of man-machine interface of hypermedia techniques. The field of application is the area of PC, since we are interested in application of wide diffusion. The accent is in the way to give instruments for navigation to the reader, in order to reduce the risks of getting lost. To improve the sense of orientation navigating in a large quantity of data, we use a strong metaphor for the interface: a real city, with famous and historic places, following the tricks of ancient rhetoric schools: to associate concepts with real places. To make that, we started developing a large number of pages of text (we needed that to show the power of the metaphor), focusing 7 areas of interest inhuman communication: Hypertext, Multimedia, Virtual reality, Telecommunication etc., and we associate them with areas of Rome, trying to match place and concepts in a subjective but meaningful way. More of that, the navigation from pages (collected in buildings or other place of interest), and areas, is devoted to 3D animation in order to emphasise the moving from a place to another. The result is a sort of encyclopedia (2500 pages planned, half of that completed) of human communication, nested in a 3D reconstruction of the historical town of Rome that can be an interesting technique just to explore the maze of Rome for touristic purposes. In addition, every pages is associated with seven variables (one for each context). The authors settles the variables using some tools, in order to place, in a seven dimension world co-ordinates, the new page in relation with others in the database. In this way, the reader could ask the system for a list of pages conceptually "near" to the pages where he/she is. This could allow not to link manually the nodes (pages) in the hypertext giving more degrees of freedom in writing hypertext. %T At Home on the Web %S Videos %A Borre Ludvigsen %B Proceedings of the ECHT'94 European Conference on Hypermedia Technologies %D 1994 %* (c) Copyright 1994 Association for Computing Machinery %X This video is an edited version of a presentation given at the first World Wide Web conference, WWW'94, which was held at CERN in May 1994. The abstract for the paper reads as follows: The aim of this paper is to give some insight into our experience with continual and for some of us immersive connectivity to what is commonly called Cyberspace. It will cover both technical aspects as they pertain to the practical installation, maintenance and administration of the network as a fully integrated subdomain of the Internet. It will also cover aspects of functionality, usage and perceived social impact focusing especially on the exposure and opportunity for publication provided by the simple functionality of a domestic World Wide Web server. The Ludvigsen WWW server can be accessed via http://www.ludvigsen.dhhalden.no %M C.ECSCW.93.1 %T Do Categories Have Politics? The Language/Action Perspective Reconsidered %A Lucy Suchman %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 1-14 %* (c) Copyright 1993 Kluwer Academic Publishers %X Drawing on writings within the CSCW community and on recent social theory, this paper proposes that the adoption of speech act theory as a foundation for system design carries with it an agenda of discipline and control over organization members' actions. I begin with a brief review of the language/action perspective introduced by Winograd, Flores and their colleagues, focusing in particular on the categorization of speakers' intent. I then turn to some observations on the politics of categorization and, with that framework as background, consider the attempt, through THE COORDINATOR, to implement a technological system for intention-accounting within organizations. Finally, I suggest the implications of the analysis presented in the paper for the politics of CSCW systems design. %M C.ECSCW.93.15 %T COLA: A Lightweight Platform for CSCW %A Jonathan Trevor %A Tom Rodden %A Gordon Blair %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 15-30 %* (c) Copyright 1993 Kluwer Academic Publishers %X Despite the reliance of cooperative applications on the facilities provided by distributed systems, little consideration is given by these systems to the support of cooperative work. This paper examines the provision of appropriate mechanisms to represent cooperative work within a distributed platform. Based upon a examination of existing models of cooperative activity and the experiences of their use, a lightweight model of activities is suggested as the basis for the supporting platform. Rather than concentrate on the exchange of information, this lightweight model focus on the mechanisms of sharing of objects. This focus enables a clear separation between the mechanisms provided by the distributed platform and the policy which is the responsibility of the cooperative applications. %M C.ECSCW.93.31 %T Sharing To-Do Lists with a Distributed Task Manager %A Thomas Kreifelts %A Elke Hinrichs %A Gerd Woetzel %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 31-46 %* (c) Copyright 1993 Kluwer Academic Publishers %X We describe a simple and powerful tool for the management of distributed work: the Task Manager. Common tasks may be shared and manipulated independently by a number of people. They are represented as shared to-do lists at the user interface. With the help of the tool, users may organize cooperative tasks, monitor their progress, share documents and services, and exchange messages during task performance. The paper gives the motivation for the development of the Task Manager, implementation details, and a first assessment of its usefulness. %M C.ECSCW.93.47 %T Supporting the Design Process within an Organisational Context %A Bob Anderson %A Graham Button %A Wes Sharrock %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 47-59 %* (c) Copyright 1993 Kluwer Academic Publishers %X This paper attempts to take what has been essentially abstract thinking about how to support the design process and relocates it within the working and organisational context of design. Through a single case analysis we analyse how organisational exigencies affect design activities and design train of thought. On the basis of this study we consider how tools that have been developed to support the design process do not take account of the collaborative, interactional, and organisational ordering of the design process and make recommendations as to the features that one family of support tools, design rational tools, should poses. %M C.ECSCW.93.61 %T Improving Software Quality through Computer Supported Collaborative Review %A Philip M. Johnson %A Danu Tjahjono %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 61-76 %* (c) Copyright 1993 Kluwer Academic Publishers %X Formal technical review (FTR) is a cornerstone of software quality assurance. However, the labor-intensive and manual nature of review, along with basic unresolved questions about its process and products, means that review is typically under-utilized or inefficiently applied within the software development process. This paper introduces CSRS, a computer-supported cooperative work environment for software review that improves the efficiency of review activities and supports empirical investigation of the appropriate parameters for review. The paper presents a typical scenario of CSRS in review, its data and process model, application to process maturation, relationship to other research, current status, and future directions. %M C.ECSCW.93.77 %T Design for Privacy in Ubiquitous Computing Environments %A Victoria Bellotti %A Abigail Sellen %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 77-92 %* (c) Copyright 1993 Kluwer Academic Publishers %X Current developments in information technology are leading to increasing capture and storage of information about people and their activities. This raises serious issues about the preservation of privacy. In this paper we examine why these issues are particularly important in the introduction of ubiquitous computing technology into the working environment. Certain problems with privacy are closely related to the ways in which the technology attenuates natural mechanisms of feedback and control over information released. We describe a framework for design for privacy in ubiquitous computing environments and conclude with an example of its application. %M C.ECSCW.93.93 %T The Designers' Notepad: Supporting and Understanding Cooperative Design %A Michael Twidale %A Tom Rodden %A Ian Sommerville %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 93-108 %* (c) Copyright 1993 Kluwer Academic Publishers %X We describe the development of a system to support cooperative software design. An iterative development approach has been used, based upon the observation of system use in authentic design sessions. This allows us to correct interface errors, and also to learn more about the nature of collaborative design. The observations of use and the resulting refinements of the system are described. In particular we note the variability in design activity both amongst designers and according to circumstances. We also note the way in which concepts mutate over time (often involving frequent and rapid revision) leading to an evolution of structure. %M C.ECSCW.93.109 %T A Spatial Model of Interaction in Large Virtual Environments %A Steve Benford %A Lennart Fahlen %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 109-124 %* (c) Copyright 1993 Kluwer Academic Publishers %X We present a spatial model of group interaction in virtual environments. The model aims to provide flexible and natural support for managing conversations among large groups gathered in virtual space. However, it can also be used to control more general interactions among other kinds of objects inhabiting such spaces. The model defines the key abstractions of object aura, nimbus, focus and adapters to control mutual levels of awareness. Furthermore, these are defined in a sufficiently general way so as to apply to any CSCW system where a spatial metric can be identified -- i.e. a way of measuring position and direction. Several examples are discussed, including virtual reality and text conferencing applications. Finally, the paper provides a more formal computational architecture for the spatial model by relating it to the object oriented modelling approach for distributed systems. %M C.ECSCW.93.125 %T Culture and Control in a Media Space %A Paul Dourish %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 125-137 %* (c) Copyright 1993 Kluwer Academic Publishers %X Media spaces integrate audio, video and computer networking technology in order to provide a rich communicative environment for collaboration. The connectivity which they provide brings with it important concerns regarding privacy, protection and control. In order to derive the fullest benefit from this technology, it is essential that these issues be addressed. As part of our investigation of media space systems, we developed a computational infrastructure addressing these problems our own working environment. A key aspect of this work is the relationship between two aspects of this control system -- the technological components which determine how the system will behave, and the social components which determine acceptable use and behaviour. This paper discusses our experiences with the privacy and control aspects of our RAVE media space environment, specifically with regard to connection management, and compares them to the experiences of other research groups. We discuss the nature of the relationship between technological and social elements in using this technology, and discuss the consequences for the design of such systems. %M C.ECSCW.93.139 %T TOSCA: Providing Organisational Information to CSCW Applications %A Wolfgang Prinz %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 139-154 %* (c) Copyright 1993 Kluwer Academic Publishers %X Most cooperation support systems require information about the organisational context in which they are used. This is particularly required when systems are used in a large organisation or for the support of inter-organisational cooperation. Following from this requirement, this paper presents the design and functionality of the organisational information system TOSCA for cooperation support systems. TOSCA is composed of two major components: an organisational information base server, which provides services to applications and an organisational information browser, which provides user access. The paper describes the motivation for an organisational information system, the object oriented data model that is used for the information representation, the architecture of the overall system, and the design of the user interface that presents and provides access to the multimedia information. It concludes with the description of how this system supports a task management system and the role it would play in a CSCW environment. %M C.ECSCW.93.155 %T Unpacking Collaboration: The Interactional Organisation of Trading in a City Dealing Room %A Christian Heath %A Marina Jirotka %A Paul Luff %A Jon Hindmarsh %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 155-170 %* (c) Copyright 1993 Kluwer Academic Publishers %X It is increasingly recognised that whilst CSCW has led to a number of impressive technological developments, examples of successful applications remain few. In part, this may be due to our relative ignorance of the organisation of real world, cooperative activity. Focusing on share trading in a securities house in the City of London, we explore the interactional organisation of particular tasks and the ways in which dealers interweave individual and collaborative activity. These observations suggest ways in which we might reconsider a number of central concepts in CSCW and begin to draw design implications from naturalistic studies of work and interaction. %M C.ECSCW.93.171 %T Analyzing Cooperative Work in a Urban Traffic Control Room for the Design of a Coordination Support System %A Genevieve Filippi %A Jacques Theureau %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 171-186 %* (c) Copyright 1993 Kluwer Academic Publishers %X A recent approach to computer technology aims the design of support systems as opposed to tools conceived as prostheses. However, most studies developping this new design paradigm consider the interaction between a stand-alone user and his technological environment. Focussing on an Urban Traffic Control Room, we explicate how work analysis should take into account the course of action of individuals and their interrelation. The design proposal sketched in this paper illustrates how a coordination support system should be capable of simultaneously supporting individual and cooperative work to meet the needs of complex and crisis-prone work situation. %M C.ECSCW.93.187 %T Design for Unanticipated Use..... %A Mike Robinson %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 187-202 %* (c) Copyright 1993 Kluwer Academic Publishers %X Support for work practice is better conceptualised as support for activity taking place in a multidimensional space than as prescription of temporal task sequences. The notion of "common artefact" is introduced to illustrate, unify, and summarise recent research that identifies significant dimensions of cooperative work. Common artefacts may be mundane, everyday objects like hotel keyracks or sophisticated computer tools. Both are multidimensional, in that they provide orthogonal features. They are predictable; help people see at a glance what others are doing (peripheral awareness); support implicit communications through the material being worked on; provide a focus for discussion of difficulties and negotiation of compromises (double level language); and afford an overview of the work process that would not otherwise be available. It is argued that CSCW should support these dimensions of work, rather than trying to anticipate its specific sequentiality. %M C.ECSCW.93.203 %T Low Overhead, Loosely Coupled Communication Channels in Collaboration %A Dorab Patel %A Scott D. Kalter %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 203-218 %* (c) Copyright 1993 Kluwer Academic Publishers %X Communication and coupling are two central aspects of systems developed for computer-supported cooperative work. Synchronous communication usually implies tight coupling while asynchronous communication is often used with loose coupling. This paper explores the previously neglected role of loosely coupled channels in synchronous communication by providing some example channels and evaluating their tradeoffs. Such loosely coupled channels efficiently meet specialized communication needs that often arise in spontaneous, short-lived collaborations. They can also augment existing channels in specific domains. These channels impose few requirements on their host applications and hence can be easily integrated into tools familiar to most users. Our implementation is built over an inter-application communication framework that provides flexible high-level communication abstractions for the rapid prototyping, implementing, and experimenting with these channels. %M C.ECSCW.93.219 %T A Model for Semi-(a)Synchronous Collaborative Editing %A Sten Minor %A Boris Magnusson %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 219-231 %* (c) Copyright 1993 Kluwer Academic Publishers %X This paper presents a new model for semi-synchronous collaborative editing. It fills the gap between asynchronous and synchronous editing styles. The model is based on hierarchically partitioned documents, fine-grained version control, and a mechanism called active diffs for supplying collaboration awareness. The aim of the model is to provide an editing style that better suits the way people actually are working when editing a document or program together, using different writing strategies during different activities. %M C.ECSCW.93.233 %T Informed Opportunism as Strategy: Supporting Coordination in Distributed Collaborative Writing %A Eevi E. Beck %A Victoria M. E. Bellotti %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 233-248 %* (c) Copyright 1993 Kluwer Academic Publishers %X There is little understanding of how distributed writing groups manage their collaboration and what kinds of support are most useful. The paper presents three case studies of distributed collaborative writing groups in academia. The process evolves over time, constantly adapting to changing circumstances. Co-authors offer and make use of a range of information. Their subsequent opportunistic use of this information to make appropriate ad hoc decisions in new circumstances, appears to be essential to achieve flexibility and coordination. We call this informed opportunism. We identify design implications for support tools for distributed collaborative writing. %M C.ECSCW.93.249 %T Support for Collaborative Authoring via Email: The MESSIE Environment %A Martina Angela Sasse %A Mark James Handley %A Shaw Cheng Chuang %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 249-264 %* (c) Copyright 1993 Kluwer Academic Publishers %X MESSIE is a collaborative authoring environment to support the production of large-scale documents by teams of geographically distributed groups of authors working with hetereogenous systems. The environment allows authors to submit text at various stages of gestation (e.g. list of topics, first draft) to a shared filestore via email. All authors collaborating on a document can read each others' contributions, and add suggestions, comments and additional material directly to the document. The system integrates automatically answered electronic mail, shared file store administration, and a version control tool in a UNIX environment. The paper describes design and implementation strategy, and reports observations and a number of changes which were made during a 4-month trial period with three collaborative authoring teams. %M C.ECSCW.93.265 %T Participation Equality and Influence: Cues and Status in Computer-Supported Cooperative Work Groups %A Suzanne Weisband %A Sherry Schneider %A Terry Connolly %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 265-279 %* (c) Copyright 1993 Kluwer Academic Publishers %X We examined status effects in face-to-face and computer-mediated three-person groups. Our expectation that low status members in computer-mediated group discussions would participate more equally, and have more influence over decisions, than their counterparts in face-to-face groups was not confirmed. The results suggest that knowledge of status differences and labels were used to form cognitive impressions of other group members. It seems that when group members are aware of the status characteristics of the group, social cues were magnified rather than reduced. Implications of these findings for mixed status cooperative work groups and for the design of computer communication systems are discussed. %M C.ECSCW.93.281 %T The Use of Breakdown Analysis in Synchronous CSCW System Design %A Silvia Ponguta Urquijo %A Stephen A. R. Scrivener %A Hilary K. Palmen %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 281-293 %* (c) Copyright 1993 Kluwer Academic Publishers %X CSCW systems are invariably intended to support complex group activities. This complexity is reflected in the richness of the data required to adequately evaluate a system intended to support these activities. Consequently, there is a need for the development of an evaluation technique which can reliably provide diagnostic information quickly from rich data (such as video and audio recordings). In this paper, the development and use of an approach based on 'breakdowns' within the scope of a Model of Interaction is described. Breakdown analysis provides a systematic means of approaching large quantities of communication data, identifying those areas which highlight problems and relieving the evaluator of the task of consulting or becoming an expert in a more complex form of conversational analysis or HCI. %M C.ECSCW.93.295 %T An Ethnographic Study of Graphic Designers %A Dianne Murray %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 295-309 %* (c) Copyright 1993 Kluwer Academic Publishers %X This paper is about capturing and analysing requirements for Computer Supported Collaborative Work (CSCW) systems, showing that the approach taken differs from that for more traditional IT systems. Social science research paradigms are used to expand the nature of work in constrained environments. Interaction-based studies of office settings and a case study of a set of knowledge workers who manipulate information leads to an investigation of methods for translating their tacit knowledge into more meaningful requirements statements. The work presents views of the organisation through the participants eyes as contrasted with more formal views of the organisation as a business. %M C.ECSCW.93.311 %T Building Shared Graphical Editors Using the Abstraction-Link-View Architecture %A Tom Brinck %A Ralph D. Hill %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 311-324 %* (c) Copyright 1993 Kluwer Academic Publishers %X We have written several multi-user graphical editors in the Rendezvous system. In our approach to building these editors, the applications are first written as single-user editors. When multiple users wish to share a drawing surface, the drawing surfaces of their individual editors are connected using the Abstraction-Link-View (ALV) architecture. "Links" communicate the editing operations among the editors they connect. Links are designed to be invisible to the applications they are attached to, allowing the interface for each user to be highly customized. Links can also attach editors to the interface of a running RENDEZVOUS application, allowing the interface to be edited as the application is being used. %M C.ECSCW.93.325 %T Beyond Videophones: TeamWorkStation-2 for Narrowband ISDN %A Hiroshi Ishii %A Kazuho Arita %A Takashi Yagi %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 325-340 %* (c) Copyright 1993 Kluwer Academic Publishers %X TeamWorkStation-2 (TWS-2) is introduced to connect two sites with a desktop overlay service using narrowband ISDN (N-ISDN) and the CCITT H.261 standard. Based on the experience gained with TWS-1 use within NTT, we radically simplified the system architecture of TWS-2. Experimental sessions confirmed that TWS-2 is useful for freehand drawing and gesture-intensive design sessions even with the basic rate interface (2B+D). Video delay and jerkiness did not prevent users from concentrating on their task. We are convinced that TWS-2 has a big advantage over ordinary videophones as a narrowband ISDN service. %M C.ECSCW.93.341 %T Bringing Media Spaces into the Real World %A Daniele S. Pagani %A Wendy E. Mackay %B Proceedings of the Third European Conference on Computer-Supported Cooperative Work %D 1993 %P 341-356 %* (c) Copyright 1993 Kluwer Academic Publishers %X This paper describes a field study to evaluate the use of audio and video connections in a "real world" setting, that is a distributed product development organization within a large multinational corporation. We installed two types of media space connections: a focused dial-up video-phone for engineering problem solving between designers in England and the shop floor of a factory in the Netherlands and an unfocused "office share" to support administrative tasks. We observed that users quickly integrated the new video links into their existing media space of telephone, beepers, answering machines, video conference, fax, e-mail, etc. Users easily learnt how to shift from one medium to another. This suggests that "real world" media spaces should be designed to allow a user-driven smooth transition from one medium to another according to the task at hand and the bandwidth available: from live video to stored video, from moving video to still frames, from multimedia spaces to shared computing spaces for synchronous sketching and asynchronous message posting, and from two user conversation to multi-user conference calls. %M C.ECSCW.95.1 %T Work, Locales and Distributed Social Worlds %S Distributed Social Worlds %A Geraldine Fitzpatrick %A William J. Tolone %A Simon M. Kaplan %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 1-16 %* (c) Copyright 1995 Kluwer Academic Publishers %X Efforts to build systems to support the complex social reality of cooperative work need both a grounding in the social i.e., a rich abstract basis for understanding work, and a bridging link between the social and the technical to provide new insights into how to approach designing systems based on this understanding. We propose Anselm Strauss' (1993) Theory of Action as a candidate from which to evolve a framework to ground an understanding of work. Insights from Strauss' work on the importance of structural conditions for social world (cooperative ensemble) interactions can help us to view support systems in a new role as setting/locale for cooperative work interaction, thus providing a bridge between the social and the technical. We briefly overview a locales-based environment called WORLDS we are building concurrent with our theoretical exploration. %M C.ECSCW.95.17 %T POLITeam: Bridging the Gap between Bonn and Berlin for and with the Users %S Distributed Social Worlds %A K. Klockner %A P. Mambrey %A M. Sohlenkamp %A W. Prinz %A L. Fuchs %A S. Kolvenbach %A U. Pankoke-Babatz %A A. Syri %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 17-32 %* (c) Copyright 1995 Kluwer Academic Publishers %X Supporting the cooperation of people in large organizations which are distributed geographically is one of the great challenges for the CSCW research. With POLIKOM, the German Federal Ministry of Education, Science, Research, and Technology launched a framework in which telecooperation applications will be developed to support the distributed government in Bonn and Berlin. POLITeam is one project embedded in that framework. Its aim is to support asynchronous cooperation in administrative or industrial settings by an integrative groupware system that applies the metaphors of electronic circulation folders and shared workspaces. The development process is based on the approach of using an existing groupware system that is evaluated and redesigned in close cooperation with selected pilot partners. This paper describes the initial design, our development approach and the first experiences of the POLITeam project. %M C.ECSCW.95.33 %T Fragmented Exchange: Disarticulation and the Need for Regionalized Communication Spaces %S Distributed Social Worlds %A Andrew Clement %A Ina Wagner %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 33-49 %* (c) Copyright 1995 Kluwer Academic Publishers %X This paper relates the discussion of articulation work (and of disarticulation) to issues of the creation and control of collective communication spaces. Four different types of settings are examined -- occupationally segregated terrains, emergency situations, scarce-resource settings and performance-intensive settings. What is articulated in such settings is seen as depending on the properties of the communication spaces actors build, their zoning and contextuality; while instances of disarticulation within this space can be interpreted as a consequence of both regionalisation and/or a deterioration or even breakdown of envisioning and interrelating. CSCW design needs to take account of the regionalised character of "real world" communications by offering tools for creating a corresponding multiplicity of communication spaces. %M C.ECSCW.95.51 %T Workflow from Within and Without: Technology and Cooperative Work on the Print Industry Shopfloor %S Cooperation and Power %A John Bowers %A Graham Button %A Wes Sharrock %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 51-66 %* (c) Copyright 1995 Kluwer Academic Publishers %X This paper reports fieldwork from an organization in the print industry, examining a workflow system introduced to the shopfloor. We detail the indigenous methods by which members order their work, contrast this with the order provided by the system, and describe how members have attempted to accommodate the two. Although it disrupted shopfloor work, the system's use was a contractural requirement on the organization to make its services accountable. This suggests workflow systems can often be seen as technologies for organizational ordering and accountability. We conclude that CSCW requirements should acknowledge such exigencies and the organizational status of workflow technologies. %M C.ECSCW.95.67 %T Cooperation and Power %S Cooperation and Power %A John Sherry %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 67-82 %* (c) Copyright 1995 Kluwer Academic Publishers %X New technologies are not only transforming workplace practices in familiar settings. They are also finding their way into the types of "exotic" locales which have traditionally been of interest to anthropologists. This paper presents an ethnographic analysis of technologically mediated communication in one such atypical setting, among a grassroots group of activists from the Navajo Indian Reservation in the southwestern United States. As this case illustrates, mere access to technology does not solve all of the problems such groups face in terms of empowerment, access to resources for action, and coordination. The discursive practices embodied in technological design may perpetuate the relations of dominance and subordination which characterize interactions between "marginalized" groups and "mainstream" organizations, and force groups into forms of organization which they find inappropriate. %M C.ECSCW.95.83 %T Reconsidering the Virtual Workplace: Flexible Support for Collaborative Activity %S Collaborative Activities %A Christian Heath %A Paul Luff %A Abigail Sellen %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 83-99 %* (c) Copyright 1995 Kluwer Academic Publishers %X Despite the substantial corpus of research concerned with the design and development of media space, the virtual workplace has failed to achieve its early promise. In this paper, we suggest that a number of problems which have arisen with the design and deployment of media space, derive from their impoverished concept of collaborative work. Drawing from our own studies of video connectivity, coupled with analyses of work and interaction in real-world settings, we consider ways in which we might reconfigure media space in order to provide more satisfactory support for collaboration in organisational environments. %M C.ECSCW.95.101 %T Contact: Support for Distributed Cooperative Writing %S Collaborative Activities %A Andrew Kirby %A Tom Rodden %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 101-116 %* (c) Copyright 1995 Kluwer Academic Publishers %X This paper presents a novel system to support the activities of distributed cooperative writing. The system builds upon the results from previous studies of cooperative work, and on a set of short focused studies of cooperative authoring to outline a framework and system to meet the requirements of cooperating authors. The system provides facilities to represent the decomposition of the writing task and assignment of responsibilities. In addition, a series of monitoring facilities is provided which allows authors to coordinate their activities in the construction of documents. %M C.ECSCW.95.117 %T CSCW for Strategic Management in Swiss Enterprises: An Empirical Study %S Collaborative Activities %A Christian Sauter %A Othmar Morger %A Thomas Muhlherr %A Andrew Hutchison %A Stephanie Teufel %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 117-132 %* (c) Copyright 1995 Kluwer Academic Publishers %X This paper presents the results of an empirical study into the current usage of groupware in strategic management and the potential of Computer Supported Cooperative Work (CSCW) for the top management in large-scale Swiss business enterprises. For this purpose we conducted a survey amongst 168 organisations. %M C.ECSCW.95.133 %T Medium versus Mechanism: Supporting Collaboration Through Customisation %S CSCW Mechanisms I %A Richard Bentley %A Paul Dourish %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 133-148 %* (c) Copyright 1995 Kluwer Academic Publishers %X The study of cooperative work as a socially-situated activity has led to a focus on providing 'mechanisms' that more closely resonate with existing work practice. In this paper we challenge this approach and suggest the flexibly organised nature of work is better supported when systems provide a 'medium' which can be tailored to suit each participant's needs and organised around the detail of their work. This orientation towards 'medium' rather than 'mechanism' has consequences for cooperative system design, highlighting a need to allow participants to adapt details of policy currently embedded in the heart of the systems we build. We describe an approach which allows users to perform such 'deep customisation' through direct manipulation of user interface representations. %M C.ECSCW.95.149 %T The Session Capture and Replay Paradigm for Asynchronous Collaboration %S CSCW Mechanisms I %A Nelson R. Manohar %A Atul Prakash %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 149-164 %* (c) Copyright 1995 Kluwer Academic Publishers %X In this paper, we describe a paradigm and its associated collaboration artifact to allow flexible support for asynchronous collaboration. Under this paradigm, a user session with an application's user interface is encapsulated into a data artifact, referred to as a session object. Users collaborate by annotating, by modifying, and by a back-and-forth exchange of these session objects. Each session object is composed of several data streams that encapsulate audio annotations and user interactions with the application. The replay of a session object is accomplished by dispatching these data streams to the application for re-execution. Re-execution of these streams is kept synchronized to maintain faithfulness to the original recording. The basic mechanisms allow a participant who misses a session with an application to catch up on the activities that occurred during the session. This paper presents the paradigm, its applications, its design, and our preliminary experience with its use. %M C.ECSCW.95.165 %T Virtual Reality Tele-Conferencing: Implementation and Experience %S Electronic Meetings I %A Chris Greenhalgh %A Steve Benford %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 165-180 %* (c) Copyright 1995 Kluwer Academic Publishers %X This paper describes the implementation of and early experiences with a virtual reality tele-conferencing system called MASSIVE. This system includes a full realisation of the spatial model of interaction and its concepts of aura, awareness, focus, nimbus and adapters as was presented at ECSCW'93. This model supports users in interacting over ad-hoc combinations of audio, graphical and textual media through both 3-D and 2-D interfaces. Observations arising from the use of MASSIVE to support laboratory meetings are discussed; these include the need to support richer peripheral awareness, the need to improve the sensitivity of navigation, problems with lack of engagement between users, the need to support varying degrees of presence and problems arising from different perceptions of space between 2-D and 3-D users. Possible solutions to these problems are proposed. %M C.ECSCW.95.181 %T Can the GestureCam be a Surrogate? %S Electronic Meetings I %A Hideaki Kuzuoka %A Gen Ishimoda %A Yushi Nishimura %A Ryutaro Suzuki %A Kimio Kondo %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 181-196 %* (c) Copyright 1995 Kluwer Academic Publishers %X The GestureCam is a remote-controlled actuator onto which a small camera and laser pointer are mounted. The term "GestureCam System" includes other user interfaces which control the GestureCam, such as the master actuator and the touch-sensitive CRT. We expect the system to act as the surrogate of a remote person. In order to clarify advantages and problems of the GestureCam system, we conducted some experiments. As a result of those experiments, we found that the GestureCam has the ability to support gaze awareness and remote finger pointing. We also found, however, that the system has some problems which need to be refined. %M C.ECSCW.95.197 %T The Use of Hypermedia in Group Problem Solving: An Evaluation of the DOLPHIN Electronic Meeting Room Environment %S Electronic Meetings I %A Gloria Mark %A Jorg M. Haake %A Norbert A. Streitz %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 197-213 %* (c) Copyright 1995 Kluwer Academic Publishers %X In this paper, we report on an empirical evaluation of selected aspects of DOLPHIN, a meeting room environment of computers networked with an electronic whiteboard. Our results show that in a face-to-face meeting, the use of DOLPHIN's hypermedia functionality changed the nature of the product and the way groups worked, compared to using only electronic whiteboard functionality. Groups organized their ideas into network, rather than pure hierarchical, structures. These were more deeply elaborated, contained more ideas, and had more relationships between the ideas. The problem solutions were also judged to be more original. Groups were more likely to use a top-down planning strategy, and to exhibit a different temporal work pattern. The results suggest that work groups can benefit from using hypermedia in problem solving. %M C.ECSCW.95.215 %T The Parting of the Ways: Divergence, Data Management and Collaborative Work %S CSCW Mechanisms II %A Paul Dourish %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 215-230 %* (c) Copyright 1995 Kluwer Academic Publishers %X Systems coordinating distributed collaborative work must manage user data distributed over a network. The strong consistency algorithms which designers have typically borrowed from the distributed systems community are often unsuited to the particular needs of CSCW. Here, I outline an alternative approach based on divergence and synchronisation between parallel streams of activity. From a CSCW perspective, this strategy offers three primary advantages. First, it is scalable, allowing smooth transitions from highly interactive collaboration to more extended, "asynchronous" styles of work. Second, it supports "multi-synchronous" work, in which parties work independently in parallel. Third, it directly supports observed patterns of opportunistic activities in collaborative working. %M C.ECSCW.95.231 %T A General Multi-User Undo/Redo Model %S CSCW Mechanisms II %A Rajiv Choudhary %A Prasun Dewan %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 231-246 %* (c) Copyright 1995 Kluwer Academic Publishers %X A general multi-user undo/redo model must satisfy several requirements. It must be compatible with an existing single-user undo/redo model, give individual users autonomy in executing undo/redo commands, support undo/redo of remote commands and the remote effects of local commands, be independent of the coupling, multicast, and concurrency control model, and allow undo/redo of arbitrary commands. We have developed a multi-user undo/redo model for meeting these requirements. The model constructs the command history of a particular user by including all local commands and those remote commands whose results were made visible to that user. It allows a user to undo/redo corresponding commands in the command histories of all users of a program. Moreover, it allows a user to undo/redo both symmetric user-interface commands and asymmetric collaboration commands. We have implemented the model in a collaboration system called Suite. In this paper, we motivate, describe, and illustrate these requirements and our model. %M C.ECSCW.95.247 %T Supporting Cooperative Awareness with Local Event Mechanisms: The GroupDesk System %S CSCW Mechanisms II %A Ludwig Fuchs %A Uta Pankoke-Babatz %A Wolfgang Prinz %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 247-262 %* (c) Copyright 1995 Kluwer Academic Publishers %X An event distribution model for a computer based cooperative working environment is presented. The proposed model aims to provide information about the on-going and past activities of collaborating users, based on the semantics and contextual relationships of the shared artifacts and contributes to increase the awareness of the ongoing state of affairs without overloading the user with additional information. GroupDesk, a prototype implementation of this model is introduced. The system provides a simple environment for the coordination of cooperative document production. Support for shared awareness is achieved by visualizing the event information using the desktop metaphor. %M C.ECSCW.95.263 %T Why Groupware Succeeds: Discretion or Mandate? %S Electronic Meetings II %A Jonathan Grudin %A Leysia Palen %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 263-278 %* (c) Copyright 1995 Kluwer Academic Publishers %X Single-user applications are designed with a 'discretionary use' model. In contrast, for large systems, upper management support is considered crucial to adoption. Which applies to groupware? The relatively low cost of groupware reduces high-level visibility, but some argue that social dynamics will force mandated use -- the large system approach. Interview studies of recently adopted on-line meeting schedulers in two large organizations found successful, near-universal use achieved without managerial mandate. Versatile functionality and ease of use associated with discretionary products appeared to be factors leading to adoption. Other factors included organization-wide infrastructure and substantial peer pressure that developed over time. %M C.ECSCW.95.279 %T MAJIC Videoconferencing System: Experiments, Evaluation and Improvement %S Electronic Meetings II %A Yusuke Ichikawa %A Ken-ichi Okada %A Giseok Jeong %A Shunsuke Tanaka %A Yutaka Matsushita %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 279-292 %* (c) Copyright 1995 Kluwer Academic Publishers %X We need to know the real intentions of participants that are not expressed by verbal languages. This means that not only verbal information but also non-verbal information (i.e., gestures, facial expression, eyes of participant, etc.) is a very important factor. We proposed and implemented MAJIC, a multi-party videoconferencing system that enables eye contact among people in remote places, with life-sized images of participants. In order to evaluate users' perceptions of MAJIC, we have experimented with the size, background and boundary of the video images. These experiments verify the sense of presence in MAJIC environments where life-size video images without boundaries are supported. We developed a new MAJIC prototype based on these experiments. %M C.ECSCW.95.293 %T Multimedia Support of Collaboration in a Teleservice Team %S Electronic Meetings II %A Steinar Kristoffersen %A Tom Rodden %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 293-308 %* (c) Copyright 1995 Kluwer Academic Publishers %X The purpose of this paper is to outline an architectural model for how multimedia can establish and support cooperative work. The proposed architecture emerged from empirical work in a large UK bank. Previous efforts have, as we see them, been largely experimental, and have focused on supporting informal work. Few examples concern the support of actual work tasks in companies outside a research context. The outlined model offers a conception of work as distributed across time, space, tasks, people, and artefacts. It aims to integrate informal and formal aspects of work by supporting the initiation and management of interaction as well as the cooperative work process itself. %M C.ECSCW.95.309 %T What Are Workplace Studies For? %S Workplace Studies %A Lydia Plowman %A Yvonne Rogers %A Magnus Ramage %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 309-324 %* (c) Copyright 1995 Kluwer Academic Publishers %X We have considered the role of workplace studies from the CSCW literature which are intended to inform system design and implementation. We present a critique of these studies, categorised according to which phase of the design process they most inform, and discuss the tensions between providing explanatory accounts and usable design recommendations, the pressures on fieldworkers to provide both, the purposes different approaches serve, and the transition from fieldwork to system design. %M C.ECSCW.95.325 %T Chalk and Cheese: BPR and Ethnomethodologically Informed Ethnography in CSCW %S Workplace Studies %A Dave Randall %A Mark Rouncefield %A John A. Hughes %B Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work %D 1995 %P 325-340 %* (c) Copyright 1995 Kluwer Academic Publishers %X Recently a number of methodological approaches have been presented as proffering radical solutions to organisational change. This paper discusses one such approach, Business Process Re-engineering (BPR) and contrasts it with Ethnography, a method that has gained some prominence in CSCW. The paper suggests, using a number of empirical examples, that despite some superficial similarities, the two approaches differ markedly in their analytical purchase. In particular, ethnography's emphasis on understanding 'systems' within the situated context of the work setting rather than as an abstract model of process, has consequences for the successful identification and implementation of system re-design. %M C.EP.90.1 %T Issues and Tradeoffs in Document Preparation Systems %A Brian W. Kernighan %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 1-16 %* (c) Copyright 1990 Cambridge University Press %X Users of document preparation systems must balance how much effort they put into producing their documents against how close their output is to what they want. The evolution of document preparation systems is a history of how users and implementers have dealt with this tradeoff as technology improves and as the user population itself evolves. %M C.EP.90.17 %T Towards Document Engineering %A Vincent Quint %A Marc Nanard %A Jacques Andre %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 17-29 %K Software engineering, Document engineering, Structured editing, Integrated environments %* (c) Copyright 1990 Cambridge University Press %X This article compares methods and techniques used in software engineering with the ones used for handling electronic documents. It shows the common features in both domains, but also the differences and it proposes an approach which extends the field of document manipulation to document engineering. It shows also in what respect document engineering is different from software engineering. Therefore specific techniques must be developed for building integrated environments for document engineering. %M C.EP.90.31 %T Managing Properties in a System of Cooperating Editors %A Donald D. Chamberlin %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 31-46 %K Document systems, Editors, Markup, Properties, Inheritance, Extensibility %* (c) Copyright 1990 Cambridge University Press %X Today's workstations make it possible for users to create and interact with many types of objects. It is desirable that a document creation tool allow all these types of objects to be mixed and nested without restriction in documents, that each type of object be treated uniformly wherever it is found, and that the tool be extensible to new types of objects. The Quill document creation system addresses these requirements by providing an extensible family of specialized editors, coordinated by a Shell that provides common services and presents a consistent user interface. The Shell manages a database that records the properties of various objects in the document, allows objects to inherit properties from other objects, and allows users to override properties when desired. Quill generalizes the concept of properties to include user-supplied procedures that specify the active behavior of an object during WYSIWYG editing. %M C.EP.90.47 %T A Logic Grammar Foundation for Document Representation and Document Layout %A Allen L. Brown, Jr. %A Howard A. Blair %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 47-64 %K Document description language, Layout processing, Logic grammar %* (c) Copyright 1990 Cambridge University Press %X We represent a powerful grammar-based paradigm for electronic document markup: coordinated definite clause translation grammars. This markup is of a declarative character, being, in effect, a collection of constraints on the logical and physical structure of documents. To the best of our knowledge, coordinated grammars and their parsers can accommodate all of the descriptive and layout processing functionality enjoyed by extant electronic markup languages. We describe an operational prototype that demonstrates the feasibility of a syntax-directed basis for formalizing and realizing document layout. %M C.EP.90.65 %T Structured Editing - Hypertext Approach: Cooperation and Complementarity %A Anne-Marie Vercoustre %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 65-78 %K Structured editing, Syntax directed editors, Hypertext, Scripted documents, Anchor %* (c) Copyright 1990 Cambridge University Press %X As Hypertext systems are now widely available, many technical and conceptual problems have been identified. We argue here that such systems could take advantage of the proven technology of structured editors in order to provide both the user and the system with a conceptual document model providing a sound basis for the hierarchical links. A prototype combining structured editing and hypertext facilities proposes two approaches to implementing non-hierarchical links to subtrees: the first one uses the paths from the tree root as anchorage mechanism, while the second one uses tree pattern matching as a first step towards semantic and more manageable links. %M C.EP.90.79 %T An ODA Page Planner for Professional Publishing %A Giovanni Guardalben %A Mose Giacomello %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 79-92 %* (c) Copyright 1990 Cambridge University Press %X By its own nature, Professional Publishing requires that document processing be completed in many steps. This is in stark contrast to Desktop Publishing, where all actions leading to the printed page are performed by a single application and usually by the same person. Nowadays, a typical Professional Publishing environment comprises a large database and processing server, usually on mainframe, and many external processors performing integrated functions, usually on independent workstations. We believe that the front-end function of layout page planning can be served by local applications running on relatively inexpensive graphics workstations. PcPage is a personal computer application that tries to ease and make more efficient the work of layout page planning. Since page planning is a transitional step in document processing, it interacts with other tools and applications. To do so, it has to be built on rich data structures and standard data exchange mechanisms. With these goals in mind, we based PcPage on the ODA/ODIF ISO standards and we chose Microsoft Windows as its graphics interface environment. This paper describes PcPage implementation of the ODA hierarchical data structure and the sophisticated user interface built upon it. %M C.EP.90.93 %T flo -- A Language for Typesetting Flowcharts %A Anthony P. Wolfman %A Daniel M. Berry %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 93-106 %K Flowcharting, Typesetting, Ditroff, Pic %* (c) Copyright 1990 Cambridge University Press %X flo is a language for including flowcharts into documents typeset using the UNIX ditroff. A basic flowchart can be created with minimal effort by inputting only the basic algorithm written in a Pascal-like notation. The example below illustrates the general capability of flo. The flowchart to the left is obtained from the input to the right. This input uses default settings except for a sizing parameter in the .FL command. flo is a pic preprocessor, which in turn is a ditroff preprocessor. flo lets most of its input pass through untouched; it translates flo commands lying between .FL and .FE into pic commands that draw the flowcharts. This paper was typeset camera-ready using flo, pic, ditroff, and other ditroff preprocessors. %M C.EP.90.107 %T Design of Hypermedia Publications: Issues and Solutions %A Paul Kahn %A Julie Launhardt %A Krzysztof Lenk %A Ronnie Peters %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 107-124 %K Hypermedia, Graphic design, Intermedia %* (c) Copyright 1990 Cambridge University Press %X For a hypermedia collection to function properly, an author must successfully combine the verbal language of the document content with an equally persuasive visual language of hypermedia design. This visual language should help define a sense of hierarchy in the presentation of information, create a sense of order, structure and clarity, and allow the user to focus on what is alike and what is different. This paper discusses some of the issues that face the designer of hypermedia documents being considered by a joint research team of software engineers, software designers, content specialists and graphic designers. We discuss specific implementation issues that informed the creation of Exploring the Moon and The Dickens Web, the first two hypermedia publications created with IRIS Intermedia version 3.0. In analyzing these two works as well as ideas for future hypermedia publications, we have identified a new set of issues which we list at the end of the paper. %M C.EP.90.125 %T Strengths and Weaknesses of Database Models for Textual Documents %A B. N. Rossiter %A M. A. Heather %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 125-138 %K Document modelling, Databases, Complex objects %* (c) Copyright 1990 Cambridge University Press %X User requirements in large and complex textbases are discussed in the light of current models. Examples applying relational and semantic models suggest criteria for a more fundamental approach involving the merger of object-oriented programming techniques with database methods in future complex object textbases. %M C.EP.90.139 %T A Structured Document Database System %A Pekka Kilpelainen %A Greger Linden %A Heikki Mannila %A Erja Nikunen %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 139-151 %* (c) Copyright 1990 Cambridge University Press %X We describe a database system for writing, editing, and querying structured documents. The structure of the text is described using a context-free grammar, and the operations are implemented using a powerful query language. The system supports the use of user-defined multiple views of the documents: one view can contain all the structure explicitly, while another can contain only part of the document and have only part of the structure visible. This makes the system flexible for different editing tasks. The system is implemented in C using a relational database system. %M C.EP.90.153 %T The Integration of Structured Documents into DBMS %A Jose Valdeni De Lima %A Henri Galy %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 153-168 %K Structured documents, Databases, Logical structures, Complex objects, ODA, ODIF, Functional models, ORACLE, DOEOIS %* (c) Copyright 1990 Cambridge University Press %X The modeling of structured documents creates enormous problems for database designers. Those problems are related to the requirements to consider the logical structure and the exchange of documents in an open system. We want to be able to handle documents, both as atomic objects and as objects composed of other objects. We first try to classify different possible approaches according to the typical database concepts. After describing an integration of the ODA Standard to a functional type model, the "Fact Model", we describe the implementation of a functional interface built on the top of a relational DBMS, ORACLE. %M C.EP.90.169 %T Electronic Publishing -- Practice and Experience %A David F. Brailsford %A David R. Evans %A Geeti Granger %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 169-182 %K Journal production, Computer aided refereeing system, Remote file access %* (c) Copyright 1990 Cambridge University Press %X Electronic Publishing -- Origination, Dissemination and Design ('EP-odd') is an academic journal which publishes refereed papers in the subject area of electronic publishing. The authors of the present paper are, respectively, editor-in-chief, system software consultant and senior production manager for the journal. EP-odd's policy is that editors, authors, referees and production staff will work closely together using electronic mail. Authors are also encouraged to originate their papers using one of the approved text-processing packages together with the appropriate set of macros which enforce the layout style for the journal. This same software will then be used by the publisher in the production phase. Our experiences with these strategies are presented, and two recently developed suites of software are described: one of these makes the macro sets available over electronic mail and the other automates the flow of papers through the refereeing process. The decision to produce EP-odd in this way means that the publisher has to adopt production procedures which differ markedly from those employed for a conventional journal. %M C.EP.90.183 %T ADAPT: Automated Document Analysis Processing and Tagging %A John Handley %A Stuart Weibel %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 183-192 %K Document processing, Full-text retrieval, Document structure analysis, Abstract syntax notation one %* (c) Copyright 1990 Cambridge University Press %X ADAPT is a document processing system that automatically builds full-text databases from document images. The major components of the process are scanning, image segmentation, optical character recognition (OCR), layout object identification, and database building. A retrieval system and user interface completes the functionality. The system features a general document representation that includes the document image and an SGML tagged version. Standards are adhered to where applicable. %M C.EP.90.193 %T Recognition Processing for Multilingual Documents %A A. Lawrence Spitz %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 193-205 %K Document recognition, Segmentation, Character recognition, Vectorization, Multilingual %* (c) Copyright 1990 Cambridge University Press %X We have extended earlier work on document recognition systems to include multilingual documents, specifically those containing both English and Japanese. The segmentation process divides the page into areas of homogeneous content and produces a hierarchical representation of page layout called the segment map. There is an initial halftone segmentation pass, followed by text/graphics segmentation. Text segments are subjected to analysis to determine whether they are English (roman) or Japanese, before routing the output to the appropriate character recognition process. Graphics segments are routed to a raster-to-vector converter. Having identified text and graphics segments, we then attempt to recognize their individual internal structures and merge all of this information into an intermediate representation from which output transformations are performed. We have implemented three output filters, two for commercial document formatting systems, and one into an international standard document architecture. %M C.EP.90.207 %T Editing Images of Text %A Gary E. Kopec %A Steven C. Bagley %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 207-220 %K Document recognition, Text editing, Bitmap editing %* (c) Copyright 1990 Cambridge University Press %X Most document recognition systems are based on the paradigm of format conversion, in which scanned document images are converted into a structured symbolic description which can be manipulated by a conventional document processing system. While this approach is attractive in many respects, there are situations in which complete recognition and format conversion is either unnecessary or very difficult to achieve with sufficient accuracy. This paper describes Image EMACS, a text editor for binary document images which illustrates an alternative to the format conversion paradigm. The inputs and outputs of Image EMACS are scanned images of text and the primary document representation within Image EMACS is the image itself, rather than a symbolic description of it. The goal of Image EMACS is to allow images of text to be created and manipulated as if they were conventional text files. The central insight behind Image EMACS is that many text editing operations may be implemented directly in terms of geometrical operations on image blobs, without explicit knowledge of the symbolic character labels (i.e. without character recognition). %M C.EP.90.221 %T Automatic Generation of Gridfitting Hints for Rasterization of Outline Fonts or Graphics %A Sten F. Andler %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 221-234 %* (c) Copyright 1990 Cambridge University Press %X The advent of bitmapped displays and printers, high-function page description languages, and outline fonts, have dramatically changed the ability of computers to produce typeset documents. Using outline fonts and rasterizing them into bitmaps on demand eliminates costly storage of raster bitmaps for all combinations of device resolution and type size. The problem, however, with these resolution-independent fonts are that aesthetic quality is hard to achieve at low device resolution and/or small font size. This paper presents a method for achieving aesthetic quality without manual intervention. %M C.EP.90.235 %T Chinese Fonts and Their Digitization %A Y. S. Moon %A T. Y. Shin %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 235-248 %* (c) Copyright 1990 Cambridge University Press %X This paper presents the state-of-the-art in digital Chinese font design. Both academic and industrial achievements are covered. We first highlight the difficulties in Chinese typography which are not encountered in English typesetting. Existing techniques for designing digital Chinese fonts are then examined, with their limitations identified. Finally, we propose future research directions, taking into account the recent trend in outline font technology. %M C.EP.90.249 %T Documents as User Interfaces %A Eric A. Bier %A Aaron Goodisman %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 249-262 %K Active documents, User interfaces, Buttons, EmbeddedButtons %* (c) Copyright 1990 Cambridge University Press %X Each year the electronic documents community produces better tools for creating and changing document elements, including text, illustrations, tables, equations, video, voice, hypertext links, and animation. At the same time, the user interface community is working to build interfaces that improve the quality of interaction by effectively presenting information to the user and making it easy to act on and manipulate that information. These efforts can be combined by using documents as user interfaces. This paper describes a prototype architecture, EmbeddedButtons, that allows arbitrary document elements to behave as buttons. Using examples from EmbeddedButtons, we enumerate some of the reasons that user interfaces should be documents and documents should be user interfaces. %M C.EP.90.263 %T An Extensible, Object-Oriented System for Active Documents %A Paul M. English %A Ethan S. Jacobson %A Robert A. Morris %A Kimbo B. Mundy %A Stephen D. Pelletier %A Thomas A. Polucci %A H. David Scarbro %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 263-276 %* (c) Copyright 1990 Cambridge University Press %X An extensible, object-oriented system for describing and executing active documents is discussed. An existing commercial, structured document processing system was extended with a run-time bindable object system and Lisp interpreter. %M C.EP.90.277 %T The Role of a Descriptive Markup Language in the Creation of Interactive Multimedia Documents for Customized Electronic Delivery %A Gil C. Cruz %A Thomas H. Judd %B Proceedings of the International Conference on Electronic Publishing, Document Manipulation & Typography %D 1990 %P 277-290 %K Authoring, Hypermedia, Interactive, Markup, SGML %* (c) Copyright 1990 Cambridge University Press %X The emerging broadband telecommunications network promises to support a myriad of new mass-market information services that may in turn create a tremendous demand for new source material capable of exploiting the multimedia transport capability of the network. Authoring such material is presently a complex and time consuming process requiring specialized tools. We propose that a descriptive markup language, based on SGML and enhanced for interactive multimedia applications, can form the basis for a new set of authoring tools that will let experienced text authors transfer their skills to multimedia documents. Experience with a prototype version of such a language in the production of an experimental electronic magazine indicates that the approach is valid and useful. Future work includes defining text-like structure in temporal media and creating a unified set of editing and previewing tools. %M C.ESP.86.1 %T Empirical Studies of Programmers: The Territory, Paths, and Destinations %A Ben Shneiderman %B Empirical Studies of Programmers %D 1986 %P 1-12 %* (c) Copyright 1986 Ablex Publishing %X This paper attempts to describe the varied intellectual territory that programmers work in. It offers several paths for researchers who wish to explore this territory: controlled experiments, observational or field studies, surveys, and cognitive theories. Finally, this paper suggests several important destinations for researchers: refining the use of current languages, improving present and future languages, developing special purpose languages, and improving tools and methods. %M C.ESP.86.13 %T Comprehension Differences in Debugging by Skilled and Novice Programmers %A Leo Gugerty %A Gary M. Olson %B Empirical Studies of Programmers %D 1986 %P 13-27 %* (c) Copyright 1986 Ablex Publishing %X Two experiments investigated expert-novice differences in debugging computer programs. Subjects used a microcomputer to debug programs provided to them. The programs were in LOGO in Experiment 1 and Pascal in Experiment 2. We found that experts debugged more quickly and successfully than novices, largely because they generated high quality hypotheses on the basis of less study of the code. Further, novices frequently added bugs to the program while trying to find the original one. We also described some of the debugging strategies the subjects used. At least in these simple programs, experts' superior debugging performance seemed to be due primarily to their superior ability to comprehend the program. %M C.ESP.86.28 %T Plans in Programming: Definition, Demonstration, and Development %A Robert S. Rist %B Empirical Studies of Programmers %D 1986 %P 28-47 %* (c) Copyright 1986 Ablex Publishing %X Support for the use of plans in cognitive models of programs was provided by evidence from both novice and expert programmers. For novice programmers, an initial plan-based description of code segments was replaced by syntactic and control based groups as the programs became more complex. An increase in plan use with expertise was also evident. Experts used only plan groupings in their efforts to understand a program. Cluster analysis of these code groupings showed the precise definition and order of appearance of the program plans, providing an experimental basis for identifying cognitive plans. Three main sources of plan emergence were identified in the novice data: goal based, object based and basic plans. Goal based plans allow the focal segment for a goal or program to be easily identified. The link between the program goal and the code that implements this goal provides the basic plan structure of the program. The rest of the program code supports this basic operation. The conceptual model of the program for experts is centered on this focal segment. This directs attention in the understanding and construction of programs. It gives a human solution to the problems of goal search and selection. %M C.ESP.86.48 %T Processes in Computer Program Comprehension %A Susan Wiedenbeck %B Empirical Studies of Programmers %D 1986 %P 48-57 %* (c) Copyright 1986 Ablex Publishing %X Beacons are key features in a program which serve as typical indicators of the presence of a particular structure or operation. According to Brooks's top-down theory of program comprehension, programmers do not study a program line-by-line but rather search for beacons to verify their hypotheses about a program's function. This paper reports on an experiment which used a memorization and recall method to study beacons in program comprehension. Novices and experienced programmers memorized and recalled a short Pascal program. The results showed that experienced programmers recalled key lines, or beacons, much better than other parts of the program. However, novices did not recall them better. This supports the idea that certain key parts do exist in programs, and they serve as focal points for comprehension by experienced programmers. %M C.ESP.86.58 %T Cognitive Processes in Program Comprehension %A Stanley Letovsky %B Empirical Studies of Programmers %D 1986 %P 58-79 %* (c) Copyright 1986 Ablex Publishing %X This paper reports on an empirical study of the cognitive processes involved in program comprehension. Verbal protocols were gathered from professional programmers as they were engaged in a program understanding task. Based on analysis of these protocols, several types of interesting cognitive events were identified. These include asking questions and conjecturing facts about the code. We describe these event types, and use them to derive a computational model of the programmers' mental processes. %M C.ESP.86.80 %T Mental Models and Software Maintenance %A David C. Littman %A Jeannine Pinto %A Stanley Letovsky %A Elliot Soloway %B Empirical Studies of Programmers %D 1986 %P 80-98 %* (c) Copyright 1986 Ablex Publishing %X Understanding how a program is constructed and how it functions are important parts of the task of maintaining or enhancing a computer program. We have analyzed videotaped protocols of experienced programmers as they enhanced a personnel database program. Our analysis suggests that there are two strategies for program understanding, the systematic strategy and the as-needed strategy. The programmer using the systematic strategy traces data flow and control flow through the program in order to understand global program behavior. The programmer using the as-needed strategy focuses on local program behavior in order to localize study of the program. Our empirical data show that there is a strong relationship between using a systematic approach to acquire knowledge about the program and modifying the program successfully. Programmers who used the systematic approach to study the program constructed successful modifications; programmers who used the as-needed approach failed to construct successful modifications. Programmers who used the systematic strategy gathered knowledge about the causal interactions of the program's functional components. Programmers who used the as-needed strategy did not gather such causal knowledge and therefore failed to detect interactions among components of the program. %M C.ESP.86.99 %T Design Activity in Developing Modules for Complex Software %A A. F. Norcio %A L. J. Chmura %B Empirical Studies of Programmers %D 1986 %P 99-116 %* (c) Copyright 1986 Ablex Publishing %X Since 1978, the goal of the Software Cost Reduction (SCR) project has been to demonstrate the effectiveness of certain software engineering techniques for developing complex software. The application is the redevelopment of the operational flight program for the A-7E aircraft. Also since then, the Software Technology Evaluation (STE) project has been monitoring SCR project activity in order to provide an objective evaluation of the SCR methodology. SCR project activity data are collected from SCR personnel on a weekly basis. Over 55000 hours of SCR design, code, test, and other activity data have been captured and recorded in a computer data base. Analyses of SCR module design data show that there are parameters that can be used to characterize and predict design progress. One example is the ratio between cumulative design discussing and cumulative design creating activities. This ratio is referred to as the Progress Indicator Ratio (PIR) and seems to be an accurate metric for design completeness. This and other results suggest that discussion activity among software engineers may play a major role in the software design process and may be a leading indicator of design activity progress. %M C.ESP.86.117 %T Different Logo Teaching Styles: Do They Really Matter %A Rachelle S. Heller %B Empirical Studies of Programmers %D 1986 %P 117-127 %* (c) Copyright 1986 Ablex Publishing %X This study has investigated whether a structured Logo experience as outlined by the Minnesota Educational Computing Consortium (MECC) and an experiential Logo setting as proposed by Seymour Papert of Massachusetts Institute of Technology (MIT) affected the level of Logo learning and the conceptual tempo of fourth grade students. Fifty-five fourth grade students from a private parochial school in suburban Washington, D.C. were divided into the two Logo learning groups. Each group met for one hour of Logo experiences each week for twelve weeks. All subjects took a Logo syntax test after three weeks and after twelve weeks of study. All subjects also took a Logo content test, a Logo concept test, a pre and post-test of conceptual tempo (MFFT: Child), and answered an opinion questionnaire after twelve weeks of study. The data from these tests were analyzed using a t-test. The attitude questionnaire data were analyzed using Chi-square (X2) and Kendall's tau. A journal was used to record the weekly meetings. The results revealed that the students in the structured environment scored higher on the test of Logo content. In areas of Logo syntax and allied concepts to Logo, there was no statistical difference between the groups. Furthermore, both groups improved over time in their understanding of Logo syntax as measured by the syntax test. There was a statistically significant improvement for the subjects in the Papert group as measured by their error rate on the MFFT: Child. The results from the attitude questionnaire, while not statistically significant, suggested that the subjects in a Papert environment like to work alone at the computer. This study suggests that if the goal of exposure to Logo is a thorough knowledge of Logo, then it is expedient to use a structured approach. The study suggests that the educational community examine the goal of Logo in the classroom. %M C.ESP.86.128 %T Programmer/Nonprogrammer Differences in Specifying Procedures to People and Computers %A Lisa A. Onorato %A Roger W. Schvaneveldt %B Empirical Studies of Programmers %D 1986 %P 128-137 %* (c) Copyright 1986 Ablex Publishing %X This paper investigates the effects of computer programming skills on the writing of ordinary instructions. Three computer experience groups (Naive, Beginner, Expert) wrote telephone directory instructions to one of three targets (another person, George Washington, or an English-understanding computer). Each subject performed this task twice, such that data could be collected from Beginners before and after one semester of computer experience. No effects of this Session variable were found, however, leading to a discussion of the learning versus selection hypotheses. Other results indicate that overall type of instruction strategy used was only significant for the computer target. When writing for a computer, Experts were more likely to use a whole name search, Naive users to use a separate name search, and Beginners to use a letter search. These results are interpreted in terms of problem representation and in terms of expectations of a natural language computer system. In addition, it was found that Experts used more looping and programming action statements than Naive or Beginner users, even when writing to another person. The programmer's advantages are then discussed. Also, the computer target was always the least likely to receive information in terms of alphabetization instructions, directory descriptors and fillers suggesting further burdens and expectations that users may place on natural language systems. %M C.ESP.86.138 %T The Effects of Program-Dependent and Program-Independent Deletions on Software Cloze Tests %A Mark Thomas %A Stuart Zweben %B Empirical Studies of Programmers %D 1986 %P 138-152 %* (c) Copyright 1986 Ablex Publishing %X The cloze procedure has proven to be a reliable measure of prose comprehension and preliminary evidence suggests it could be a powerful tool for measuring software comprehensibility as well. Early work with the cloze procedure in the software domain failed to take into account some of the factors which can influence the procedure's results. Research by Hall shed light on several of these issues, and suggested that, by varying the proportion of cloze items for which program dependent knowledge is required, the outcome of a cloze test can be altered. This research further examines Hall's findings. His hypothesis that controlling these factors can determine the outcome of the test is confirmed through replication of earlier work by Cook which did not take them into account. Methods for resolving the potentially varying conclusions of these cloze tests are discussed. %M C.ESP.86.153 %T Experimental Evaluation of Program Quality Using External Metrics %A Fred G. Harold %B Empirical Studies of Programmers %D 1986 %P 153-167 %* (c) Copyright 1986 Ablex Publishing %X An experiment is described in which software metrics applied primarily to the source listings of COBOL programs were used to evaluate program quality. The programs analyzed were written by students exposed to structured programming concepts (experimental group) and students oriented to good programming style independent of structured programming (control group). Program quality was measured in terms of readability, maintainability, and modifiability. The metrics were applied by evaluators unaware of the experimental design. Statistical measures (frequency distributions, t-tests, discriminant analysis, and correlation coefficients) were generated from the metric data and used to distinguish the quality incorporated in the programs developed by the two groups. %M C.ESP.86.168 %T An Empirical Study of the Effects of Modularity on Program Modifiability %A Timothy D. Korson %A Vijay K. Vaishnavi %B Empirical Studies of Programmers %D 1986 %P 168-186 %* (c) Copyright 1986 Ablex Publishing %X An empirical study of the effects of modularity on adaptive program maintenance is reported. A discussion of methodological issues in empirical studies using programmers is also included. The study provides strong evidence that a modular program is faster to modify than a non-modular, but otherwise equivalent version of the same program, when one of the following conditions hold: (a) Modularity has been used to implement "information hiding" which localizes changes required by a modification. (b) Existing modules in a program perform useful generic operations, some of which can be used in implementing a modification. (c) A significant understanding of, and changes to, the existing code are required for performing a modification. In contrast, the study provides evidence that modifications not fitting into the above categories are unaided by the presence of modularity in the source code. %M C.ESP.86.187 %T Experiments on Slicing-Based Debugging Aids %A Mark Weiser %A Jim Lyle %B Empirical Studies of Programmers %D 1986 %P 187-197 %* (c) Copyright 1986 Ablex Publishing %X Programming slicing is a method for reducing the amount of code looked at when debugging or understanding programs. Previous work concentrated on showing that programmers mentally slice during debugging. We present new work which concentrates on evaluating automatic tools for presenting slices to the debugging programmer. For one such tool, an online window-based editor/compiler/slicing system, we were unable to show that slicing helped. A second experiment, pencil and paper this time, presented programmers with dices of programs. A dice is a slice on incorrect variables from which slices on correct variables have been removed. Programmers using the dicing tool debugged their programs significantly faster than unaided programmers. %M C.ESP.86.198 %T A Model of Novice Debugging in LISP %A Claudius M. Kessler %A John R. Anderson %B Empirical Studies of Programmers %D 1986 %P 198-212 %* (c) Copyright 1986 Ablex Publishing %X This paper reports an investigation of novice programmers trying to debug one-line LISP functions. We present a model of debugging based on protocol data and introduce a production system simulation of the ideal novice debugger. We conclude with a discussion of the applicability of such a model to the teaching of programming in LISP. %M C.ESP.86.213 %T Fragile Knowledge and Neglected Strategies in Novice Programmers %A D. N. Perkins %A Fay Martin %B Empirical Studies of Programmers %D 1986 %P 213-229 %* (c) Copyright 1986 Ablex Publishing %X Many students have great difficulty mastering the basics of programming. Inadequate knowledge, neglect of general problem-solving strategies, or both might explain their troubles. We report a series of clinical interviews of students taking first year BASIC in which an experimenter interacted with students as they worked, systematically providing help as needed in a progression from general strategic prompts to particular advice. The results indicate a substantial problem of "fragile knowledge" in novices -- knowledge that is partial, hard to access, and often misused. The results also show that general strategic prompts often resolve these difficulties. Recommendations for teaching more robust knowledge and general strategies are made. Implications for the impact of programming on general cognitive skills are considered. %M C.ESP.86.230 %T Analyzing the High Frequency Bugs in Novice Programs %A James C. Spohrer %A Elliot Soloway %B Empirical Studies of Programmers %D 1986 %P 230-251 %* (c) Copyright 1986 Ablex Publishing %X In this paper, we provide a detailed analysis of the bugs that novice programmers most frequently made while solving a set of introductory programming problems. First, we show the special status of high frequency bugs: Lots of students learning to program make the same bugs. Second, we show that most of the high frequency bugs do not arise because students have a misconception about some language construct. The implications of these two results for teaching programming are discussed. %M C.ESP.86.252 %T A Plan for Empirical Studies of Programmers %A Victor R. Basili %B Empirical Studies of Programmers %D 1986 %P 252-255 %* (c) Copyright 1986 Ablex Publishing %X For any area which requires experimental evidence, a high-level long range plan is needed. The plan should (1) classify the problems that need to be addressed, (2) provide for the development of appropriate theories and models of explanation, (3) offer a research framework that permits experiments to be categorized and evaluated, and (4) provide a feedback mechanism so that knowledge can be incorporated into the knowledge base of the research and user communities. %M C.ESP.86.256 %T By the Way, Did Anyone Study Any Real Programmers? %A Bill Curtis %B Empirical Studies of Programmers %D 1986 %P 256-262 %* (c) Copyright 1986 Ablex Publishing %X The relevance of the current empirical research on programming to the pressing problems of software development is challenged. A review of research since 1980 shows a trend toward greater methodological rigor. However, at the same time most studies concentrate on novice programming, and fail to offer guidance in developing advanced software development environments. Several crucial questions are posed for future empirical research on programming and two exploratory studies under way in the author's laboratory are described. %M C.ESP.86.263 %T What to Do Next: Meeting the Challenge of Programming-in-the-Large %A Elliot Soloway %B Empirical Studies of Programmers %D 1986 %P 263-268 %X N/A %M C.ESP.87.1 %T Programming and Algebra Word Problems: A Failure to Transfer %A Gary M. Olson %A Richard Catrambone %A Elliot Soloway %B Empirical Studies of Programmers: Second Workshop %D 1987 %P 1-13 %* (c) Copyright 1987 Ablex Publishing %X Prior work has suggested that learning to program may provide students with skills that help them in algebra. However, this work was only preliminary. An extensive experiment was conducted in order to examine the contribution of programming to students' algebra word problem performance. Students taking an introductory programming course in Pascal were compared to a control group of students (taking an introductory statistics course) with a similar mathematics background. Subjects were tested on algebra word problems at the beginning of the semester and either one week later or at the end of the semester (12 weeks later). Subjects performance on the algebra word problems improved from the first test to the second. However, contrary to expectations, the programming students did not improve more than the control subjects. In addition, those subjects who took the second test one week after the first test improved more than subjects who took the second test at the end of the semester. The results suggest that programming does not provide general benefits that transfer to algebra word problems, but that there is specific transfer due to practicing algebra problems. %M C.ESP.87.14 %T Understanding Procedures as Objects %A Michael Eisenberg %A Mitchel Resnick %A Franklyn Turbak %B Empirical Studies of Programmers: Second Workshop %D 1987 %P 14-32 %* (c) Copyright 1987 Ablex Publishing %X Programming languages that treat procedures as "object-like" entities (for example, allowing procedures to be passed as arguments to other procedures) offer major advantages in semantic power and syntactic elegance. In this paper, we examine how novice programmers appropriate the idea of procedures as objects. Based on a series of structured interviews with students in the introductory computer-science course at MIT, we develop a model of the students' ontology of procedures. We conclude that many students view procedures as inherently active entities, with few "object-like" properties. We speculate on the implications of these results for the design and teaching of languages that treat procedures as objects. %M C.ESP.87.33 %T Mental Representations of Programs for Student and Professional Programmers %A Robert W. Holt %A Deborah A. Boehm-Davis %A Alan C. Schultz %B Empirical Studies of Programmers: Second Workshop %D 1987 %P 33-46 %* (c) Copyright 1987 Ablex Publishing %X This research examined programmers' cognitive representations of software. In this study, student and professional programmers were asked to make either simple or complex modifications to three different programs that had been generated using each of three different design methodologies: in-line code, functional decomposition, and a form of object-oriented design. The programmers' mental models of the programs they had studied were elicited and then scored in several different ways. The results suggest that problem structure, problem type, and ease of modification may affect the mental models formed. Specifically, the data suggest that while the mental models of professional programmers were affected primarily by modification difficulty, the mental models of student programmers were primarily affected by the structure and content of the programs. Performance differences between the two groups of programmers were small because the experience variables which were most strongly related to performance were nearly equal in the two groups, and the experience variables which were very different between the two groups were not related to performance. Across the two groups, the primary aspect of the mental model which was correlated with performance variables was the width or breadth of the mental model structure. The implications of the results for the application of program design methodologies are discussed. %M C.ESP.87.47 %T Communication Breakdowns and Boundary Spanning Activities on Large Programming Projects %A Herb Krasner %A Bill Curtis %A Neil Iscoe %B Empirical Studies of Programmers: Second Workshop %D 1987 %P 47-64 %* (c) Copyright 1987 Ablex Publishing %X Detailed interviews were conducted with personnel from 19 large software development projects to better understand team and project level problems to be addressed in MCC's research on software design environments. This paper reports observations of project communication phenomena that help bridge the gap between our understanding of programming-in-the-small and programming-in-the-large. We describe 1) the typical communications breakdowns in large programming projects, 2) the cultural and environmental differences that create barriers to effective intergroup communications, and 3) the boundary spanning activities that coordinate five crucial topical networks of communication. The identification of these processes and breakdowns provide a basis for more effective project coordination, including the use of tools for computer supported collaborative software design. %M C.ESP.87.65 %T Breakdowns and Processes During the Early Activities of Software Design by Professionals %A Raymonde Guindon %A Herb Krasner %A Bill Curtis %B Empirical Studies of Programmers: Second Workshop %D 1987 %P 65-82 %* (c) Copyright 1987 Ablex Publishing %X This chapter summarizes some of the main breakdowns (of difficulties) occurring early in the software design process when professional designers work on a problem of realistic complexity. One class of breakdowns is caused by lack of knowledge and another class is caused by cognitive limitations. A third class of breakdowns is caused by a combination of these two factors. The main breakdowns observed are: 1) lack of specialized design schemas; 2) lack of a meta-schema about the design process leading to poor allocation of resources to the various design activities; 3) poor prioritization of issues leading to poor selection of alternative solutions; 4) difficulty in considering all the stated or inferred constraints in defining a solution; 5) difficulty in performing mental simulations with many steps or test cases; 6) difficulty in keeping track and returning to subproblems whose solution has been postponed; and 7) difficulty in expanding or merging solutions from individual subproblems to form a complete solution. We have also observed serendipitous design and the process of understanding and elaborating the requirements through exploration of the designer's mental model of the problem environment. This study provides many observations of breakdowns and design behaviors not reported in previous studies and necessary prior to developing a model of the cognitive activities during software design. This study also provides critical information to guide the design of tools and methodologies to improve the efficiency of software designers. %M C.ESP.87.83 %T A Methodology for Studying Software Design Teams: An Investigation of Conflict Behaviors in the Requirements Definition Phase %A Diane B. Walz %A Joyce J. Elam %A Herb Krasner %A Bill Curtis %B Empirical Studies of Programmers: Second Workshop %D 1987 %P 83-99 %* (c) Copyright 1987 Ablex Publishing %X This paper presents a methodology which the authors have developed for the analysis of the processes involved in designing large-scale computer-based systems. This methodology is based upon a characterization of the design process which 1) recognizes the diversity of team members' underlying conceptualizations, 2) emphasizes the transformation of abstract goals into concrete systems, and 3) distinguishes between those breakdowns in the design process which are a part of the design function, and those which are the results of the group process itself (within the design context). Essentially, the methodology traces interaction behaviors within design group meetings and relates them, hierarchically, to the issues under discussion. The paper also presents empirical results and a preliminary evaluation of the methodology from an analysis of the group aspect (specifically, conflict behaviors) within a series of requirements definition meetings from an actual development project. %M C.ESP.87.100 %T Comprehension Strategies in Programming %A Nancy Pennington %B Empirical Studies of Programmers: Second Workshop %D 1987 %P 100-113 %* (c) Copyright 1987 Ablex Publishing %X This report focuses on differences in comprehension strategies between programmers who attain high and low levels of program comprehension. Comprehension data and program summaries are presented for 40 professional programmers who studied and modified a moderate length program. Illustrations from detailed think-aloud protocol analyses are presented for selected subjects who displayed distinctive comprehension strategies. The results show that programmers attaining high levels of comprehension tend to think about both the program world and the domain world to which the program applies while studying the program. We call this a cross-referencing strategy and contrast it with strategies in which programmers focus on program objects and events or on domain objects and events, but not both. %M C.ESP.87.114 %T Graphical vs. Textual Representation: An Empirical Study of Novices' Program Comprehension %A Nancy Cunniff %A Robert P. Taylor %B Empirical Studies of Programmers: Second Workshop %D 1987 %P 114-131 %* (c) Copyright 1987 Ablex Publishing %X This paper reports a study which demonstrates that certain fundamental aspects of computer programs are comprehended more quickly and more accurately when represented graphically than when represented in textual form. It is one in a series of reports on an on-going investigation into the influence of graphical representation on program comprehension and debugging being undertaken at Teachers College. It assumes that program comprehension is both definable and measurable and that the aspects of comprehension measured in this study are important components of novices' programming skill. This particular study involved 23 novice programmers who had learned to program in two languages, one graphically and the other textually represented. It investigated the speed and accuracy with which the subjects responded to comprehension questions about eight short program segments, each represented during the experimental session in both forms. The findings indicate that, for the comprehension measures considered, almost all of the subjects comprehended the graphically represented program segments both more rapidly and more accurately than their textually represented equivalents. %M C.ESP.87.132 %T Parsing and Gnisrap: A Model of Device Use %A T. R. G. Green %A R. K. E. Bellamy %A J. M. Parker %B Empirical Studies of Programmers: Second Workshop %D 1987 %P 132-146 %* (c) Copyright 1987 Ablex Publishing %X This paper introduces a model of coding which highlights features of the device, task, interaction medium and user knowledge that are important in determining the ease of use of a programming support environment. The model has been implemented in Prolog and applied to the domain of expert coding; where it is used to explain results from an observational study of expert coding behavior. Although the model is still at an early stage of development, it clearly shows the need to build device languages and support environments which complement each other, in the light of users' tasks and knowledge structures. Methods for achieving this aim are discussed. %M C.ESP.87.147 %T Improving Children's Debugging Skills %A Sharon McCoy Carver %A Sally Clarke Risinger %B Empirical Studies of Programmers: Second Workshop %D 1987 %P 147-171 %* (c) Copyright 1987 Ablex Publishing %X Expert programmers use a wide variety of high-level problem-solving skills to deal effectively with diverse programming tasks. The hope that children might develop some of these high-level skills has inspired many parents and educators to advocate the inclusion of computer programming, usually Logo, in the school curriculum. Despite the intuitive appeal of this campaign and the vote of confidence many school districts have given in the form of computer equipment, researchers have found strikingly little evidence that children are developing any general problem-solving skills form their programming experiences. Our thesis is that children can indeed develop such skills if educators specify the skill components and teach them explicitly. Carver and Klahr (1) specified the components of debugging skill in the form of a computer simulation model, and Carver (2) designed a debugging curriculum to teach the specific components directly. We gave this explicit debugging instruction to 18 sixth graders in the context of a 25 hour Logo list-processing course over a four month period while 17 of their classmates were in study hall. After instruction, the Logo students' debugging speed and efficiency improved because they learned to narrow their search for bugs. We also found that the children who acquired effective debugging skills in the Logo course improved more on transfer tasks involving debugging written instructions than students who did not take the Logo course. We suggest that using a detailed model of a problem-solving skill as the basis for explicit instruction could be an effective methodology for fostering other high-level programming skills such as problem decomposition, procedurality, or planning. %M C.ESP.87.172 %T An Analysis of the On-Line Debugging Process %A Murthi Nanja %A Curtis R. Cook %B Empirical Studies of Programmers: Second Workshop %D 1987 %P 172-184 %* (c) Copyright 1987 Ablex Publishing %X This paper reports the results of a protocol study that compared the debugging process of expert, intermediate, and novice student programmers. Subjects used a microcomputer to debug a Pascal program with three semantic and three logic errors. The following performance differences were identified: (1) Experts employed a comprehension approach in which they first attempted to understand the program and then used this knowledge for finding the bugs. Intermediates and novices employed an isolation approach in which they immediately attempted to identify candidate bug locations by searching the output for clues, recalling similar bugs, and testing program states. (2) Experts corrected multiple errors before verifying the corrections while intermediates and novices corrected and verified single errors. Intermediates and novices corrected the semantic errors first and then the logic errors while experts corrected both semantic and logic errors at the same time. (3) Experts were the fastest and most successful in correcting all of the errors, modified fewer statements, and did not introduce more errors. Most of the novice did not correct all of the errors, made very extensive modifications and introduced many new errors. Most intermediates corrected all of the errors but they made considerable modifications and introduced several new errors. %M C.ESP.87.185 %T Change-Episodes in Coding: When and How Do Programmers Change Their Code? %A Wayne D. Gray %A John R. Anderson %B Empirical Studies of Programmers: Second Workshop %D 1987 %P 185-197 %* (c) Copyright 1987 Ablex Publishing %X Any change in a programmer's code or intentions while coding constitutes a change-episode. Change-episodes include error detection and correction (including false positives) as well as stylistic, and tactical changes. In this study we examine change-episodes to determine what they can add to the study of the cognition of programming. We argue that change-episodes occur most often for constructs that allow the most variability (with variability defined by the language, the task, and the programmer's history). We predict and find that those constructs that are involved in the most change-episodes are those for which much planning is needed during coding. Similarly, we discuss two ways in which a goal can be changed in a change-episode. One involves relatively minor editing of a goal's subgoals, suggesting that much planning is local to the current goal. The other entails major transformations in the goal's structure. Finally, we find that change-episodes are initiated in one of three very distinct circumstances: as an interrupt to coding, a tag-along to another change-episode, or a byproduct of symbolic execution. Our findings support the distinction between inherent and planning subgoals (2,3) and the distinction between progressive and evaluative problem-solving activities (6). %M C.ESP.87.198 %T Advancing the Study of Programming with Computer-Aided Protocol Analysis %A Carolanne Fisher %B Empirical Studies of Programmers: Second Workshop %D 1987 %P 198-216 %* (c) Copyright 1987 Ablex Publishing %X The study of computer programming in all its complexity requires the use of data gathering and analysis techniques equal to the task. Protocol analysis is ideally suited to both the development and testing of theories in this emerging domain. Protocol analysis is, however, a difficult, time-consuming, and largely ill-defined task that can become formidable if the data set is particularly large or the patterns in it large, complex, or infrequent -- as is the case with computer programming data. To reduce the difficulty and to increase the reliability and objectivity of conducting protocol studies and to extend the range of possible analyses, I have developed a multipurpose computer-aided protocol analysis system. In this paper, I use a set of protocol data gathered from expert programmers developing sizable, real-world programs as a context in which to describe the system and demonstrate the detailed analysis it makes possible. %M C.ESP.87.217 %T Strategies in Programming Programmable Controllers: A Field Study on a Professional Programmer %A Willemien Visser %B Empirical Studies of Programmers: Second Workshop %D 1987 %P 217-230 %* (c) Copyright 1987 Ablex Publishing %X One of the questions raised at the end of the First Workshop on Empirical Programmers (see 17), and which subsequently became the title of a Future Directions paper, was "By the way, did anyone study any real programmers?" (7). Our answer is "Yes." It is our wish in presenting this paper to contribute to the understanding of some aspects of "programming-in-the-large," in particular those concerning the specific strategies that the programmer uses. A professional programmer constructing a program that was to control an automatic machine tool installation was observed full time for four weeks in his daily work. In this paper, we chose to focus on the strategies used, under the hypothesis that they differ, at least partially, from those observed to date in most novice, student programmers working on artificial, limited problems. We observed some strategies already known to be at work in "programming-in-the small": planning, top-down and bottom-up processing, schema-guided information processing. However, other strategies seem indeed to be characteristic of programming in a work context: the frequent use of example programs, the importance of analogical reasoning, and the search for homogeneity (for comprehension and maintenance reasons). Finally, the opportunistic nature of the activity we observed also seems to be a characteristic of real programming activity. %M C.ESP.87.231 %T A Cognitive Analysis of a Code Inspection %A Stanley Letovsky %A Jeannine Pinto %A Robin Lampert %A Elliot Soloway %B Empirical Studies of Programmers: Second Workshop %D 1987 %P 231-247 %* (c) Copyright 1987 Ablex Publishing %X In this paper we describe a cognitive analysis of a design and code inspection. This formal inspection process, as designed and carried out at IBM, has shown itself to be effective for improving the quality of produced code. Our intent in studying this process was to understand what goes on during a code inspection and why. After analyzing one video-taped, 65 minute inspection in detail, we suggest that the participants in the inspection were attempting to achieve three main goals (clarity, correctness, and consistency), by executing three corresponding behaviors (design reconstruction, mental simulation, document cross-checking). These categories accounted for 89% of the duration of the code inspection. The major overall finding is that, surprisingly, considerable resources (time and personnel) were spent in establishing the relationship between the various software documents, i.e., the requirements, the design, and the code. %M C.ESP.87.248 %T Can Principles of Cognition Lower the Barriers to Programming? %A Clayton Lewis %A Gary M. Olson %B Empirical Studies of Programmers: Second Workshop %D 1987 %P 248-263 %* (c) Copyright 1987 Ablex Publishing %X We analyze the barriers to programming faced by the intelligent, task-oriented non-programmer, such as a working scientist. Part of the analysis is to examine a success story in making programming easier, the spreadsheet. Generalizations about programming extracted from this example are related to principles of cognition. Two general tactics for making programming easier for our target audience are presented: programming by modification, and reform of the primitives of programming languages. Two examples of programming tools that fit this vision are briefly presented, CMU Tutor and NoPumpG. %M C.ESP.91.1 %T The Best of ESP %S Panels %A Stu Zweben %A Bill Curtis %A Ben Shneiderman %B Empirical Studies of Programmers: Fourth Workshop %D 1991 %P 1-2 %* (c) Copyright 1991 Ablex Publishing %X N/A %M C.ESP.91.3 %T Tutors and Environments for Novice Programmers %S Panels %A Wayne D. Gray %A John R. Anderson %A Brian Reiser %A Elliot Soloway %A James C. Spohrer %B Empirical Studies of Programmers: Fourth Workshop %D 1991 %P 3-4 %* (c) Copyright 1991 Ablex Publishing %X N/A %M C.ESP.91.5 %T Reasoning from a Schema and from an Analog in Software Code Reuse %S Papers %A Francoise Detienne %B Empirical Studies of Programmers: Fourth Workshop %D 1991 %P 5-22 %* (c) Copyright 1991 Ablex Publishing %X The activity of design involves the decomposition of problems into subproblems and the development and evaluation of solutions. In many cases, solution development is not done from scratch. Designers often evoke and adapt solutions developed in the past. These solutions may come from an internal source, i.e. the memory of the designers, and/or from an external source. The goal of this paper is to analyse the characteristics of the cognitive mechanisms, the knowledge and the representations involved in the code reuse activity performed by experienced programmers. More generally, the focus is the control structure of the reuse activity. Data collected in an experiment in which programmers had to design programs are analyzed. Two code reuse situations are distinguished depending on whether or not the processes involved in reuse start before the elaboration of what acts as a source-solution. Our analysis highlights the use of reasoning from a schema and from an analog in the code reuse activity. %M C.ESP.91.23 %T A Feasibility Study of Early Class Hierarchy Construction in Object-Oriented Development %S Papers %A Joseph L. Dvorak %A Thomas G. Moher %B Empirical Studies of Programmers: Fourth Workshop %D 1991 %P 23-35 %* (c) Copyright 1991 Ablex Publishing %X In an observational study, five professional programmers were asked to design object-oriented class hierarchies based on lists of properties similar to those which might be extracted from a software project requirements document. Differences in domain experience resulted in qualitative differences in their approaches to the problems and substantially impacted inter-subject agreement on the structure of the resultant hierarchies. Performances differences are interpreted in the context of categorization theory, and implications are drawn for object-oriented software development. %M C.ESP.91.36 %T Analyzing Distributed Cognition in Software Teams: A Case Study of Team Programming During Perfective Software Maintenance %S Papers %A Nick V. Flor %A Edwin L. Hutchins %B Empirical Studies of Programmers: Fourth Workshop %D 1991 %P 36-64 %* (c) Copyright 1991 Ablex Publishing %X This paper introduces a new approach -- Distributed Cognition -- to viewing collaborative activities and analyzes a pair of programmers performing a perfective software maintenance task in accordance with this approach. Distributed Cognition takes as its unit of analysis a complex cognitive system: collections of individuals and artifacts that participate in the performance of a task. The external structures exchanged by the agents of complex cognitive systems comprise its "mental" state and unlike individual cognition, where mental states are inaccessible, these states are observable and available for direct analysis. Through an analysis of these structures, their trajectories through the system, and their transformations, it will be demonstrated that complex cognitive systems engaged in software development tasks possess cognitive properties distinct from those of individual programmers. These properties are important for the system's successful completion of the task, yet they are ignored in studies of individual programmers. Studies of system level cognitive properties, when combined with existing research on the cognitive properties of individual programmers, should lead to a more comprehensive understanding of the process of software development. Before this integration can be made, however, these system level properties must be uncovered. The following research is a step in this direction. %M C.ESP.91.65 %T An Investigation of Procedure and Variable Names as Beacons during Program Comprehension %S Papers %A Edward M. Gellenbeck %A Curtis R. Cook %B Empirical Studies of Programmers: Fourth Workshop %D 1991 %P 65-81 %* (c) Copyright 1991 Ablex Publishing %X Beacons are defined as sets of key features that typically indicate the presence of a particular data structure or operation. It has been claimed that programmers use them to help comprehend an unfamiliar program. However, despite their importance, beacons are not well-defined and very few have been identified. The present study investigated the importance of procedure and variable names as beacons during comprehension of short Pascal procedures. Ninety-six college seniors and graduate computer science students studied versions of a binary search and sorting procedures for one minute each and then provided a written description of the functions of each procedure. It was found that both meaningful procedure and variable names served as beacons to high-level comprehension. However, a strong code beacon, like the swap operation in a sorting routine, was found to be relied on more than the procedure name for high-level comprehension. %M C.ESP.91.82 %T Does Signaling Help Professional Programmers Read and Understand Computer Programs? %S Papers %A Edward M. Gellenbeck %A Curtis R. Cook %B Empirical Studies of Programmers: Fourth Workshop %D 1991 %P 82-98 %* (c) Copyright 1991 Ablex Publishing %X Signaling refers to the addition of non-content information to a text in order to emphasize certain ideas and/or clarify the organization. There is increased interest in using typographic signaling, such as boldface type, different font sizes and ruled lines, to format computer program source code listings. However, little evidence exists to show that this type of formatting makes programs easier to read and understand. The present study reports on a controlled experiment which investigated the effectiveness of typographic signaling, header comments before modules, and mnemonic module names as ways to aid comprehension. We found that while all three factors helped experienced programmers confirm hypotheses about a 913-line program, only the header comments and mnemonic names helped the programmers locate material in the program. We also found only modest improvements in comprehension when typographic signaling was used with header comments and mnemonic names. %M C.ESP.91.99 %T Use of Structure Editing Tools by Novice Programmers %S Papers %A Dennis R. Goldenson %A Bing Jyun Wang %B Empirical Studies of Programmers: Fourth Workshop %D 1991 %P 99-120 %* (c) Copyright 1991 Ablex Publishing %X Ever since the advent of the Cornell Program Synthesizer, syntax directed structure editing has been the subject of much controversy in the programming systems and computer science education communities. In previous work we have demonstrated striking performance quality differences attributable to use of structure editing environments by novice programmers. Here we examine more closely evidence about the process by which students actually build and test their programs using various structure editor based features and optional tools. Data obtained by logging user initiated editing events reveal that students using Carnegie Mellon's GENIE Pascal environment do in fact make good use of structure editing functionality. However noticeable optional tool use pattern differences also exist, with implications for user interface design, curriculum and teacher preparation. %M C.ESP.91.121 %T Comprehensibility of Visual and Textual Programs: A Test of Superlativism Against the 'Match-Mismatch' Conjecture %S Papers %A T. R. G. Green %A M. Petre %A R. K. E. Bellamy %B Empirical Studies of Programmers: Fourth Workshop %D 1991 %P 121-146 %* (c) Copyright 1991 Ablex Publishing %X The response-time study reported here compares readability of textual and graphical programming notations. The two issues addressed are relative comprehensibility of low-level micro-structure, and higher-level reasoning -- advantages have been claimed for visual programming languages at both levels. The study contrasts two major hypotheses: Superlativism (graphical is naturally best) and information accessibility (the structure of any given VPL, in combination with the reader's experience, will mean that certain tasks are easy and others are hard). Short conditional structures were expressed in four notations: textual or graphical crossed with sequential or circumstantial. Experienced programmers performed question-answering, same-different judgment, and identification of programs presented tachistoscopically. All were applied to both the visual and the textual forms. The clear overall result was that the graphical programs took longer than the textual ones. The reading strategies employed by the subjects varied considerably: broader experience led to more flexible performance. The less experienced subjects were unable to exploit the 'secondary notation' of the graphical representations which would have assisted comprehension -- it appears that what a programmer sees is largely a matter of training. %M C.ESP.91.147 %T How Experts Infer Novice Programmer Expertise: A Protocol Analysis of LISP Code Evaluation %S Papers %A Thomas Mastaglio %A John Rieman %B Empirical Studies of Programmers: Fourth Workshop %D 1991 %P 147-155 %* (c) Copyright 1991 Ablex Publishing %X We present the results of a protocol study of human experts analyzing code produced by other programmers. The study focused on how experts infer the knowledge and expertise levels of anonymous programmers from examining their LISP code. We were particularly interested in what aspects of those programs our experts used in their inference process. Those aspects which triggered a verbal response were collected and are referred to as "cues". Further analysis determined three distinct categories of cues: syntactic, code semantics, and problem semantics. We determined that of these categories the first two are amenable to acquisition by a computer system designed to serve as a knowledge-based programmer's assistant or critic. The third category however, requires knowledge beyond state of the art artificial intelligence techniques. %M C.ESP.91.156 %T Transfer of Training Between Programming Subtasks: Is Knowledge Really Use Specific? %S Papers %A Nancy Pennington %A Robert Nicolich %B Empirical Studies of Programmers: Fourth Workshop %D 1991 %P 156-176 %* (c) Copyright 1991 Ablex Publishing %X The dominant theory of transfer of training is a theory of "common elements" based on Anderson's ACT* theory of skill acquisition (Singley & Anderson, 1989). In this theory, the knowledge acquired while learning a skill is encapsulated in procedures called production rules. Transfer between tasks is predicted to occur to the extent that the two tasks share production rules or "common elements." This leads to a principle of "use specificity of knowledge" which makes the strong statement that knowledge acquired in the practice of one subskill (such as writing a computer program) will not transfer to performance in a related subskill (such as understanding a computer program), even though the two subskills rest on a shared declarative knowledge base (such as definitions of programming language instructions) (McKendree & Anderson, 1987). Our research provides a test of the ACT* predictions of transfer and the use specificity principle, when considering transfer between two subtasks within the acquisition of computer programming skill. First we provide detailed a priori transfer predictions based on a task analysis and production system simulation model of two programming subtasks: the evaluation and generation of LISP instructions. Next, we present preliminary results from an empirical study of training and transfer between these two subtasks. Comparisons between empirical results and simulation predictions reveal that there is substantially more transfer between subtasks than was predicted. These results call into question either the principle of use specificity of knowledge or the ability to make a priori predictions within the ACT* framework. Current research is aimed at disentangling these two explanations. %M C.ESP.91.177 %T What Do Expert Programmers Communicate by Means of Descriptive Commenting? %S Papers %A R. Douglas Riecken %A Jurgen Koenemann-Belliveau %A Scott P. Robertson %B Empirical Studies of Programmers: Fourth Workshop %D 1991 %P 177-195 %* (c) Copyright 1991 Ablex Publishing %X When generating source code, programmers are required to communicate a set of tasks to be performed such that they are interpreted correctly by both a computer and other programmers. We report a study in which expert programmers improved the clarity of a program in an attempt to communicate specific program knowledge to novice programmers. We examined descriptive commenting and addition of white space as methods of communication applied by experts. We discuss plausible factors which motivate the use of these different methods of communication. The results of this study provide insight by which to improve code-based communication between expert and novice programmers. %M C.ESP.91.196 %T Psychological Design Rationale for an Intelligent Tutoring System for Smalltalk %S Papers %A Mark K. Singley %A John M. Carroll %A Sherman R. Alpert %B Empirical Studies of Programmers: Fourth Workshop %D 1991 %P 196-209 %* (c) Copyright 1991 Ablex Publishing %X Although a descriptive psychology of programming is maturing, it is unclear whether it is cumulating in such a way as to have any obvious impact on the design of programming languages or environments. In the present work, we consider an alternative framework for bringing to bear empirical observations of user behavior on the design of programming artifacts. Specifically, we construct a psychological design rationale for an intelligent tutoring system for Smalltalk based on observations of users working with Smalltalk. We observed six persons of varying levels of expertise undertake an introductory yet representative project in Smalltalk: to create a window that transforms and displays all of its keyboard input in upper case. Our intention is to explicate and strengthen the link between empirical observations and design decisions. %M C.ESP.91.210 %T An Empirical Study of the Effects of Design/Documentation Formats on Expert System Modifiability %S Papers %A Kathleen M. Swigger %A Robert P. Brazile %B Empirical Studies of Programmers: Fourth Workshop %D 1991 %P 210-226 %* (c) Copyright 1991 Ablex Publishing %X This study evaluates two different design/documentation formats to determine which is most effective for modifying expert systems. In a previous study, the authors examined the effectiveness of using a design/documentation format to modify a small expert system (Swigger & Brazile, 1989). The current study extends that research by asking the same question in the context of a larger, more complex expert system which was built for a procedural domain. During the exercise, programmers were given standard documentation (i.e. listings, program specifications, etc.) as well as two different design/documentation formats. Measures relating to modification time and number of errors were calculated for each group of programmers. Results indicate that subjects who used a Petri net design format to make modifications were able to complete the task in less time than programmers who used an Entity-Relationship (ER) design/documentation format. These and other findings are discussed with respect to their relationship to software and knowledge engineering. %M C.ESP.91.227 %T Strategy Selection and Change in PASCAL Programming %S Papers %A Quanfeng Wu %A John R. Anderson %B Empirical Studies of Programmers: Fourth Workshop %D 1991 %P 227-238 %* (c) Copyright 1991 Ablex Publishing %X Three experiments were conducted to investigate iterative or looping strategy selection and change, especially between the "while-do" and the "repeat-until" looping constructs, in PASCAL programming. The results from the first experiment, in which subjects were free to choose between the two looping alternatives, indicated that most PASCAL programmers were quite sensitive to problem types and adaptable in choosing appropriate looping strategies. In other two experiments subjects were either forced or primed to use one of the two looping strategies. These experiments revealed that subjects were quite tenacious in using the appropriate strategy and their performance deteriorated when they were forced to use a different strategy. Finally, some implications of our findings to programming language designing and learning were explored. %M C.ESP.93.- %T What is Software Interaction Design? %S Keynote %A Terry Winograd %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P -- %* (c) Copyright 1993 Ablex Publishing %M C.ESP.93.1 %T End-User Programming %S Panels %A Wayne D. Gray %A Bonnie E. John %A Bonnie A. Nardi %A Marion Petre %A James C. Spohrer %A Althea A. Turner %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 1-2 %* (c) Copyright 1993 Ablex Publishing %X End-user programming involves the end user building new tools, not simply using an application. Hence, word processing is not an example of end-user programming while building style sheets for a word processor would be. Using communication software is not, writing a script for the communication software is. Using someone else's spreadsheet is not, building your own spreadsheet is. Using someone else's HyperCard stack is not, building your own is. Running someone else's cognitive model is not, building a cognitive model that fits your theory is. This definition includes both specialized software for experts (for example, Edmonds, O'Brien, & Bayley, 1993), semi-domain specialized software such as spreadsheets, as well as intendedly general purpose (but specialized anyway) software such as HyperCard. The two defining characteristics are: building software tools (what the end-user programming language, EPL, is used for) and characteristics of the user (whose main interest is in building a tool for which they, among possible others, will be a user). Hence, LISP could be considered an EPL for C programmers who use EMACS. %M C.ESP.93.3 %T Has of ESP Research Improved Programming Instruction? %S Panels %A Marcia C. Linn %A Michael J. Clancy %A Lydia Mann %A Philip Miller %A Elliot Soloway %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 3-5 %* (c) Copyright 1993 Ablex Publishing %X This panel discussion will address: (a) how instructors use current research on programming and (b) how future research might contribute to better teaching. We hope to help participants at the ESP V conference synthesize current studies and identify future directions for empirical work. In addition, we hope to alert researchers to unanticipated consequences of current empirical studies for programming courses. %M C.ESP.93.6 %T Beyond Program Understanding: A Look at Programming Expertise in Industry %S Papers %A Lucy M. Berlin %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 6-25 %* (c) Copyright 1993 Ablex Publishing %X In the computer industry, expert programmers must often relearn parts of their craft as they retool themselves to new computer languages, programming environments, software frameworks and systems. Our study of consulting interactions between these apprentices and experts has given insights into this collaborative work practice and into the knowledge gaps of programmers in a new environment. In this paper we characterize the apprenticeship interactions we observed, the skills experts use in collaborative problem solving, the hard-to-find information they emphasize, and the tutoring skills they exhibit. The observations also indirectly suggest the multi-faceted knowledge required for real-life programming expertise, and the knowledge and skills that make experts so much more effective in their daily work. %M C.ESP.93.26 %T The Collaboration Thread: A Formative Evaluation of Object-Oriented Education %S Papers %A John M. Carroll %A Mary Beth Rosson %A Mark K. Singley %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 26-41 %* (c) Copyright 1993 Ablex Publishing %X We are exploring a type of critical incident analysis that groups together sets of causally related user episodes; we refer to these as "critical threads." The episodes of a critical thread are sometimes less-than-critical when viewed in isolation, which can be a problem in formative evaluation, since when taken together, these same episodes can expose major underlying usability issues. We use psychological design rationale to construct a unifying description of the set of user episodes comprising a critical thread (i.e., as a sort of abstract and distributed user scenario). Such a description guides the recognition of pieces of a critical thread in data and the articulation of underlying usability themes embodied across the various constituent episodes. %M C.ESP.93.42 %T Externalising Information During Coding Activities: Effects of Expertise, Environment and Task %S Papers %A Simon P. Davies %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 42-61 %* (c) Copyright 1993 Ablex Publishing %X This paper presents empirical evidence for differences in the nature of problem solver's information externalisation strategies. Two experiments concerned with programming behaviour are reported which suggest that experts tend to rely much more upon the use of external memory sources in situations where the device they use to construct the program hinders the utilisation of a display in the service of performance. Experts and novices also appear to externalise different kinds of information during problem solving. Hence, experts tend to externalise low level information, mainly to aid simulation, whereas novices develop higher level representations which might be characterised as transformations or re-representations of the problem state. Moreover in the case of experts, the nature of externalised information appears to depend upon whether they are generating a program as opposed to comprehending it. These results provide support for a display-based view of problem solving. Moreover these studies address strategic differences in the externalisation of information, which until now have remained unexplored in accounts of display-based behaviour. Finally, the paper suggests a number of implications for the design of tools intended to support the programming process and for systems aimed at teaching programming skills. %M C.ESP.93.62 %T Mind Your Ps and Qs: Using Parentheses and Quotes in LISP %S Papers %A Elizabeth A. Davis %A Marcia C. Linn %A Lydia M. Mann %A Michael J. Clancy %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 62-85 %* (c) Copyright 1993 Ablex Publishing %X Learning the Ps and Qs of LISP turns out to be more challenging than most textbooks and many instructors anticipate. By "minding your Ps and Qs" we refer to appropriate use of parentheses and quotes. We investigate (a) the aspects of Ps and Qs that are most likely to confuse novice programmers, and (b) the course of knowledge development that novice programmers follow in making sense of Ps and Qs in LISP. We devised a 23-problem LISP Ps and Qs assessment and administered it to 36 students in individual interviews. We identified seven rules that accounted for most of the inappropriate conjectures made by students about Ps and Qs. Students applied each conjecture or "rule" either consistently or intermittently. Based on their patterns of rule use, students could be categorized as rule refiners, rule users, or rule seekers. These results suggest that students struggle to make sense of information about LISP syntax and about the nature of rules in programming. In making sense of programming rules, for example, students might draw on their knowledge of rules for English grammar or rules for algebra symbol manipulation. It is tempting to conclude that students need more explicit instruction in LISP but our observations suggest, instead, that students need encouragement and support as they construct personal views of programming. Learning the Ps and Qs of LISP requires the same process of knowledge integration and refinement characteristic of more complex learning. %M C.ESP.93.86 %T Tales of Debugging From the Front Lines %S Papers %A Marc Eisenstadt %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 86-112 %* (c) Copyright 1993 Ablex Publishing %X A world-wide trawl for debugging anecdotes elicited replies from 78 respondents, including a number of implementors of well-known commercial software. The stories included descriptions of bugs, bug-fixing strategies, discourses on the philosophy of programming, and several highly amusing and informative reminiscences. Experiences included using a steel ruler to debug a COBOL line printer listing, browsing through a punched card deck to debug an early FORTRAN compiler, and struggling in vain to find intermittent bugs on popular commercial products. An analysis of the anecdotes reveals three primary dimensions of interest: why the bugs were difficult to find, how the bugs were found, and root causes of bugs. Half of the difficulties arose from just two sources: (i) large temporal or spatial chasms between the root cause and the symptom, and (ii) bugs that rendered debugging tools inapplicable. Techniques for bug-finding were dominated by reports of data-gathering (e.g. print statements) and hand-simulation, which together accounted for almost 80% of the reported techniques. The two biggest causes of bugs were (i) memory overwrites and (ii) vendor-supplied hardware or software faults, which together accounted for more than 40% of the reported bugs. The paper discusses the implications of these findings for the design of program debuggers, and explores the possible role of a large repository/data base of debugging anecdotes. %M C.ESP.93.113 %T Learning Computer Programming: A Route to General Reasoning Skills? %S Papers %A Adrienne Y. Lee %A Nancy Pennington %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 113-136 %* (c) Copyright 1993 Ablex Publishing %X The learning of computer programming in schools has often been promoted as a basis for the learning of general thinking skills. Thus, a fundamental question about computer programming skill is whether it "transfers" to reasoning in other domains. Our research investigates whether expert diagnostic strategies will transfer spontaneously from established programming skill to another, unfamiliar domain. We then examine whether diagnostic reasoning can be taught to novices, in the context of learning to program, in a way that liberates the strategy from its content. The first experiment examined experienced subjects (extensive programming but no electronics) and inexperienced subjects (no programming or electronics) performances in two domains (programming and electronics) when domain specific information was provided. Results suggest that practicing a component of programming skill (debugging) will produce a general diagnostic skill that can transfer spontaneously across domains. The second experiment examined the training of inexperienced subjects for transfer. Experimental subjects learned more than controls, but did not show more transfer. More training may be necessary for subjects to reach advanced levels of the skill and thereby show transfer. %M C.ESP.93.137 %T Comparing the Comprehensibility of Textual and Graphical Programs: The Case of Petri Nets %S Papers %A Thomas G. Moher %A David C. Mak %A Brad Blumenthal %A Laura M. Leventhal %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 137-161 %* (c) Copyright 1993 Ablex Publishing %X In an experiment inspired by Green, Petre, and Bellamy (1991), three forms of Petri net representations were tested against two textual program representations for comprehensibility. Two tasks were employed: question-answering and matching. The results reaffirmed the textual match-mismatch phenomenon frequently reported for circumstantial vs. sequential programs, but failed to find a match-mismatch for alternative net representations. Petri nets appeared to be more well-suited in general to backwards questions, but performance was strongly dependent to the layout of the Petri nets. In general, the results indicate that the efficacy of a graphical program representation is not only task-specific, but also highly sensitive to seemingly ancillary issues such as layout and the degree of factoring. %M C.ESP.93.162 %T Does Programming Knowledge or Design Strategy Determine Shifts of Focus in Prolog Programming? %S Papers %A Thomas C. Ormerod %A Linden J. Ball %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 162-186 %* (c) Copyright 1993 Ablex Publishing %X In this paper we examine the nature of expertise in program writing, in particular the factors which underlie the order in which code is generated by Prolog programmers. Verbal and keystroke recordings were taken from five expert subjects coding solutions to a problem requiring a recursive list-processing solution. A quantitative analysis of transcripts revealed a wide variation between subjects in the presence of non-linearities in code generation, with one subject demonstrating almost perfect linear development of code whilst others showed varying degrees of non-linearity. On the other hand, there was little evidence of deviation from a structured approach to code development even by experts producing code in a non-linear fashion. Qualitative analysis of verbal protocols revealed two key factors which determined the sequence of code generation: these were 1) switches between different views of the programming problem during solution development; and 2) the operation of problem scheduling strategies which created agenda for tackling coding sub-problems We discuss our findings in terms of current theories of programming expertise, and propose that the notion of programming 'plans' is neither necessary nor sufficient to account for the shifts of focus in the coding of our expert subjects. Plans may be a component of programming expertise, but they cannot alone account for the different coding orders observed in the construction of similar programs. Instead, we argue that a theory of programming expertise must account for the role of design strategies such as structured problem decomposition and problem scheduling that are employed by experts in developing code. %M C.ESP.93.187 %T An Analysis of Novice Programmers Learning a Second Language %S Papers %A Jean Scholtz %A Susan Wiedenbeck %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 187-205 %* (c) Copyright 1993 Ablex Publishing %X This research studied novice programmers with some Pascal knowledge during their initial attempts at learning another programming language. We wanted to identify the programming knowledge they had previously acquired and determine if they were able to use this knowledge in learning a second language. We found that plan structure differences could be used to predict problems programmers encountered. Additionally, we discovered that novices were hampered in transferring to a new language, not only by features of the new language, but by inadequate or missing knowledge of both programming constructs from their first language and programming concepts in general. %M C.ESP.93.206 %T Positive Test Bias in Software Testing by Professionals: What's Right and What's Wrong %S Papers %A Barbee Teasley %A Laura Marie Leventhal %A Diane S. Rohlman %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 206-221 %* (c) Copyright 1993 Ablex Publishing %X Software testing, which consumes substantial effort in software development, is a virtually unexplored area in human-computer interaction. At Bowling Green State University, we have a program of research which is looking at the application of judgment and decision-making theory to software testing, focusing on the role of positive test bias in software testing. Studies of naturalistic testing tasks, as well as ones which follow common laboratory models in this area, have found ample evidence that testers have a positive test bias. This bias is manifest as a tendency to execute about four times as many positive tests, designed to show that "the program works" (i.e., valid data), as tests which challenge the program (i.e., use invalid data). While positive tests do uncover errors in a program and need to be done, failure to do negative tests leaves much of the program invalidated. Our studies have also shown that the expertise of the subjects, the completeness of the software specifications, and the presence / absence of program errors may reduce positive test bias. Talk-aloud data suggests that advanced computer science students and professional programmers do invent specifications to test in the absence of actual specifications, but still exhibit positive test bias. %M C.ESP.93.222 %T Program Comprehension of Literate Programs by Novice Programmers %S Posters %A Christopher F. Bertholf %A Jeanne Scholtz %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 222 %* (c) Copyright 1993 Ablex Publishing %X This study compares comprehension of Lit style literate programs with that of traditional modular programs with both internal and external documentation. Literate programming (Knuth, 1984)* enhances a computer program by incorporating program text into a comprehensive design document. Although not previously well defined, we believe Knuth's concept has great intuitive appeal, fits in well with a multi-disciplinary approach to automating portions of the software engineering process, and can be adapted easily to the incorporation of empirically derived principles of program comprehension. The Lit system developed by Chris Bertholf employs many of Knuth's principles for literate style programs as well as several others; the program text is incorporated into a comprehensive design document which uses typographic cues and a book style presentation paradigm. A program description and information about design history, the task domain, and implementation are included in the program document. The table of contents provides information about the overall structure of the program. In addition, algorithms are documented in pseudo-code and documentation of anticipated modifications is included. Extensive documentation of the usage of variables, procedures, and functions is also included. Does this increased amount of documentation and the unique presentation format hinder or facilitate program comprehension? This study compared the comprehension results of 20 novice programmers randomly divided into two groups and given either a traditional modular FORTRAN program or an equivalent Lit style literate program to modify. Subjects performed the task of completing an incomplete program; all program modifications were made on paper, thus syntax errors were expected. The elapsed time to produce a solution was recorded, and several measures of comprehension were collected and analyzed. Completed programs were judged as completely correct, functionally correct with syntax errors, or incorrect. The overall result was that subjects given the literate programs found a solution more often than did subjects using the traditional modular programs. None of the subjects given the modular programs were able to produce even functionally correct solutions. In addition, none of the subjects given Lit style literate programs modified sections of code that were unrelated to the modification specification while all of the subjects given traditional modular programs modified sections of code which were unrelated to the modification specification. Similar results have also been obtained with advanced programmers in another related study. Although this study did not attempt to isolate the factors which aided in comprehension, it did show that the Lit style programs are useful for program maintenance tasks. Future research in this area should concentrate on isolating the factors that produced such a marked distinction in performance between the Lit style literate program group and the traditional program group. * Knuth, D. (1984). Literate Programming. The Computer Journal, 27(2), 97-112. %M C.ESP.93.223 %T The Dynamic Construction of Work Organizations During Team Programming: Elements of a Process of Dynamic Organization %S Posters %A Nick V. Flor %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 223 %* (c) Copyright 1993 Ablex Publishing %X The complexity and enormity of most computer programming tasks suggests that their successful completion by software teams requires not only careful design but also careful planning of both the work organizations and the coordination of results for the various programming subtasks. The goal of this paper is to show that useful work can be accomplished by individual-centered work organizations acting in the best interests of their own tasks and reacting opportunistically to useful information in other work organizations. The activities of a pair of programmers working on a software maintenance task will be analyzed in detail. It will be argued that what looks on the surface like planned collaboration between the programmers is actually the consequence of a dynamic organizational process. Concurrent with the analysis conducted, the elements of this process will be identified and their potential role in shaping the construction of new work organizations will be discussed. %M C.ESP.93.224 %T How Programmers Visualize Programs %S Posters %A Lindsey Ford %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 224 %* (c) Copyright 1993 Ablex Publishing %X How does a programmer visualize a computer language? How does a programmer visualize the execution of a program? We have explored these questions with learners of object-oriented programming. We provided them with a set of graphic and animation creation tools and assigned them a practical project to design and implement programs that would animate features of the language C++. They developed programs that interfaced with the tools and thus produced animations of their own design of features of C++ of their own choosing. So, for example, some learners provided animations that visualized how loop, choice, assignment constructs worked; other animations focused on visualizing class hierarchy, inheritance and overloading; yet others visualized dynamic memory operations. At stages through their designs and implementations we interviewed the learners to determine what aspects of C++ they wanted to visualize and why they wanted to visualize it in a certain way. Finally, we examined their animations and the programs they had developed to generate the animations. From these results we conclude that: (1) learners use various abstractions when visualizing; (2) a study of programmers' visualizations provides a complementary view to textual-based empirical studies of programmers; (3) programmers frequently represent the same textual programming construct in different visual forms; (4) visualization provides a framework for studying learners' misconceptions; and (5) visualization exercises for learners appear to foster programming skills. %M C.ESP.93.225 %T Analysis of Experiences with Modifying Computer Programs %S Posters %A Arun Lakhotia %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 225 %* (c) Copyright 1993 Ablex Publishing %X The paper analyzes the author's experience with modifying large, real-world programs written by other programmers. It finds that Brooks' domain and programming knowledge based hypothesis-test-refine paradigm explains the author's approach to understanding programs and the differences in performance in comparison with his students. Zvegintov's 9-step process of change is found to be a good first level decomposition of the (physical) tasks performed when making corrective changes to a software system. The paper also makes some new observations. Besides modularity and levels of abstractions, the organization of source code in hierarchy of directories also influence on the ease of locating code segments relevant to a change request. The functionality of a program is not only understood from its documentation but also by executing it and inferring relations between its inputs and outputs; an approach analogous to concept identification. When introducing a new function in an existing program, a programmer attempts to find subproblems that have been solved by other parts of the program so as to mimic their solutions. Quite often this means copying large code segments. However, when deleting a function, the code implementing it is not destroyed, only execution paths leading to it are disconnected; leaving behind dead-code. The replicated and dead code segments are major contributors to the difficulty in understanding and modifying programs. %M C.ESP.93.226 %T Very High-Level Debugging: How Novice Ada Concurrent Programmers Respond to ADAT %S Posters %A Arthur V. Lopes %A Rachelle S. Heller %A Michael B. Feldman %A Dianne C. Martin %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 226 %K Software testing, Intelligent computer aided training, CLIPS, Ada, Expert systems, Debugging, Programming training, Concurrent programming %* (c) Copyright 1993 Ablex Publishing %X This paper describes the study that was carried out to evaluate how novice concurrent Ada programmers respond to an Automated Debugger for Ada Tasks (ADAT). ADAT is a programming tool that implements a debugging concept in which non-syntactic errors are detected and the user is guided to correct the errors. The process of identifying and correcting a non-syntactic error is named Very High-Level Debugging. The traditional static analysis was extended through the use of a rule-based system (CLIPS). The source code of a SmallAda (student compiler for an Ada subset) program is searched for likely execution-time anomalies in task activation and communication. Some race conditions and deadlocks are among the anomalies dealt by ADAT. Each anomaly is associated with a corrective procedure. ADAT was implemented to test the idea of Very High-Level Debugging. An experiment was performed using two groups of 20 subjects each. An experimental group and a control group were used in a two stage experiment. In stage one, the subjects in the experimental group used the SmallAda system with the ADAT tool available, and the subjects in the control group used the SmallAda system without the ADAT tool. Subjects from both groups were asked to find and correct one bug in each of two Small-Ada programs. The SAPM (SmallAda Parallel Monitoring) tool was available in both groups. In Stage Two, both groups were asked to use the SmallAda system to extend a SmallAda concurrent program. At this stage of this experiment, the conditions under which the subjects worked were identical. The goal of the experiment was to test the following two hypothesis: a) The use of the ADAT improves the performance of the debugging activity; b) The use of the ADAT provides an improvement in the understanding of concurrency. Analysis of the experimental results showed that ADAT improves the performance of the debugging activity as well as the learning process. ADAT also shows promise as an intelligent trainer. %M C.ESP.93.227 %T Programmer Managed Using Lean Techniques %S Posters %A Peter Middleton %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 227 %* (c) Copyright 1993 Ablex Publishing %X This paper is concerned with the dynamics of how programmers interact with other team members. It examines the management of the tasks of design, coding and maintenance. It also contributes to the area of learning and knowledge transfer. This research describes how lessons learned in lean, as opposed to mass production, might be applied to software construction. Attempts to raise the productivity of information systems development often involve adding more technology, for example -- CASE tools, 4th Generation Languages and Relational Databases. The evidence from other industries suggests that higher quality and productivity can be obtained with less technology. This paper reports initial observations from an empirical pilot study of 2 small teams of programmers managed using lean or Just-In-Time (JIT) techniques for constructing software. It concludes that JIT approaches do significantly alter the dynamics of the groups. The work is of higher quality and learning happens more quickly. The problem is that it clearly exposes people with weak performance, and therefore an organisation needs to be particularly willing and able to assist these members of staff. %M C.ESP.93.228 %T A Scoring System for Software Designs %S Posters %A Bob Rehder %A Nancy Pennington %A Adrienne Y. Lee %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 228 %* (c) Copyright 1993 Ablex Publishing %X A system for scoring software designs produced in experimental settings is proposed and described. The system allows for a complete and multifaceted expression of a software design, making it ideal for comparing designs generated in different languages, paradigms, and methodologies. The system is able to characterize the different strengths (and weaknesses) that each design possess, and do so in a way that is "paradigm neutral", that is, is not unfairly biased towards one language, paradigm, or methodology. As a result of the thoroughness of this scoring system, a completeness score for a design may be computed which reflects the completeness of the design in an absolute sense. In addition, the scoring system characterizes each design component as being specified at a certain level of abstraction. Two different notions of level of abstraction, "level of refinement" and "level of decomposition", are compared. The scoring system allows for the representation of design alternatives and optional features, recognizing that software design problems are not sufficiently constrained to identify a unique solution. Techniques for scoring designs and generating dependent measures are described. %M C.ESP.93.229 %T The Recognition of Concurrent Programming Plans by Novice and Expert Programmers: Implications for the Parsimony of the Plan Theory of Programming Expertise %S Posters %A Vincent Shah %A Ray Waddington %A Tom Carey %A Peter Buhr %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 229 %* (c) Copyright 1993 Ablex Publishing %X The concept of programming plans has generated much discussion as to whether it adequately explains behavioural differences between novice and expert programmers. Experimental tools, such as PROUST, Bridge and UNIVERSE, have applied programming plans in different roles. However, most of the research in this area has been centered in the sequential programming paradigm. As a result, one can only speculate the extent of plan theory across different paradigms. This study provides some insight into this matter by examining plans in concurrent programming. Rist's (1986) methodology was adapted to confirm the existence of a well-established set of plans that expert concurrent programmers had accumulated from their wealth of experience. The novice subjects were expected to slowly acquire these plans as they gained expertise over time. No evidence could be found to support these tendencies but a significant correlation was observed between concurrent plan recognition and academic performance. The findings from this study raise a number of questions about the extent and completeness of plan theory. It also provides a starting point for further research on concurrent programming behaviour that is aimed towards designing and developing effective concurrent programming tools and environments. %M C.ESP.93.230 %T Essential Competencies of Software Engineers Derived from Critical Incident Interviews %S Posters %A Richard T. Turley %A James M. Bieman %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 230 %* (c) Copyright 1993 Ablex Publishing %X We present the results of a two phase study designed to determine the competencies that separate exceptional from non-exceptional performance of professional software engineers. In Phase 1, we use the Critical Incident Interview technique in an in-depth review of 20 professional software engineers employed by a major computer firm. The Critical Incident Interview technique is a rigorous method for determining critical job requirements from structured interviews with workers. We find that one biographical factor, Years at Company in Software, is significantly related to exceptional performance. We also analyze competencies identified by software managers. By combining the data obtained through the interviews and by the managers, we identify 38 essential competencies of software engineers. In Phase 2 of the study, we perform a quantitative study to differentially relate these competencies to the performance of the engineers. Phase 2 uses a "Q-Sort" survey instrument on a sample of 129 software engineers including 41 exceptional and 88 non-exceptional engineers. Five competencies have a significantly higher mean for exceptional engineers -- Helps Others, Proactively Attempts to Influence Project Direction by Influencing Management, Exhibits and Articulates Strong Beliefs and Convictions, Mastery of Skills and Techniques, Maintains "Big Picture" View, while four competencies have significantly higher mean for non-exceptional engineers -- Seeks Help From Others, Responds to Schedule Pressure by Sacrificing Parts of Design Process, Driven by Desire to Contribute, Willingness to Confront Others. In addition to identifying essential competencies, our results demonstrate the effectiveness of the Critical Incident Interview technique and the Q-Sort instrument for collecting software engineering process data. %M C.ESP.93.231 %T Concurrent Microlanguages: Demonstration of an Experimental Method for the Empirical Study of Concurrent Programming %S Posters %A Ray Waddington %B Empirical Studies of Programmers: Fifth Workshop %D 1993 %P 231 %* (c) Copyright 1993 Ablex Publishing %X Empirical studies of computer programming help our understanding one of the most complex human cognitive skills. That understanding contributes to the design of software tools. The long-term hopes of the latest Computer Aided Software Engineering tools include the automation of coding. However, even if this hope is ever realized, it is likely to be some time before programmers become obsolete. For the foreseeable future, then, we can usefully apply our understanding of programming to assist human programmers. Currently there is a significant gap in the empirical study of programming: no work has been done in the domain of concurrent programming. This poster discusses the design and application of microlanguages as an experimental method in the empirical study of concurrent programming. Two concurrent microlanguages are presented. These were designed to support a program of empirical research in the domain of concurrent programming. One microlanguage uses semaphores, the other uses rendezvous as the inter-process communication primitive. (Although the method could be applied to any inter-process communication primitive.) The results of one experiment are presented, which evaluates the use of these primitives in a program comprehension task using expert programmers. The result favors the rendezvous construct at a reduced level of significance. %M C.ESP.96.- %T Deconstraining Users: Weakening the Strategy Implications of Programming Environments %S Keynote Addresses %A Thomas Green %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P -- %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.- %T Empirical Research on Object-Oriented Design: From Individuals to Teams %S Keynote Addresses %A Francoise Detienne %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P -- %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.3 %T Techniques for Exploring Program Comprehension %S Papers %A Deborah A. Boehm-Davis %A Jean E. Fox %A Brian H. Philips %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 3-38 %K Software comprehension, Modification, Program design Methodologies, Plans, Schema %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.39 %T Evaluating the Effect of Inheritance on the Maintainability of Object-Oriented Software %S Papers %A John Daly %A Andrew Brooks %A James Miller %A Marc Roper %A Murray Wood %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 39-58 %K Empirical, Experiment, Inheritance, Maintainability, Maintenance, Object-oriented %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.59 %T Display-Based Problem Solving Strategies in Computer Programming %S Papers %A Simon P. Davies %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 59-76 %K Programming, Expertise, Display-based problem solving, Strategy development %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.77 %T The "Right" Tool for the Task: An Investigation of External Representations, Program Abstractions and Task Requirements %S Papers %A Judith Good %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 77-98 %K Program abstractions, Graphical representations, Task requirements %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.99 %T Prototyping Tools for Expert and Novice Application Development %S Papers %A Helen Hasan %A Colin Jones %A Edward Gould %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 99-108 %K Application development, Prototyping tools, User-developed applications, Joint application design, Fourth generation languages, Visual programming languages %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.109 %T When, Why and How Do Novice Programmers Reuse Code? %S Papers %A Christopher M. Hoadley %A Marcia C. Linn %A Lydia M. Mann %A Michael J. Clancy %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 109-130 %K Computer-human interaction, Computer science education, Lisp, Problem solving, Programming, Software engineering, Software reusability %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.131 %T Evaluating Program Representation in a Demonstrational Visual Shell %S Papers %A Francesmary Modugno %A Albert T. Corbett %A Brad A. Myers %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 131-146 %K End-user programming, Programming by demonstration, Visual language, Visual shell, Pursuit %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.147 %T An Empirical Evaluation of TEd, A Techniques Editor for Prolog Programming %S Papers %A Thomas C. Ormerod %A Linden J. Ball %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 147-162 %K Novice programming environments, Difficulties in learning programming, Structure editors, Prolog, Recursion, Skill acquisition, Program construction histories %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.163 %T System Structure and Design %S Papers %A Robert S. Rist %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 163-194 %K Object-oriented, Plan, Class, Design strategy, Situated design %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.195 %T Learning about the Algebraic Specification of Abstract Data Types %S Papers %A Judith Segal %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 195-218 %K Learning, Algebraic specifications, Abstract data types, Computer science teaching %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.219 %T The Pitfalls of Changing Programming Paradigms %S Papers %A Jawed Siddiqi %A Rick Osborne %A Chris Roast %A Babak Khazaei %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 219-232 %K Programming paradigms, Prolog, Transfer effect %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.233 %T Adaptation of Programming Plans in Transfer Between Programming Languages: A Developmental Approach %S Papers %A Susan Wiedenbeck %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 233-255 %K Transfer between programming languages, Development levels, Icon, String processing %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.256 %T The Use of Designed Experiments in Software Engineering Organizers: Dennis R. Goldenson and Robert W. Stoddard %S Panels %A Victor R. Basili %A Khaled El Emam %A Carmen J. Trammell %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 256-258 %K Experimentation, Software engineering, Designed experiments %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.259 %T Empirical Studies of Programming Organizations %S Panels %A Thea Turner %A Bill Curtis %A Jim Herbsleb %A Mike Atwood %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 259-262 %K Software engineering, Capability Maturity Model, Programming in the large %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.263 %T A Cognitive Architecture for Programming Design: Zippy's TOE %S Tutorial %A Robert Rist %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 263-266 %K Architecture, Memory search, Cue, Case retrieval, Design strategy, Situated design %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.267 %T An Empirical Evaluation of Object-Oriented Practitioners' Experiences %S Posters %A John Daly %A James Miller %A Andrew Brooks %A Marc Roper %A Murray Wood %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 267-268 %K Empirical, Evaluation, Object-oriented, Questionnaire survey %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.269 %T Using Observations to Inform the Design of Remoter Collaboration Tools for Programming %S Posters %A Nick V. Flor %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 269-270 %K Computer supported remote cooperative work, Distributed cognition, CSCW %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.271 %T Empirical Studies of Algorithm Animation for the Selection Sort %S Posters %A Vicki Fix %A Padma Sriram %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 271-272 %K Algorithm animation, Empirical studies of programmers, Novice programmers %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.273 %T Programming and Transferable Thinking Skills: Some Field Experimental Results %S Posters %A Dennis R. Goldenson %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 273-274 %K Transfer of training, Computer science education, Structure editing, Programming environments, Software engineering, Experimental design %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.275 %T Iterative Development of Early Usability Evaluation Methods for Software Visualizations %S Posters %A Darryn Lavery %A Gilbert Cockton %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 275-276 %K Software visualisation, Design principles, Task analysis, Empirical evaluation %* (c) Copyright 1996 Ablex Publishing %M C.ESP.96.277 %T Computer Program Comprehension Processes: The Effect of Application Domain Knowledge %S Posters %A Teresa M. Shaft %A Iris Vessey %B Empirical Studies of Programmers: Sixth Workshop %D 1996 %P 277-278 %K Comprehension, Application domain knowledge, Cognitive processes %* (c) Copyright 1996 Ablex Publishing %M C.ESP.97.1 %T An Experimental Evaluation of Quality Guidelines on the Maintainability of Object-Oriented Design Documents %A Lionel C. Briand %A Christian Bunse %A John W. Daly %B Empirical Studies of Programmers: Seventh Workshop %D 1997 %P 1-19 %K Design documents, Experiment, Maintainability, Object-oriented, Replication %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/266399/p1-briand/p1-briand.pdf %X This paper presents a controlled experiment focusing on the impact of applying quality design principles such as the ones provided by Coad and Yourdon on the maintainability of object-oriented design documents. Results, which repeat the findings of a previous study, strongly suggest that such design principles have a beneficial effect on the maintainability of object-oriented design documents. It is argued that object-oriented design documents are sensitive to poor design practices because the cognitive complexity introduced becomes increasingly unmanageable. However, as our ability to generalise these results is limited, they should be considered as preliminary, i.e., it is very likely that they can only be generalised to programmers with little object-oriented training and programming experience. Such programmers can, however, be commonly found on maintenance projects. As well as additional research, external replications of this study are required to confirm the results and achieve confidence in these findings. %M C.ESP.97.20 %T A Bug's Eye View of Immediate Visual Feedback in Direct-Manipulation Programming Systems %A Curtis Cook %A Margaret Burnett %A Derrick Boom %B Empirical Studies of Programmers: Seventh Workshop %D 1997 %P 20-41 %K Direct manipulation, Debugging, End-user programming, Spreadsheets, Visual programming languages, Liveness, Empirical study %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/266399/p20-cook/p20-cook.pdf %X Immediate visual feedback is becoming a common feature in direct-manipulation programming systems of all kinds -- from demonstrational macro builders to spreadsheet packages to visual programming languages featuring direct manipulation. But does immediate visual feedback actually help in the domain of programming? We previously reported on an empirical study to determine whether the inclusion of immediate visual feedback into a direct-manipulation programming system helps with one particular task: debugging. In that study, subjects debugged programs with and without immediate visual feedback. We found that although immediate visual feedback did not significantly help with debugging in general, it did significantly help with debugging in some circumstances. In this paper, we follow up on those results, looking at attributes of the bugs themselves to see if they help to determine the circumstances in which feedback helps with debugging. We analyze how particular bugs and collections of bugs grouped by error type related to subjects' debugging abilities with and without immediate visual feedback, which we term the "which" questions; how bugs' position on the screen related to subjects' debugging abilities with and without immediate visual feedback, termed the "where" questions; and whether the presence or absence of immediate visual feedback affected the speed and order in which bugs were corrected, termed the "when" questions. The results show that a bug's error type and screen position were together a strong predictor of whether feedback would aid in identifying and correcting it, and that these two factors also significantly influenced how feedback affected the speed and order in which the bugs were corrected. %M C.ESP.97.42 %T Programming Complex Objects in Spreadsheets: An Empirical Study Comparing Textual Formula Entry with Direct Manipulation and Gestures %A Herkimer J. Gottfried %A Margaret M. Burnett %B Empirical Studies of Programmers: Seventh Workshop %D 1997 %P 42-68 %K Spreadsheets, Gestures, Direct manipulation, Empirical study, Visual programming, Forms/3 %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/266399/p42-gottfried/p42-gottfried.pdf %X Spreadsheets have traditionally provided strong support for computations that use simple types such as numbers and strings, while providing little or no support for programming with more complex objects such as colored circles or user-defined types. In expanding spreadsheets to support complex objects, we wanted to learn whether programs using complex objects could be constructed more effectively by defining formulas textually or through the use of graphical techniques such as direct manipulation and gestures. In this paper we present an empirical study comparing these two techniques for constructing spreadsheet programs that use complex objects. The results show that programmers can use graphical techniques to program complex objects faster and with fewer errors than with the textual methods traditional of spreadsheets. %M C.ESP.97.69 %T How is the Designer Different from the User? -- Focusing on a Software Development Methodology %A Jinwoo Kim %A Jungpil Hahn %A F. Javier Lerch %B Empirical Studies of Programmers: Seventh Workshop %D 1997 %P 69-90 %K Designer, User, Multiple problem spaces %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/266399/p69-kim/p69-kim.pdf %X The main objective of this study is to uncover the differences in the programming behavior between methodology designers and methodology users. We conducted an experiment with methodology designers who have invented one of the major object-oriented methodologies and programmers who have used the methodology for their projects. Concurrent verbal protocols were analyzed based on a theoretical framework which views programming as search in four problem spaces: representation, rule, instance, and paradigm. In programming, the main problem spaces are the representation and the rule spaces, while the paradigm and instance spaces are the supporting spaces. The results of the experiment show that differences in the supporting space produced different search behavior in the main problem spaces, which in turn resulted in different final programs and performance. %M C.ESP.97.91 %T Using a Fine-Grained Comparative Evaluation Technique to Understand and Design Software Visualization Tools %A Paul Mulholland %B Empirical Studies of Programmers: Seventh Workshop %D 1997 %P 91-108 %K Evaluation, Design, Software visualization, Software comprehension, Prolog %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/266399/p91-mulholland/p91-mulholland.pdf %X Software Visualization can be defined as the use of graphical and textual formalisms to describe the execution of computer programs. A large amount of Software Visualization technology has been developed to support computer science education, using a range of interface techniques. Far less effort has been devoted to evaluating the technology. As a result, it is unclear how effective Software Visualization tools are, either for students or professional programmers. Even more worrying, it is doubtful whether lessons are being learnt in successive designs of Software Visualization tools, or whether the application of new technologies (e.g. 3D animation and the internet) has become the primary goal, rather than the true goal of making computer programs easier to understand. To counter this problem the study reported here used protocol analysis to develop a fine-grained account of user behaviour, identifying (i) information access from the display, (ii) the use of comprehension strategies, and (iii) misunderstandings of the visualization and execution. The results were able to motivate future deigns which in turn could be compared and improved. The approach is compared to other evaluation techniques which aim to inform design. Finally, the generalizability of the approach is considered. %M C.ESP.97.109 %T A Glimpse of Expert Programmers' Mental Imagery %A Marian Petre %A Alan F. Blackwell %B Empirical Studies of Programmers: Seventh Workshop %D 1997 %P 109-123 %K Mental representation, Mental imagery, Expert programmer behaviour %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/266399/p109-petre/p109-petre.pdf %X There is widespread anecdotal evidence that expert programmers make use of visual mental images when they are designing programs. In this study, expert programmers were directly questioned regarding the nature of their mental representations while they were engaged in a design task. This investigative technique was used with the explicit intention of eliciting introspective reports of mental imagery. The resulting transcripts displayed a considerable number of common elements. These suggest that software design shares many characteristics of more concrete design disciplines. They also provide promising areas for further investigation of software development support tools and design strategies. %M C.ESP.97.124 %T An Empirical Study of Novice Program Comprehension in the Imperative and Object-Oriented Styles %A Vennila Ramalingam %A Susan Wiedenbeck %B Empirical Studies of Programmers: Seventh Workshop %D 1997 %P 124-139 %K Object-oriented programming, Imperative programming, Novices, Mental representation, Program model, Domain model, Program comprehension %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/266399/p124-ramalingam/p124-ramalingam.pdf %X The objective of this study was to determine whether the mental representation of object-oriented programs differs from imperative programs for novice programmers. In our study novices who had little or no previous programming experience studied and answered questions about three imperative and three object-oriented programs. The questions targeted information categories making up the program model and the domain model representations of the programs. It was found that there was a sharp contrast between the mental representations of the imperative and object-oriented programs. While the comprehension of the imperative programs was better overall than that of the object-oriented programs, the mental representations of the imperative programs focused on program-level knowledge. On the other hand, the mental representations of the object-oriented programs focused more strongly on domain-level knowledge. The results tend to support the view that language notations differ in how well they support the extraction of various kinds of information. %M C.ESP.97.140 %T A Study of End-User Programming for Geographic Information Systems %A Carol Traynor %A Marian G. Williams %B Empirical Studies of Programmers: Seventh Workshop %D 1997 %P 140-156 %K End-user programming, Programming by demonstration, Visual language, Geographic information systems, Empirical study %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/266399/p140-traynor/p140-traynor.pdf %X This paper presents an empirical study of a programming by demonstration language for a geographic information system (GIS). The long-term goal of the project is to enable non-technical end users to exercise the capabilities of a GIS without having to learn the technical concepts that are embedded in most traditional GIS interfaces (Traynor & Williams, 1995). The programming by demonstration language is an extension of the Pursuit language introduced by Modugno for file management in the Macintosh Finder (Modugno, Corbett & Myers, 1996). The extensions permit the display of textual information in tables and of cartographic information on a map. The purpose of the preliminary study reported here was to determine whether programmers could read, edit, and create programs in the programming by demonstration language. Subjects' performance on the program comprehension tasks and the editing of simple programs was error free. Errors in the editing of more complex programs and in the program creation tasks indicate that some of the language constructs may need to be redesigned. Subjects' opinions of the programming by demonstration language were generally positive, as indicated by post-test questionnaires. We conclude that programming by demonstration is a promising approach for a GIS interface. %M C.ESP.97.157 %T Program Understanding Behavior During Debugging of Large Scale Software %A Anneliese von Mayrhauser %A A. Marie Vans %B Empirical Studies of Programmers: Seventh Workshop %D 1997 %P 157-179 %K Program comprehension, Software maintenance, Debugging %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/266399/p157-von_mayrhauser/p157-von_mayrhauser.pdf %X This paper reports on a software understanding experiment during corrective maintenance of large-scale software. Participants were professional software maintenance engineers. The paper reports on the general understanding process, the types of actions programmers preferred during the debugging task, and the level of abstraction at which they were working. The results of the observation are also interpreted in terms of the information needs of these software engineers during the debugging task. %M C.ESP.97.180 %T Visual Programming: The Outlook from Academia and Industry %A K. N. Whitley %A Alan F. Blackwell %B Empirical Studies of Programmers: Seventh Workshop %D 1997 %P 180-208 %K Visual programming, Questionnaire, Opinion, Survey %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/266399/p180-whitley/p180-whitley.pdf %X This paper presents three surveys of beliefs about the cognitive effects of visual programming. One survey examined the visual programming literature for the opinions of academic researchers. The second and third surveys gathered the opinions of the users of programming languages: the second survey questioned professional programmers attending a trade show and the third was a world-wide survey of LabVIEW programmers conducted via the Internet. The first survey revealed speculative, optimistic views of visual programming amongst visual programming researchers. The second found that a broad sample of professional programmers were the most skeptical of the three groups. The third indicates that LabVIEW programmers are confident that the visual programming provided by LabVIEW is beneficial. Taken together, these surveys illustrate the wide range of unanswered questions about the cognitive effects of visual programming languages. In doing so, this research hopes to assist in the process of establishing a more rigorous scientific investigation of these cognitive effects. %M C.ESP.97.209 %T A Study of Program Entry Time Predictions for Application-Specific Visual and Textual Languages %A Marian G. Williams %A J. Nicholas Buehler %B Empirical Studies of Programmers: Seventh Workshop %D 1997 %P 209-223 %K Visual language, Textual language, Program entry, Keystroke Level Model %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/266399/p209-williams/p209-williams.pdf %X Creating and editing a computer program involves creative design work, but also involves the mechanical work of entering the code. Thus, program entry time needs to be taken into account in comparative studies of program creation and editing tasks using textual and graphical languages. We present a study of program entry time for application-specific graphical and textual languages with equivalent functionality. First, typical program entry tasks were modeled, and time predictions were calculated from the models. Then a small empirical study was performed to check the validity of the models. There was a high positive correlation (r=.927, p < .005) between observed execution times and predicted times. In addition, there was a significant difference (p < .05) between the execution times for the graphical and textual conditions for each task, and the difference was always in the direction predicted by the models. Finally, the prediction model was fine-tuned to produce even greater correlation with observed results. This study suggests that our upcoming study of learning outcomes in time-limited training situations, which will use the graphical and textual languages reported on here, does not have a systematic bias against either language in the effort required for program entry. It also provides evidence for the usefulness of keystroke level modeling for comparison of program entry tasks and suggests that related kinds of models may be useful for comparing the performance of other kinds of programming tasks. %M C.ESP.97.224 %T What Do We Know about Programming? %A Watts S. Humphrey %B Empirical Studies of Programmers: Seventh Workshop %D 1997 %P 224-232 %K Discipline, Education, Personal Software Process, PSP, Programming, Quality %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/266399/p224-humphrey/p224-humphrey.pdf %X This brief paper summarizes an invited talk I gave at the 7th Workshop on Empirical Studies of Programmers, in Alexandria, VA, on October 24-26, 1997. The paper describes the methods of the Personal Software Process (PSP) and shows how PSP data can be used to illuminate some questions about programming work. The paper concludes with two additional questions that need to be addressed as the software business grows and matures. To keep this paper at a reasonable size, I only include selections of the PSP data I showed in the talk. %M C.ESP.97.233 %T Problems versus Solutions: The Role of the Application Domain in Software %A Iris Vessey %B Empirical Studies of Programmers: Seventh Workshop %D 1997 %P 233-240 %K Application, Application domain, Problem, Solution, Methods, Taxonomies %* (c) Copyright 1997 ACM %W http://www.acm.org/pubs/articles/proceedings/chi/266399/p233-vessey/p233-vessey.pdf %X The computing field has, to date, focused almost exclusively on application-independent approaches. While a great deal of progress has been made, there is, now, general agreement that further such progress is becoming increasingly difficult, and that it is vital to begin considering application domain-specific solution approaches that address the particular problem at hand. There are currently signs that many computing communities are, in fact, taking an application domain-specific approach to their fields. This analysis will address the status of several of those communities (for example, domain analysis (reuse), architecture, frameworks, patterns, method engineering, among others) to assess the progress that is being made and to stimulate reflection on the use of application domain-specific approaches in the software field. The analysis will show that, while some progress is being made, much more research is needed before the field can say it has made worthwhile inroads into the domain-focused approach. %M C.EWHCI.91.2 %T Open User-Interfaces, Open Applications: The Views System %S I. General Principles, Metacomments %A Steven Pemberton %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 2-12 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X N/A %M C.EWHCI.91.12 %T Implications of Mass-Market Equipment for HCI Research %S I. General Principles, Metacomments %A Larry Press %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 12-17 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X Mass-market computers are increasingly used as platforms for HCI research. At the recent CHI '91 conference, 10 of 52 papers presented experiments, prototypes or tools developed on mass-market personal computers. This paper discusses several implications of the trend to doing HCI research on mass-market platforms: increased possibility of research at small universities and labs, increased desirability of machine-readable publication, availability of research material for instruction and confirmation, increased mobility of researchers, accelerated technology transfer, narrowing the gap between research and product development, constraining of research, and ease of entry into research for less capitalized nations. The latter point is particularly relevant at an international conference such as this. %M C.EWHCI.91.18 %T Utility and Usability: Research Issues and Development Contexts %S I. General Principles, Metacomments %A Jonathan Grudin %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 18-22 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X It is notoriously difficult to separate the function of interactive software from its form, to draw a line between software functionality and its human-computer interface. Nevertheless, two research communities exist in the United States, one focused on information system functionality and organizational impact, the other on human-computer dialogues or "user interfaces" to systems and applications. These communities largely draw from different systems development contexts: in-house or internal development and off-the-shelf product development, respectively. Each has its own core set of issues, theoretical constructs, and terminologies. The histories of these research and development communities are summarized, points of contact are identified, and their possible evolution is suggested. %M C.EWHCI.91.23 %T Interactive Navigation through the HCI Information Sea %S I. General Principles, Metacomments %A Juri Gornostaev %A Alexander Baturin %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 23-32 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X An approach to the basic rules of navigation and retrieval of HCI information is described. The major issue of our approach is harmonization between the user interface and semantic data management. The paper discusses the characteristics of HCI published information. A framework is presented for creating problem-oriented information environment for HCI researchers that combines the traditional online retrieval capabilities and new hypertext-like semantic browsing of relevant documents. The paper has a twofold purpose: to develop a prototype of the hypertext retrieval system based on a principle of linking the contents of textual documents; to make available the HCI problem-oriented databases generated for servicing the information needs of HCI scientists and engineers. %M C.EWHCI.91.32 %T CIAO: Viewing Application Structure as the Driving Force of Human Computer Interaction %S I. General Principles, Metacomments %A Pericles Papageorgiou %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 32-39 %K User interface design, User interface structural model, Object oriented model %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X This paper presents CIAO, an object oriented structural and run-time architecture for direct manipulation user interfaces. It is a concurrent and event based model that demonstrates how the object paradigm can be exploited to overcome the deficiencies of contemporary object oriented direct manipulation user interface toolkits. The innovation of CIAO is that it addresses the impact of state transitions, taking place within the underlying application, on the attached user interface, by providing user interface components with information about the structure of the application. Using CIAO, interactive applications are built from four basic component types. The Input and Output that define the virtual device level, the Application that defines the problem domain and the Coordinator that defines the mapping between the virtual devices and the application. %M C.EWHCI.91.39 %T A New Interaction Style: Flexible Scenario Interface %S I. General Principles, Metacomments %A I. V. Burmistrov %A A. G. Shmeliov %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 39-48 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X Presents a new human-computer interaction style named Flexible Scenario Interface (FSI), reflecting psychological and cognitive ergonomics requirements of software system interfaces to endusers. Authors consider FSI along with such primary interaction styles as Q&A, menu selection, and form fillin. Advantages and shortcomings of conventional interaction styles for user support in purposeful activity of problem solving are discussed, and general requirements of interfaces for sophisticated and highly specific software systems are stated. The main conclusion is that Q&A and hierarchical menus fail in case of such programs, so authors attempt to develop a new universal interaction style -- FSI. FSI is based on Schank and Abelson scenario approach to formalized description of standard sequences of interrelated acts, and uses network representation of scenarios. There are three types of network nodes (atomic scenes, which provide bonds with application part of a program; complex scenes, or subscenarios, which can be decomposed into atomic ones; and modifiers, which influence the developing of specific scenario) and three types of links (permitted, prohibited, and recommended by the system guide) in FSI. System guide is the intelligent part of interface, which uses knowledge about standard scenarios to guide user in realization of optimum performance during its problem solving activity. The main ideas of FSI are the following: displaying of scenario graph directly onscreen; realization of user support with system guide; and visualization of scenario transformations as immediate feedback of user actions and data processing results. The use of FSI is demonstrated by Persoplan, a prototype decision support system. %M C.EWHCI.91.48 %T The Modelling of Human-Computer Interaction by the Wiener-Volterra Series %S I. General Principles, Metacomments %A S. N. Muzykin %A J. M. Rodionova %A M. D. Shtykin %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 48-50 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X An analysis of human-operator adaptation with dynamic objects' digital control is presented. For the modelling of "human-computer" interaction, the Wiener-Volterra series are used. The human characters are estimated according to MSE of real and known (theoretical) Wiener kernels. The controlled objects' variety and adequate modelling allow to estimate a professional level of personal as well as a "human-computer" interface. %M C.EWHCI.91.52 %T Some Problems of Human-Computer Interface Formalization %S II. User Interfaces %A B. Enikeev %A Y. Kaganov %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 52-64 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X The report concerns with the problems of theoretical principles development of human-computer interaction. The main directions of interaction procedure formalization are formulated. They are: - analysis of the interaction process as of a human-computer self-organizing process; - definition of psychological and ergonomical factors responsible for the human-computer cognitive structure forming process; - classification and analysis of knowledge generated in the interaction process. The proposed ideas are used while the development of optimum projecting integrated system interaction process. %M C.EWHCI.91.64 %T ViDE User Interface Management System %S II. User Interfaces %A Boris Stokalski %A Andrzej M. Wierzba %A Agnieszka Wojciechowska %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 64-74 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X ViDE system was designed and developed from scratch at the Institute of Informatics Warsaw University in 1988-91 years. It was designed as an open UIMS, supporting Direct Manipulation (DM) on Application. The name stands for VIsual Dialog Environment. On the other hand, Latin word vide (meaning "look") stresses the importance of the graphical presentation in human-computer dialogue. In ViDE we achieved several important goals: 1) The entire interaction process is handled by the system. This includes handling input events from various devices and distributing them to target objects, handling message passing between objects, screen management etc. 2) The programmer can define classes of interaction objects. The complete definition of an interaction object class can be written in C, and contains both its presentation component and dialogue protocol. The class can be parametrized to allow for further reuse in other applications without the need of rewriting or recompiling a single line of its definition. 3) ViDE contains as an integral part a resource manager, which allows one to write programs largely independent of application's user language (eg. German, English etc) and visual (colors, fonts etc) preferences. 4) The system allows for separation of the dialog and pure "functional" component of application. This enables creating and testing dialog (user interface) component of application separately (perhaps by a human factors specialist). In effect it enables rapid UI prototyping. %M C.EWHCI.91.75 %T User Interface for Research Worker on Forth-Type Interpreter %S II. User Interfaces %A A. Stepanov %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 75-80 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X The FLIS (Forth-like Interactive System) program for data processing and experimental devices management is described. The extreme flexibility is achieved by allowing advanced user's macros. The FLIS macro language supports mouse operations, multi-window graphics, high-level user defined menus, basic data operations such as loops, branching, scalar and vector arithmetic. Advanced data managing (spectra smoothing, deconvolution, etc.) is optional. Integrated editor and vocabularies in graphics mode make the FLIS-programs changing fast and easy. As an example described is using this system for optical spectra interactive processing. Size -- 150 kbyte, language -- Turbo C. %M C.EWHCI.91.80 %T Concept and Design of End-User Interfaces for Active Management Information Systems %S II. User Interfaces %A A. Kotov %A A. Kozlov %A A. Okonishnikov %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 80-86 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X The object of present research is to solve the problem of activity performance improvement of companies and enterprises managers and directors in area of the strategic planning and management by means of the AIM (Active Information Technology) and PDMM (Participative Decision Making Methods) employment, including Hypertext systems. The aim of present work is to create the concept of AMIS (Active Management Information System) and advanced UI (User Interfaces), which allows to realize AIT and PDMM and it's to solve the problem of different managerial problem-solving styles fine-tuning. As a result of conducted investigations the concept of AMIS was developed and necessity of creation two types of UI in the AMIS was established: VCBI (Vehicle's Control Board Interface), which realize the conditions of monitoring and consulting with the help of special windows in the display screen; GDSI (Group Decision Support Interface), which realize (on the basis of Hypertext technology) the conditions of creation by user the individual TIE (Technological Interaction Environment) and PDMM application. The VCBI is intended for ensuring the work of "Chief" ("the person, who decision making"). The GDSI is intended for ensuring the work of "Staff" (ASG (Analysis Situation Group) members). However, in either situation, if it is necessary for "Chief", to accomplish the role of analyst-expert, generator of ideas or forecasts independently, then his work also ensured by GDSI. In turn, the ASG members can profit by right of access to VCBI within the bounds defined by the level of their competence. At present, it is realized a number of prototypes-components, which demonstrate the possibilities of VCBI and GDSI in AMIS. %M C.EWHCI.91.86 %T On the Requirements to the Tablet Menus Creation and Estimation %S II. User Interfaces %A V. O. Andreev %A G. Ja. Uzilevsky %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 86-93 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X Such notions as ease of learning, ease of use, resistance to semantic errors, powers, flexibility are explained to be pragmatic requirements for interaction languages. These are the requirements to tablet menus. The structure, style and levels of abstraction are discussed; various factors influence on the disposition of signs in menus is analised; variants of sign distribution are discovered. Various aspects of ease of learning and use are discussed in the paper. Power and flexibility are considered as well. %M C.EWHCI.91.96 %T Visualization of Scientific Abstractions as a Technique for New Knowledge Generation %S III. Visualization %A A. A. Zenkin %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 96-101 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X It is well known that an apt drawing is, sometimes, capable of generating new ideas in a human mind. The modern Interactive Computer Graphics (ICG) allows the effective use of the cognitive function (in contrast to the more traditional illustrative one) of the ICG even in the most abstract fields of science. A "knowledge-generating" man-machine ICG-system, DSNT, -- the Dialogue System for ICG-investigations in the additive Number Theory, -- was worked out on the basis of the cognitive ICG concept. In a framework of the DSNT-system, an original method was developed for the dynamic visualization of abstract number-theoretic objects in the form of certain colour-musical ICG-images or so-called pythograms of these objects. Under certain conditions, such the pythograms create new mathematical ideas and hypotheses in an investigator's imagination and even prompt the ways for their strict proofs (and do this very well in a framework of the famous classical Waring's problem). %M C.EWHCI.91.102 %T Postprocessors for Visualization of Thermal and Strain State Calculations for Two- and Three-Dimensional Objects of Strained Solid Mechanics %S III. Visualization %A V. B. Boiko %A P. P. Voroshko %A A. J. Medinez %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 102-103 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X Mobile and reliable software has been developed for postprocessor visualization of the geometry of discrete models of strained solid mechanics 3-D problems and the results of their solution by the original FEM mixed schemes of high accuracy. IBM PC/XT/AT allow construction of central and parallel finite element (FE) model projections, representation of its topology and visualization of FE parameters, representation of scalar and vector fields on the surface of the body in the initial state and of that subjected to deformation. The postprocessor capabilities are shown using as an example visualizing of a nonsteady-state heating of the turbine shell of intricate shape at different moments of its service regime. %M C.EWHCI.91.104 %T Graphical Algorythms Representation by {pi}-Schemes and PITHAGORAS Software Complex %S III. Visualization %A V. V. Prokhorov %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 104-106 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X The report concerns with the graphic language of {pi}-schemes is being described which was developed by the author first of all for visual representation of algorythmic knowledge. {pi}-language in its basis is close to the language of structuregramms by Nessey-Shneidermann, but it seems to be more convenient for recording, gives clearer impression on algorythm structure and may be as well used to display functional relations and data structures. The language of {pi}-schemes is oriented exclusively on the structural approach to algorythms (non-structural approach is impossible) and on the technology of development "from bottom to top'. Record in language consists of hierarchical scheme of procedures definition, algorythmic schemes of procedures definition and structural data schemes. The concept of {pi}-technology is supported by the software complex PITHAGORAS developed by IMM Ur.O of the Acad. of Sciences, USSR, Sverdlovsk. %M C.EWHCI.91.106 %T Model Visualization %S III. Visualization %A V. L. Averbukh %A L. A. Igumnov %A L. A. Solov'eva %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 106-115 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X The report concerns with the mathematical models visualization system with includes visualizer language, problem-oriented terminals (PO-terminals) design subsystem and PO-terminal -- applied problem interface. There is a description of visualization technology, dynamic visualization method and the principles of visualizer realization. The method being described has been realized in the system ELGA which uses mainframes Elbrus-KB and Elbrus-SVS, graphic displays GAMMA-S and personal computers (workstations) of IBM PC-type. %M C.EWHCI.91.116 %T An Object Oriented Graphical User Interface for Spatial Data Management %S III. Visualization %A Ian Douglas %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 116-119 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X This paper describes a prototype system for managing data relating to objects located within a spatially mapped entity such as a building. An object oriented graphical user interface is used to give a user an intuitive means of accessing and storing data, the object oriented approach provides the potential for systems to be developed using computer generated architectural drawings. The system represents a method whereby buildings maintenance staff with little or no computer experience may gain intuitive access to data held on a computer. %M C.EWHCI.91.120 %T Elements of Realspace Imaging: A Proposed Taxonomy %S III. Visualization %A Michael Naimark %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 120-127 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X Along with the marriage of motion pictures and computers has come an increasing interest in making images appear to have a greater degree of realness or presence, which I call "realspace imaging." Such topics as high definition television, 3D, fisheye lenses, surrogate travel, and "cyberspace" reflect such interest. These topics are usually piled together and are unparsable, with the implicit assumptions that "the more resolution, the more presence" and "the more presence, the better." This paper proposes a taxonomy of the elements of realspace imaging. The taxonomy is organized around six sections: 1) monoscopic imaging, 2) stereoscopic imaging, 3) multiscopic imaging, 4) panoramics, 5) surrogate travel, and 6) realtime imaging. %M C.EWHCI.91.128 %T The Automatic Animation of Concurrent Programs %S III. Visualization %A Blaine A. Price %A Ronald M. Baecker %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 128-137 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X Much of the program visualization research to date has been devoted to hand-crafted animations of small sequential programs for use in computer science education. Instead, our work focuses on the development of automatic concurrent program visualization tools for use in software engineering. This paper describes a framework for concurrent program animation and a prototype tool based on this framework. Our user testing experiments with the prototype showed a significant increase in programmer insights when compared with conventional tools. %M C.EWHCI.91.140 %T Prolog Tracers and Information Access %S IV. Design Tools %A Mukesh J. Patel %A Benedict du Boulay %A Chris Taylor %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 140-145 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X We report the effect of differences in format of Prolog tracers on Prolog problem solving tasks. Three different tracers (Spy, TPM*, and EPTB) were tested to check for their relative effectiveness in aiding solution to five different Prolog problems. 43 subjects attempted to solve each problem with each trace (15 problems in total). Preliminary analysis of solution times and response data indicates that EPTB performed best across all problems. An account for this finding is presented, as is one for a number of interactions between problem type and trace format. These support the general conclusion that not only is format a significant determiner of access to information, but that it can affect users cognitive ability to solve problems associated with Prolog programming. %M C.EWHCI.91.145 %T VIZOR 2.02 -- A Tool for Quick Development of Interactive Systems for Scientific Modelling and Design Computing on IBM PC/AT or Compatible %S IV. Design Tools %A D. A. Kulik %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 145-151 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X Basic principles of operation of VIZOR 2.02 integrated package that offers broad possibilities for screen form assembling, data browsing and updating; development of context-sensitive help system; management of databases containing indexed records of variable length; input-output into text and binary files of several formats; calculation process control have been discussed. Notions of data object and record type descriptors are crucial for the concept of package component integration. The dialogue interface of VIZOR does not interfere with operation of the application part of the system. Using VIZOR can considerably accelerate the implementation of complex software systems for scientific and design computing. %M C.EWHCI.91.152 %T Customizing Application Programs %S IV. Design Tools %A Allen Cypher %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 152-157 %K Programming by example, Demonstrational interfaces, User programming, Intelligent interfaces, Adaptive systems, Agents, Programmer assistants, Automation %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X Users of personal computers often perform a large number of individual steps to carry out routine tasks. We discuss approaches to simplifying routine tasks, and then describe in detail a program which automates iterative tasks. %M C.EWHCI.91.158 %T Rapid Prototyping and a User Based System Design Methodology Based Upon a Work System Definition (A Practitioner's Experience) %S IV. Design Tools %A Eric Wagner %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 158-168 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X The use of such terms as "user friendly" or "ergonomically designed" computer products and systems are seen often enough in marketing campaigns. This has of course led to newer fields of activity within systems design involving MCI (man-computer interaction) rapid prototyping tools, methods of identifying and involving the user in the design process and of course validation and evaluation procedures of prototype systems before they are accepted for use. During the five years of our activities as a Swedish company specializing in Human-Computer Interaction we have during that time experienced some of the problems and of course some of the positive aspects of a user oriented systems design philosophy employing rapid prototyping methodologies and basing development work upon a multidisciplinary analysis procedure. This paper is intended as a means of sharing some of these experiences, describing our methods and the tools that we employ in developing user interfaces. %M C.EWHCI.91.169 %T Tool Complex for Development of Multi-Media Information System "MULTIMAGE" %S IV. Design Tools %A V. Pekar %A V. Tkachenko %A V. Rijuke %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 169-175 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X Tool complex for the development of multi-media informational systems "MULTIMAGE" is meant for design of graphical informational systems which include pictorial, textual, numeral and other kinds of information. The complex enables to develop multimedia informational systems of many new types, like databases with considerably heterogeneous information, informational and reference systems with graphical information, audioinformational systems and others. %M C.EWHCI.91.176 %T The Technology for the Interactive Software Development with the Dialogue Constructor DiaCon %S IV. Design Tools %A Yu. B. Salkinder %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 176-182 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X In this paper the technology of the dialogue systems development with the interactive support during all the cycle of the creation and the improvement is presented. The technology is based on the separation of the dialogue structure information from the functional part of the system, and it includes the interactive specification of the user interface, global control and data interchange in the form of the dialogue script. The dialogue script structure is described. The technique of rapid prototyping is provided. The designed prototype of the system -- the dialogue script -- serves as a base to the system being developed. The use of interactive designing of the dialogue script with regard of WYSIWYG makes this process much easier and allows to reduce the requirements to the designer skills. Adding to the dialogue script facilities of global control makes the developed systems more flexible and allows to reorganize and restruct the ready-made system without re-compiling and re-linking. The implementation of the software tool -- the Dialogue Constructor DiaCon, adhering to this technology, is described. %M C.EWHCI.91.183 %T Modelling Interaction Tools in the Views Architecture %S IV. Design Tools %A Eddy Boeve %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 183 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X Views is a user-interface system in which the user interface is a layer above applications, guaranteeing consistency of the interface, and with a data-layer implementing external object representations, allowing exchange of objects between applications without loss of structure. Although Views offers an architecture to deal with user-interface aspects on a high level, in this report is shown that also low level interaction can be modelled with the architecture provided. %M C.EWHCI.91.183 %T The Fractal Approach to Programming: The Interactive Processor for Modern Data and Knowledge Bases as an Example %S IV. Design Tools %A I. Abramow %A A. Kostenko %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 183-194 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X The common character of software development and functioning mechanisms and also data and knowledge representation is noted. It reveals the need in structure invariants of an intelligent system to provide its best reliability and flexibility. The definition of fractal program is given and possible ways of implementation are proposed with the interactive table processor as an example. The demands for an integrated media of information activity automation are formulated within the fractal approach based on some traditional programming techniques review and analysis of the information structures interaction in the real world. %M C.EWHCI.91.195 %T An Approach to Modularity in Programming and VCLI Design %S IV. Design Tools %A D. S. Skorodumov %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 195-200 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X The report concerns with a new approach to modularity in programming. The new approach is based on logical methods and may be applied to VCLI design. Some results are given of the use of the method to design large application systems. %M C.EWHCI.91.200 %T Design Space Analysis: Representing the Design Rationale for User Interfaces %S IV. Design Tools %A Allan MacLean %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 200-206 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X Design Space Analysis is a central component of a framework we are developing to represent the design rationale for designed artifacts. Our current work focusses more specifically on the design of user interfaces. A design space analysis is represented using the QOC notation, which consists of Questions identifying key design issues, Options providing possible answers to the Questions, and Criteria for assessing and comparing the Options. In this short paper we give an overview of our approach and some examples of the research issues we are currently tackling. %M C.EWHCI.91.207 %T Automated Description of Subject Region and Consistency Checking for the Tasks of Experiment Automation %S IV. Design Tools %A Ludmila M. Dolmatova %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 207-216 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X This paper describes using of instrumental system SETNEW for generation and verifying description of complex subject region during the dialogue with expert. This description allows several levels of abstraction and a wide variety of work with objects. The possibility of joint use of rules by the means of rule interpreter and frame-type objects with declarative and procedural slots is demonstrated. Consistency checking is provided by system including type and context verifying. %M C.EWHCI.91.218 %T An Explanation Capability for a Structured Knowledge-Based System %S V. Knowledge-Based Systems, Hypertext, Hypermedia %A Patrick J. Brezillon %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 218-227 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X Many architectures attempt to support at least part(s) of the problem of explanation production, while other works address either fundamental ideas or specific points. Our interest is focused on a particular management of user's interruptions on the knowledge base, not directly on the content of the explanatory discourse which is produced. The idea is to exploit the explicit representation of knowledge structures in the knowledge base to produce this particular case of explanation. Such a management is based on two notions: the notion of interpretation, and the notion of transition relevance point (TRP). Interpretation and TRP are a way of introducing an explanatory dialogue between the user and the inference engine on the KBS reasoning. We have implemented these notions in an inference engine called METAL and we have applied it to an industrial application, the SEPT knowledge-based system. %M C.EWHCI.91.228 %T Natural Interface Building within a Knowledge Base %S V. Knowledge-Based Systems, Hypertext, Hypermedia %A A. V. Sviridenko %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 228-241 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X The paper concerns with the basic principles of building an environment for knowledge engineer support during big knowledge base design. The environment had to have functions to manipulate knowledge fragments analogous to the two features of natural intelligence -- abstraction and knowledge "pack". The discussed principles are implemented in the software system ASKER including two main parts -- structural editor and subsystem for synthesis of natural-language texts. Structural editor serves for building of notions tree and network of links between these notions. The principal features of the editor are (1) interactive design of filters which give the ability to display only a part of available information and (2) connected editing of linked notions. The subsystem for text synthesis is vital for knowledge base completeness control and refinement. Text synthesis bases on correspondence control of knowledge base's structures and expert's cognitive structures during recognition of a real object in the domain. ASKER 1.0 is implemented as a commercial software product for IBM PC. %M C.EWHCI.91.242 %T Scrolling or Leafing Through: Book Window %S V. Knowledge-Based Systems, Hypertext, Hypermedia %A Ken-Ichi Okada %A Kaoru Kinoshita %A Yutaka Matsushita %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 242-248 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X Though human beings are good at managing and memorizing many objects spatially, we do not use the spatial information to retrieve the data by computer at present, since most computers can show the data on the screen area by scrolling or popping up the next frame. Such schemes cannot manage information spatially. In this paper, we describe the "BookWindow", a window system with leafing through pages, that shows information stored in a computer by using the animation of leafing through pages without scrolling. The BookWindow provides a highly interactive interface by using a book metaphor, that is, a speed controller and direction buttons for leafing through pages, underline function, and electronic bookmarks, by which we can access to an expected page through our recall of the page image. Thus using such a window system based on book metaphor, we can realize the features of book media electronically and improve our information access environment. %M C.EWHCI.91.249 %T Intellectual System of Knowledge-Based Design for High Pressure Experimental Mounting %S V. Knowledge-Based Systems, Hypertext, Hypermedia %A Ludmila M. Dolmatova %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 249-259 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X A conceptual framework of knowledge acquisition system named SETNEW is discussed. The main goal of the system is to assist the expert to describe the objects of subject region and empirical or theoretical regularities acting upon them in order to solve the problems of complex automation of high-pressure/high temperature experimental installation. Our approach to knowledge acquisition includes using of rules by the means of rule interpreter and using of frame-type objects with declarative and procedural slots. Multi-level representation of objects and rules is suggested. %M C.EWHCI.91.260 %T Use of Hypertext for a Tutor System Design %S V. Knowledge-Based Systems, Hypertext, Hypermedia %A I. Gouliaeva %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 260-266 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X It was necessary to develop a tutor system for work with object-oriented system that was implemented in the Institute for Informatics Problems (USSR Academy of Sciences) because lack of information about such a system. A tutor system was implemented with the use of hypertext ideas. Hypertext system implementation experiment in object-oriented environment made clear an adequacy between object-oriented principles and hypertext ideas that was expressed in simplicity and easiness of this implementation. The tutor system using experiment made clear real ways of development of such a system, possibility of its application as a shell for information system design for a concrete problem. Hence it is confirmed a main intention of object-oriented programming system concluded in rather quick prototyping of problem solving that allow to debug project decisions. As perspective we assume to solve a problem about visual information representation in a hypertext system that firstly depends on development of object-oriented system itself in the direction of graphical possibilities. %M C.EWHCI.91.266 %T Three Models of the Interactive Hypertext %S V. Knowledge-Based Systems, Hypertext, Hypermedia %A S. Egorov %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 266-268 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X The report concerns with the problem whether it is possible to design a hypertext for applied systems operating shell. There is a proposal to realize a tool system "Interactive Hypertext Machine" (IHM 89). The system uses Hyper MIX language which provides the user with a simple and powerful means of blocks and connections description. %M C.EWHCI.91.268 %T Interface of Hypermedia System to Understand Software Being Utilized %S V. Knowledge-Based Systems, Hypertext, Hypermedia %A N. Sidorov %A A. Sherepa %A W. Kopach %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 268-276 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X Reusable software systems require extensive understanding the source code system support. This paper describes a tool system for understanding the source code of reusable components and software being utilized. It discusses an approach to problem of understanding by hypertext systems and are combined three method reading of the source code. Our objective is to take advantage of hypertext technology and develop computer integrated software systems that support understanding software being utilized. We have built tools to generate hypertext information. We are using these tools for developing a software understanding and reverse engineering system. This paper an overview of our tools and prototype system for Modula-2. %M C.EWHCI.91.276 %T Hypertext: Tensor Approach %S V. Knowledge-Based Systems, Hypertext, Hypermedia %A A. V. Nesterov %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 276-278 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X A description of hypertextual system as the system designed for storage, transport, interaction, analysis and synthesis of documents for general use, represented in any material form and organised as a complete totality of its various elements: objects, links and operations with the elements, constructed at the basis of tensor analysis is presented. %M C.EWHCI.91.280 %T Skill Automation and User Interface Transparency %S VI. Human Factors %A V. Kaptelinin %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 280-283 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X The report gives arguments to prove the importance of the user interface "transparence". There is an analysis of psychological factors which provide the interface "transparence". Psychological requirements to the structure of human-computer interaction are formulated in the report. This paper presents the theoretical background for the supposed research project. The purpose of the project is to apply the cognitive psychology's recent achievements in the field of skill automatization to the problems of human-computer interaction. The paper consists of four parts. Tn the first part criteria of the user interface quality are discussed and the importance of the interface transparency is emphasized. Different approaches to transparency are analysed in the second part. It is shown that the transparency is determined by the extent to which the relevant skills are automated. Third part of the paper is devoted to the specific concepts and techniques of cognitive psychology which could be used for more efficient organization of development, evaluation and learning the user interfaces. The paper concludes with methodological discussion of the issues related with empirical investigation of skill automatization in users. %M C.EWHCI.91.284 %T Paradoxes of Psychology of the Beginner-User and Some Errors of the Beginner-Instructor %S VI. Human Factors %A M. B. Plaks %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 284-288 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X Some paradoxes of the beginner's psychology such as loss of assurance in the own power, unwillingness to learn and unacceptance of effective training methods are discussed. The author concludes that most people have got accustomed to the action not to trying to find the sense. Few ways to find the optimum training methodology are suggested. The task-oriented approach, minimizing notions to be explained, gradual differentiation of similar terms, generalized analogies are among them. There is no secret that a process of knowledge may be divided into three stages: 1. primary study ("everything is clear"), 2. contradiction revealing ("nothing is clear"), 3. internal regularity revealing ("something is clearing up"), the last stage being reached not always. The experiments on the instruction methods carried out during a year and a half by our training centre permitted the third stage of the study of user's psychology to be approached. The investigation does not pretend to be scientific nor represents global generalizations, however, some conclusions resulted from that were checked up by practice and may be of certain interest. The report is constructed in accordance with three stage above. %M C.EWHCI.91.289 %T Development of Creative Abilities of Students on the Basis of Computer Technology %S VI. Human Factors %A A. N. Burov %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 289 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X Questions connected with computer technology usage for the development of creative abilities of students are considered in this article. The chief directions of studies conducted can be presented in the following way: 1. Development of the abilities for general education contributing to rapid and efficient mastering of corresponding knowledges in different school subjects. It concerns first of all the development of the habits of reading, memory and some other psychological peculiarities promoting the enhanced efficiency of instruction. 2. Development of creative reasoning in the sphere of science and technology. Teaching of methods of creativity activation when solving scientific and technological problems and tasks. At present there have been already elaborated courseware with recommendations for the instructor that correspond to principally new methods of instruction and have no analogies neither in our country nor abroad in its efficiency. We have the following courseware: 1. "Learn to read" -- intended for the instruction of reading habits of junior schoolchildren without "speech noise movements". Psychologico-pedagogical experiments conducted proved stable 2-3 fold increase in reading efficiency after 1-2 weeks of everyday training. 2. "Learn speed reading" -- intended for the instruction of speed reading habits of senior schoolchildren, students, post-graduates as well as engineers and other technical and scientific research workers. Original computer methods allow 50-70-100% increase in the speed of visual checking of text information after 15-20 minutes of special training. One of the versions of such courseware was awarded with a medal at the international competition in 1990. %M C.EWHCI.91.290 %T Effects of Type A/B and Field Independence/Dependence in Performance of a Simulated Life Critical Computer Task %S VI. Human Factors %A Marilyn T. Welles %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 290-298 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X The objective of this research was to investigate the effects of Type A/B personality characteristics, Field Independent/Dependent perceptual styles, and their interactions on the performance and perceived workload of simulated air traffic control tasks. The simulated air traffic control tasks were a decision-making task and a concurrent monitoring task. These tasks were designed to be representative of that class of computer-based activities involving human information processing in operational environments characterized by critical consequences, requirements for rapid decision making and response, multiple tasks, fluctuating workloads, and stress. For the decision-making task, four stimulus/response modalities were used: Audio/Manual, Audio/Speech, Visual/Manual and Visual/Speech. The concurrent monitoring task used visual input and manual response. The personality characteristic of being Type A or Type B was not significant for either task; the perceptual style of being Field Independent or Field Dependent was significant for the decision-making task but not for the monitoring task. Field independent subjects were the faster. While not significant, the effect of crossing the personality characteristics of Type A/Type B with the perceptual styles of Field Independent/Field Dependent produced a result on speed of decision time which suggests that the slowest mean times for decision-making performance were produced by Type A/Field Dependent subjects, while the fastest were produced by Type A/Field Independent subjects. There was no tradeoff between speed of decision making and error rates; the faster subjects produced fewer errors. Type A/Field Dependent subjects experienced the greatest psychological stress; Type A/Field Independent ones the least. %M C.EWHCI.91.299 %T The Influence of Human Factors on the Effectiveness of Soft- and Hardware Systems %S VI. Human Factors %A R. D. Khabibullin %A L. A. Khabibullina %A F. M. Mutygullin %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 299-304 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X The effective functioning of any intellectual system requires consideration of human factors. The work with visual display terminals is accompanied by great loading on the visual system of users. As showed our investigation the time for darkness adaptation of users of computer's visual display terminals is longer than that for the persons of control group whose work is not connected with visual display terminals. The results have been interpreted in terms of sensitivity of human visual system to the glimmering of symbols on display screen, to the bright light of visual display terminal and to a sharp difference of luminance between paper documents and screen of display. Visual fatigue causes the fatigue of central nervous system, appearance of mistakes and deterioration of work. Therefore it is important to create subsystem of estimation of the functional state of users to adapt technical system to psychophysiological abilities of users. Some tests are realized in the subsystem: critical flicker frequency, determination of time for darkness adaptation, correcting probe, compensatory tracking task, analysis of maintained movement activity (tremoregram), analysis of pulsogram. This set of tests can be regarded as means for ergonomic appreciation of hard- and software components of computing. %M C.EWHCI.91.304 %T Psychosemantic Metrics of the VDT Screen %S VI. Human Factors %A Victor N. Andreef %A Tatjana P. Zinchenko %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 304-307 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X The perception of the face of video display terminal has been investigated. The hypothesis has been put forward that different areas of screen field have various emotional meaning. In the first experiment experts being tested placed "windows" with different information (instructions, prompts, operations etc.) arbitrarily on the screen. It has been found that preference is given to instruction "window" placed by most subjects in the lower part of the screen. In the second experiment using the technique of semantic differential subjects were offered to estimate the degree of expression of their sense quality by fixing each of 20 areas of the screen. They were given 19 pairs of adjectives (pleasant-unpleasant, light-heavy etc.) In the course of factor analysis five factors have been determined interpreted as activity-passivity, dynamics-statics, clearness-vagueness, tension-relaxation, abstractiveness-concreteness. The hypothesis of the research has confirmed that perceptional area initiated by the screen of video display terminal is not homogeneous and has a phychosemantic metric. The technique of distributing information in the screen field of video display terminal is proposed. %M C.EWHCI.91.310 %T The Automated Training System "Physics" %S VII. Tutoring Systems, Computer Learning %A I. Yu. Petrova %A A. Chakushin %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 310-313 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X The automatized training system "Physics" is intended to check up the knowledge of students studying in institutes, technical colleges and schools, and to form the knowledge of physics of these who want to enter the technical higher schools using the letter and numeric and graphic information. The system may be helpful in individual study of physics; in demonstration of physical phenomena (physical process modelling); in acquiring experience to solve typical problems of physics; in individual testing of knowledge and habits; in testing the student on different sections of physics. The system supports five types of answers of trainees: physical formula, numeric value checking up, selection and location of the graphic figure, one-three words, the specified key pressing. The software has been designed using the language TURBO C++. The PC system requirements are: IBM PC compatible, RAM not less then 640 K, EGA/VGA monitor, one drive with floppy disks, hard disk (2 MB of memory). %M C.EWHCI.91.313 %T Software Complex for Teaching Japanese %S VII. Tutoring Systems, Computer Learning %A A. Kotova %A L. Prjakhina %A L. Reznikova %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 313-317 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X There is a description of Japanese learning computer system. Tutoring program consists of a self-instruction manual, a reference-book and a test-book. Self-instruction manual enables to get a picture of any sign on the display as a graphic input of a hieroglyph contours. Reference-book provides display of Japanese hieroglyphs. Test program gives Latinized words which the student is to put in KANA symbols. The system collects information on the student's work results. %M C.EWHCI.91.318 %T The Computer Mathematics Course for the 7-10th Grades with the Use of "Yamaha MSX-2" PC %S VII. Tutoring Systems, Computer Learning %A N. E. Kalendaryova %A Yu. V. Mikheev %A S. V. Trepakov %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 318-322 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X The computer programs in mathematics with the use of "YAMAHA MSX-2" PC are intended for holding of mathematics lessons in the computer room. Each computer program is devoted to certain logical unit of mathematics, contains a set of concrete problems and means for its solution in accordance with learned material. There is solution imitation liked usual in the majority of programs and the work with computer is a dialogue in which the general chances are given for pupils to choose actions, therefore a pupil makes the solution way independently. The computer either performs indicated actions or messages why they are impossible. The programs are naturally included into current educational process for giving lessons for solution and also repeat on mathematics. At present the authors created several programs for solution problems in solid geometry and they continue work for complex addition. %M C.EWHCI.91.322 %T ANALYSER Test and Perfection System for Programming Languages Study %S VII. Tutoring Systems, Computer Learning %A I. Dvojeglazov %A A. Donchenko %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 322-331 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X The report describes a test system ANALYSER designed to check programming languages knowledge. The system analyses programs developed by the user. ANALYZER provides checking of PASCAL and FORTRAN programming languages knowledge. The checking course includes up to 50 thoroughly selected tasks for each language. Two working languages are built in the system: DD for task description and DD-SCENARIO for test course scenario description. There are as well suggestions for further development of ANALYZER. %M C.EWHCI.91.331 %T Window-Based User Interface for the Computer Learning Environment %S VII. Tutoring Systems, Computer Learning %A V. G. Brusilovskaya %A P. L. Brusilovsky %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 331-334 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X In this paper one of possible approaches to interface design for computer learning environment is discussed. Computer environment provides a student with a computer laboratory for exploratory learning in the domain studying. To design the interface for learning environment the paradigm which regards environment as a set of instruments was adopted. For each instrument a certain type of window is created. Every type of window implements a certain function, one of possible views on the domain, one of possible domain investigation means. Such functional window-based user interface enables one to consider entire environment as a "bag with instruments". In this paper the environment for studying the foreign language lexicon is considered to be an example of learning environment. The system supplies windows of different types such as "a word with translation", "a view into dictionary", "a buffer", "morphological analysis", etc. The future development of this environment is also discussed. %M C.EWHCI.91.334 %T MERLIN: An Intelligent Tutoring Shell %S VII. Tutoring Systems, Computer Learning %A Carlo Tarantola %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 334-338 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X MERLIN is an Intelligent Tutoring System (ITS) shell. The whole system architecture comprises a knowledge elicitation module that is under development. This paper describes only the tutoring part of which a prototype already exists. MERLIN has its origins in a joint effort, called AJUTOR [ref], between Digital Equipment Corporation, Valbonne (France) and MARS (Microgravity Advanced Research Center), Naples (Italy). AJUTOR was designed to train people, with a selected professional profile, in the domain of microgravity. AJUTOR knowledge comprised: * basic gravity dependent phenomena below the earth gravity level * knowledge on microgravity components (e.g. facilities, platforms, etc.) * experiment setup and necessary prerequisites * fluid dynamics theory hints * hints of other scientific theories involved in microgravity %M C.EWHCI.91.340 %T Direct Computer Modeling vs. Traditional Methods of Mathematical Modelling of Physical Processes %S VIII. Applications %A A. Soyghin %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 340-352 %K Numerical simulation, Computer modeling, Computational physics %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %X For a long period of time numerical simulation of physical processes in continuous media based generally on solution of differential equations. But equations themselves are oversimplified models of real phenomena. Nowadays powerful computers can allow to reproduce physical processes directly as processes of information interchanges between elements (objects) of data that represent elements of real physical media. %M C.EWHCI.91.353 %T Interactive System for Objects Recognition Based on Graphic Interface %S VIII. Applications %A E. Butakov %A S. Lelekov %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 353-357 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X The new approach to the classification problems is based on the knowledge of experts and the use of a personal computer. The main principles of such an approach are: - development of an effective user interface; - realization of logical output and explanation process; - supply with a tutor system. The ways of realization of these principles are described in the report. %M C.EWHCI.91.357 %T Information Processing Model in the Sight Systems of Robotechnical Complexes %S VIII. Applications %A B. Odejanko %B First Moscow International HCI'91 Workshop Proceedings %D 1991 %P 357-359 %* (c) Copyright 1991 Intl. Centre for Scientific & Technical Information %O (in Russian) %X Most of the technical sight systems are realized on the basis of separate mechanisms of the information processing by "living" sight systems. The given report describes a model which helps to explain the process of the information processing by natural sight systems from common positions. %M C.EWHCI.92.1 %T Activity Theory: Retrospect and Prospect %A Vladimir P. Zinchenko %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 1-5 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X The paper presents an historical overview, a brief outline of basic principles and an analysis of possible lines of future development of activity theory, the leading approach in formerly Soviet psychology. The paper consists of three logical parts. The theoretical and philosophical origins of activity theory, as well as the social conditions of its emergence and formation, are described in the first part. The second part deals with the conceptual system of the three level structure of activity, elaborated by A. N. Leontiev. Some perspectives of the future development of activity theory are discussed in the last part within a general context of problems of humanization in science and society. %M C.EWHCI.92.6 %T Concepts of Activity Theory for the Cultural-Historical Study of Cooperative Work %A Arne Raeithel %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 6 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X The original theory of object-oriented human activity proposed by A. N. Leontyev (1903-1979) has been expanded in recent years by several scholars in order to be more useful for the study of collaborative or cooperative work. Instead of looking mainly at one single working person and her or his social relations, the focus of analysis is widened to encompass "communities of practice" and "activity systems". These may be understood as "cultural forms" in which the actions of the cooperating persons unfold. A consequence of this shift of emphasis is that the physical instruments and semiotic means used in collaboration and communication regain the prominent role they had in the early formulations of L. S. Vygotsky (1896-1934). In this paper I will argue that such an expansion of activity theory is much better suited for the study of cooperative work than the present mainstream cognitive psychology because it recognizes the importance of external symbolic memory devices. They present the shared knowledge structures to the community of actors and should really be regarded as vital parts of an external, public or social mind that each actor uses for the regulation of action and conduct besides her or his more covert and personal mental organization. %M C.EWHCI.92.7 %T Human Computer Interaction in Context: The Activity Theory Perspective %A Victor Kaptelinin %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 7-13 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X In recent years there has been growing interest in higher level factors of human computer interaction (HCI). This interest causes the need for a conceptual scheme providing an integrated psychological description and analysis of mental processes involved in HCI, as well as of social and developmental context of computer use. The present paper discusses the perspectives for applying some principles of Russian activity theory to the field of HCI. It is argued that activity theory allows "vertical" integration of different levels of psychological analysis and stresses some important points that are usually missed by the cognitive approach. %M C.EWHCI.92.13 %T HCI Research Debate and Activity Theory Position %A Kari Kuutti %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 13-22 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X During the last years the mainstream framework for HCI research -- the information-processing cognitive psychology -- has gained more and more criticism because of serious problems in applying it both in research and practical design. In a debate within HCI research the capability of information processing psychology has been questioned and new theoretical frameworks searched. This paper presents an overview of the situation and discusses about potentials of Activity Theory as an alternative framework for HCI research and design. %M C.EWHCI.92.23 %T A Reference Model for Interactive System Construction %A Len Bass %A Joelle Coutaz %A Claus Unger %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 23-30 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X IFIP WG2.7 User Interface Engineering is presently working on a report intended for the developers of interactive systems and development environments. The report is mainly concerned with raising issues stemming from the end user's view of an interactive system. These issues are intended to form a kind of 'checklist' for the constructors of interactive systems. They correspond to key decisions in system development and require a response from the system developer, demonstrating that the issue has been considered. %M C.EWHCI.92.31 %T Gravitas: An Object-Oriented Discovery Learning Environment for Newtonian Gravitation %A Royston Sellman %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 31-41 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X Gravitas is an Object-Oriented Discovery Learning Environment in which learners build systems of gravitating masses in a two-dimensional space and observe their dynamics. These masses are implemented as true objects in the sense that they have their own private data, and their own private methods for generating behaviour and appearance. We call them massObs, and preliminary studies with a small number of users suggest that they may support new ways of learning some physical concepts. A novel feature of the program is that it has two distinct interfaces. First, a graphical interface which is very easy to learn and allows the system to be driven by mouse operations. The second we call the programming interface as it takes the form of extensions to the programming language Logo. The functionality of the two interfaces is identical but they support very different patterns of interaction: the graphical interface is quick and direct; the programming interface encourages more complex operations. Studies of the system in use seem to indicate a synergy between the two interfaces which allows users to make better progress than would be the case with one. %M C.EWHCI.92.41 %T Development of the Japanese Language CAI Courseware "Japanese Writing" %A L. Reznikova %A Yu. Golovchenko %A B. Shevelyuk %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 41-45 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X N/A %M C.EWHCI.92.46 %T Adaptive Visualization in an Intelligent Programming Environment %A Peter Brusilovsky %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 46-50 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X Program visualization is a useful tool for a programming learning environment. An adaptive visualization tool should visualize at the given moment of learning those language features only, that are new for the given student. In this paper we suggest how to use the student's current state of knowledge, represented in the form of the student model, to organize an adaptive program visualization. We describe the system ITEM/IP, which supports adaptive program visualization for any language teaching order preferred by the teacher or the student. %M C.EWHCI.92.50 %T Learning Scientific Inquiry Skills through Real-Life Problem-Solving %A Beth Adelson %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 50-56 %K Educational interfaces, Development of systems based on user needs %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X N/A %M C.EWHCI.92.57 %T Cognitology Didactic Tutorial HCI (A Synergetic Approach) %A B. N. Enikeev %A Y. T. Kaganov %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 57-67 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X The report is devoted of tutorial and teaching interface. This problem is one of the most difficult problems on designing HCI systems. We see reasonable to explore this problem from point of view of cognitive psychology and didactics. Human-computer dialogue is very fruitful field to study general approach to the dialogue. Cognitive psychology and didactics is added by synergetic approach are becoming very powerful means for construction of dialog structures. Interaction human-computer as generally dialog interaction is nonlinear process. It can be regarded from point of view theory of dynamic systems. This approach give possibility to realise deep essence of dialog interface. %M C.EWHCI.92.67 %T Teaching Application Design %A George F. Coulouris %A Peter Johnson %A Hilary Buxton %A Jean Dollimore %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 67-75 %K Design, Human-computer interaction, Computer graphics, Databases, Artificial intelligence, Software framework, HyperCard %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X This paper argues that it is possible and desirable to introduce the requirements emerging from interesting and relevant applications at an early stage in the undergraduate computer science curriculum, and to use them as a context for generating awareness of problems and solutions in relevant subdisciplines of computer science. A first year undergraduate course is described that introduces concepts relevant to the design of interactive computer applications from computer graphics, databases for modelling, human-computer interaction and artificial intelligence. The concepts are introduced through case studies based on "Blocks World" and "Tube Route Finder" application scenarios and are integrated and consolidated through a series of practical exercises. The exercises are based on a software framework constructed in HyperCard and students produce working solutions in HyperTalk, the language embedded in HyperCard. %M C.EWHCI.92.75 %T LECAT ("LEarning-CAlculating-Testing") -- An Interactive System for Training in General Engineering Subjects %A V. Kuzlyakina %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 75-78 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X The represented shell of the teaching programme "LECAT" is intended for general engineering disciplines studying of which includes carrying out calculation and graphic work or special design projects. The system makes it possible to connect up a few disciplines and to operate in various modes for teachers and for learners. The package is able to perform the following operations: - presentation of information in various themes of a discipline studied, - organization of testing in compliance with an original methodics in 3 levels (the initial training, an increase the knowledge, the remained knowledge), the rating being taken into account - connecting up a package of design and manual calculation testing programmes - viewing the results of testing on the themes - an output of reference information on the usage of the package. Moreover, teachers are given an opportunity to correct lists of groups and testing questions, to look through the results of testing both of a whole group and of an individual. The information is displayed with a help of multi-window technology, a menu of different types in a wide colour range. The "LECAT" system may be easily put into service in any department and in any discipline, because files providing material filling of the system are independent of the shell proper. %M C.EWHCI.92.78 %T Facing Information Technologies: Teenagers' Experience %A Alexandre Giglavyi %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 78-82 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X The proverbial challenge which a teenager faces in modern society is commonly referred to as "fighting complexity". As sophisticated information systems and services emerge, their developers preach the need for handy and flexible end-user interfaces. Still the combinatorial explosion of information technologies defeats the broadly hyped image of Windows-happy naive user. In fact, this explosion is inevitably bound to multiply the number of subcultural layers. IT-related professions merge and erode; kids feel the necessity of becoming generalists far better than the adults do. A living model of a school which was created to meet the demands of information-based society is presented. %M C.EWHCI.92.82 %T A Cognitive Graphical Interface for Intelligent System Development %A T. Gavrilova %A S. Eremenko %A A. Zolotarev %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 82-84 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X The paper presents KEW, The Knowledge Engineer's Workbench, the emphasis in which is put on the graphical interface for structural analysis. This program is visual programming tool for the critical early phases of expert system development, that consists of the test-system, the hyper-text tutorial and cognitive graphical blackboard. All three parts are user-depended and scenario-generated. The user model is defined by special psychological and professional tests. The cognitive component is closely connected with individual strategy of conceptual analysis that depends for instance on the asymmetry of the brain hemispheres and the personal cognitive style features (field-independness, for example). %M C.EWHCI.92.85 %T What Do I Want? And How Do I Get There?: Performance and Navigation in Information Retrieval Tasks with Hypertext Documents %A Keith Instone %A Laura Marie Leventhal %A Barbee Mynatt Teasley %A John Farhat %A Diane S. Rohlman %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 85-95 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X Two of the most important issues emerging in hypertext research deal with what do I want? and how do I get there? We have been exploring the issues of performance and navigation in a series of empirical studies of information retrieval using two hypertext documents, HyperHolmes and HyperAl. HyperHolmes is a hypertext version of an encyclopedia and can be navigated in many different ways, including searching, hypertext links, incoming links, and through an overlay of hierarchical overviews. HyperAl is a stack of a library card catalogue for an elementary school library and has similar design features and functionality to HyperHolmes. We have conducted several studies of information retrieval using these documents to identify factors that affect performance and patterns of navigation. In two performance studies, our results highlight that the task to be performed and characteristics of the users influence accuracy and speed of information retrieval. In navigation studies, we have found that users tend to follow hierarchical navigation patterns as they are learning to use hypertext documents. With practice, these users tend to follow less hierarchical navigation patterns. %M C.EWHCI.92.95 %T Representing and Understanding in Hypertext Systems %A S. F. Dobrinevski %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 95-99 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X The main obstacle for effective orientation in hypertext is the requirement of having a commonly used and uniformly interpreted map or index. The idea of this paper is to move from "common understanding" to "private understanding". In such a framework local mapping and authorized routes are considered as a convenient tool for orientation in vast hypertext spaces. %M C.EWHCI.92.100 %T Key Design Issues in Integrated Hypertext Software %A S. F. Dobrinevski %A D. V. Kazberuk %A B. L. Kontsevoy %A S. V. Melnichuk %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 100-102 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X The reported software incorporates such essential features as multiple structures and representations, permanent environment visualization, local mapping and authorized routes. Handling large hypertexts is based on the operational approach instead of direct structure representation. The design is implemented in software for scientific research and for special database on legislation. %M C.EWHCI.92.103 %T Practical Experiences of Using a Hypertext Design Tool %A Lyn Pemberton %A James S. Goodlet %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 103-114 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X This paper describes the experience of using a hypertext design tool, SussexIBIS, in the early design stages of a software production project. In the first section we give a brief description of SussexIBIS and the context in which it was developed, while the main section of the paper shows the tool in use during a reconstructed work session. Finally, we set out the deficiencies of the tool and suggest modifications which would bring it closer to our original ideal specification. %M C.EWHCI.92.115 %T The Hypermedia Effect: More Than Just the Sum of Its Parts %A Diane McKerlie %A Jenny Preece %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 115-127 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X Many claims and much "hype" surround the term "hypermedia". Foremost amongst these claims are that hypermedia will revolutionize learning and users' abilities to interact with, search for, and tailor information to suit their own needs. These claims are similar to those made about "hypertext" in the past. In this paper we offer definitions for the terms "multimedia" and "hypermedia" and examine some of the above claims using examples from a collaborative research and development project at the Open University and Rank Xerox EuroPARC. Our point of view is that, whilst there is certainly considerable "hype", nevertheless hypermedia is indeed different. It is "more than just the sum (i.e. the overall effect) of the parts" (e.g. sound, video, graphics, text etc.). Further research and creative exploration are needed to understand how best to harness the potential of combining multiple media into well designed hypermedia systems. %M C.EWHCI.92.127 %T Hypertext Structural Analysis %A A. S. Lakayev %A M. M. Subbotin %A D. M. Subbotin %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 127-130 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X There are two discernible basic trends in processing and application of hypertext-packed information. The first one involves elicitation of sought data from the hypertext -- by navigating across it. The second one aims at analyzing, evaluating and interpreting the total information accumulated and presented in the hypertext. The first of the two approaches is implemented with the systems that permit navigation along the hypertext network by way of button manipulation, support information retrieval by browsing, or reading of the hypertext just for the sake of cognition. The second direction deals with the design of intellectually-sophisticated systems to support analysis and systematization of the accumulated information. NoteCards, SynView and gIBIS are examples of the systems that implement the aforementioned objectives. The State Scientific and Technical Center of Hypertext Information Technologies (STC - GINTECH) is working precisely along this direction. The information contained in a hypertext as a whole may be represented in two ways: as a logically sequential presentation of a linear text and as visible networks ("information images"). There is an extensive literature on the hypertext linearization problem [1, 2, 3]. As a rule, it deals with the content presentation in a sequence that would facilitate its perception. Also, the task boils down to finding an adequate way of material statement. %M C.EWHCI.92.130 %T DRUIDE -- Document Retrieval Using Information from Document Elements %A Miriam Mulders %A Stephan Raaijmakers %A Leon Verschuur %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 130-137 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X Human retrieval strategies are more complex than scanning for keywords. Readability and retrievability of (parts of) documents highly depend on the presence and quality of document structure. Current retrieval systems, however, only provide keyword search. DRUIDE is a retrieval system that allows the information seeker to combine keywords with structuring functions, like sections, references, etc. DRUIDE offers three modi, each having its pros and cons: graphical mode, natural language, and formal language. A formal-logical language was defined suitable for representing document structure as well as the meaning of natural-language queries. DRUIDE stores documents created with a markup based document processor. The system has been implemented in TEX and PROLOG. In the future, DRUIDE will mainly function as an application for natural language research in a man-machine environment. %M C.EWHCI.92.138 %T Application of a Graph Model to Hypertext Querying %A Bernd Amann %A Michel Scholl %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 138-148 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X We present a model for data organized as graphs with typed nodes and edges. Regular expressions over the types of the node and edge labels are used to select walks in the hypertext graph. An outline of the application of this model and its query language to the implementation of hypertext documents is given by using an extended example of a travel agency application. %M C.EWHCI.92.148 %T Perspectives on CSCW: From HCI and CMC to CSCW %A Liam J. Bannon %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 148-158 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X This paper provides a perspective on the emergence of a new field of research entitled Computer Supported Cooperative Work (CSCW), tracing it to a growing realization within several communities of problems in existing approaches. The focus in this particular paper is on problems within the human-computer interaction (HCI) field, and on how the broader range of disciplinary perspectives evident in CSCW research can be seen to offer some resolution, or at least offer some new approaches, to the "crises" within the field. Along the way, we will also make some reference to another loose research community grouped under the heading of computer-mediated communication (CMC), and show how this work can be seen as a contributory step towards the development of the CSCW research field. The purpose of the paper is thus to help place the emergence of this "new" field within a framework that outlines both continuities and discontinuities with other established research traditions. %M C.EWHCI.92.158 %T Real-Time Issues in Multi-Agent Computer Systems %A Philip J. A. Scown %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 158-166 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X HCI issues for Simultaneous Multi-Agent Real-Time (SMART) systems are considered in contrast to conventional Office Automation applications. Findings from a number of large organisations, using large computer based information systems, are used to explore SMART system issues. The key area of study was the interaction between Multi-Agent aspects of system use and Real-Time issues. A number of users were interviewed across a variety of functions and levels. The results indicate a number of issues in the area of system management and that there are conflicts between batch and real-time components of the macro-system. The need for users to have a variety of system models depending on system type are considered. %M C.EWHCI.92.167 %T Participation in CSCW Systems %A Larry Press %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 167-177 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X Participation in a CSCW system is critical and often difficult to achieve. The paper begins with a survey of barriers to participation. In spite of these barriers, individuals have, to varying degrees, a propensity to cooperate. CSCW systems will favor relatively cooperative individuals, and the second section of the paper explores this propensity from a biological perspective. The paper then discusses measures to elicit participation in CSCW systems, with an emphasis on organizational culture. CSCW systems will favor organizations with a cooperative culture. The paper concludes with a brief discussion of industrial and national culture. %M C.EWHCI.92.178 %T STEPS -- A Methodological Framework for Cooperative Software Development with Users %A Christiane Floyd %A Guido Gryczan %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 178-189 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X The paper presents the basic concepts of STEPS (Software Technology for Evolutionary and Participative System Development) a methodological framework for software development focussing on software in its relation to the work tasks of users. STEPS was first elaborated by the authors and their colleagues at the Technical University of Berlin, and since 1991 and is being continued at the University of Hamburg. This approach concentrates on the methodical support for developers and users and their cooperation in software development. Learning and communication in software development and use are seen in relation to the technical aspects of software construction. Software products are viewed as families of versions to be (re-)designed, (re-)implemented and (re-)evaluated in successive development cycles. Design replaces production as an overall metaphor for software development. Mutual learning in design as well as the extensive use of prototyping facilitate the embedding of software systems in meaningful work processes in the user organization. %M C.EWHCI.92.189 %T Towards a Framework for Modelling Human-Computer Interactions %A Philip J. Barnard %A Michael D. Harrison %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 189-196 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X In human-computer interaction, techniques are available for modelling users, systems and work tasks. However, there are few techniques or concepts that specifically address the form and contents of interactions per se. This paper outlines the concept of an Interaction Framework. The main functions of such a framework are to support intercommunication between specialist modellers and to assist in the design process itself. In this paper the approach is outlined. Its possible value in supporting interdisciplinary communication and in the development of design ideas is illustrated by reference to the "unselected window" phenomenon. Empirical evidence is cited in support of a particular set of interactional principles and their broader implications discussed. %M C.EWHCI.92.197 %T Models and Standards for Human-Computer Interfaces %A Igor Ushakov %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 197-209 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X A great deal of attention has been paid recently by various national and international standards organizations toward harmonization of different types of user interfaces (UI). A unified approach is necessary for the benefit of the user community and for controlled UI technology. As a first step, a classification and taxonomy of UI techniques based on existing and potential new technologies are needed. This work is currently being done by several standards organizations and some models and drafts of standards have been proposed. This paper surveys some of the models and concepts put forward by the ECMA, IEEE, and ISO committees concerned with the standardization of UI technology. %M C.EWHCI.92.210 %T Modelling Perspectives in User Interface Design %A Stephanie Wilson %A Panos Markopoulos %A James Pycock %A P. Johnson %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 210-217 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X Task models, abstract models of interaction and architect models are valuable tools for the designers of interactive systems. This paper presents a survey of modelling techniques for human-computer interaction and discusses their lack of integration. A framework is required which will encompass these models and express their correlation, providing the basis for a user interface design methodology. The integrated models may then be incorporated in a prototyping environment which supports the methodology. One aspect of such a methodology is also discussed in the paper: the use of task models for both design idea generation and design evaluation. %M C.EWHCI.92.217 %T Why Computer Interfaces are Not Like Paintings: The User as a Deliberate Reader %A Marian Petre %A Blaine Price %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 217-224 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X Designers seeking to improve human-computer interfaces, particularly those concerned with programming environments, often assume that "graphics" will always result in an improvement over "text." Such claims are especially difficult to assess, given that people have used the terms "text" and "graphics" in different and conflicting ways throughout the literature. This paper suggests a preliminary, consistent terminology for discussing "graphical interfaces" (including so called "visual programming systems") to highlight some of the issues involved in using "graphics" in notations and interfaces. It discusses evidence from empirical studies showing that using "graphics" doesn't necessarily lead to improvement and may introduce its own problems. The paper concludes with a discussion of the successful integration of "graphics" and "text". %M C.EWHCI.92.225 %T Analysis of Visual Programming Graphical Representations %A V. L. Averbukh %A D. V. Pivovarov %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 225-228 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X Visual programming is based on such feature of human mentality as its strongly visual orientation. The main definitions of this discipline are presented. The concepts of semiotics and other disciplines studying visual sign systems may be useful in visual programming as for new ideas and analogies searching as for system evaluating and analysis. The examples of such analogies are presented. The parameters to analyse and evaluate visual programming graphical representations are suggested. %M C.EWHCI.92.229 %T Multimedia and Multimodal User Interfaces: A Taxonomy for Software Engineering Research Issues %A Joelle Coutaz %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 229-240 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X This article aims at clarifying the distinction between multimodal and multimedia computer systems. A dimension space is proposed that accounts for a classification of such systems as well as for identifying the implications from the software architecture point of view. The discussion is illustrated with the analysis of current multimedia and multimodal systems and points out some useful areas for future research such as the fusion of modalities at multiple levels of abstraction. %M C.EWHCI.92.240 %T Speech in Computer Mediated Communication %A A. Eu. Voiskounsky %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 240-243 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X N/A %M C.EWHCI.92.244 %T The Development of Music Compositional Software Tailored to the Young Learner %A Robert C. MacGregor %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 244-255 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X N/A %M C.EWHCI.92.262 %T Principles and Guidelines for Computer Systems to Support Collaborative Writing: A Sociological Perspective %A Rhona Louisa Newman %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 262-270 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X Sociological studies suggest five guidelines for computer systems to support collaborative writing, based on three ideal types of collaboration, and on the principles that collaboration is achieved through the joint social construction of reality, that computerisation can have unintended consequences for social practices and institutions, and that information is "rarely innocent". The guidelines are illustrated by material from the author's published studies and from elsewhere in the literature. %M C.EWHCI.92.271 %T The Video Viewer Interface Design: A Prototype for Sharing Video Across a Network %A Amanda Ropa %A Bengt Ahlstrom %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 271-276 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X This paper describes a media-based approach to designing interfaces for communication tools in a multimedia, collaborative environment. First a case study was performed to investigate how users used different media in their collaborative work. This study allowed users to use video, graphics, and text in a free-form space. Based on that study, a prototype called the Video Viewer was designed to specifically support users' video needs. The Video Viewer focuses on augmenting the current workspace through allowing users to easily view video information across a broad band network. %M C.EWHCI.92.276 %T An Experimental Study of Encounters and Interactions in a Virtual Environment %A Norihiko Matsuura %A Go Fujino %A Ken-ichi Okada %A Yutaka Matsushita %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 276-286 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X In this paper, we describe a new approach to the use of a virtual environment to support distributed collaborative work. We focus explicitly on tools to enable informal communications in contrast to most of the existing approaches of groupware applications. The establishment and maintenance of personal relationships is as indispensable in a virtual environment as in a physical environment, because the personal relationships lead to the acquisition of new communication channels and the probability of future joints. We describe the concept of interactions in a virtual environment and two sample tools for the 1 shared space in this virtual environment which provide the opportunities for spontaneous, informal encounters and interactions with both acquaintances and strangers in order to support the formation and maintenance of personal relationships. %M C.EWHCI.92.286 %T SpreadWin: An Object Oriented User Interface for Psychological Assessment %A I. V. Burmistrov %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 286-296 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X This paper describes a novel approach to user interface for psychological assessment systems. The proposing SpreadWin interface is based on a consequent use of the object model for the static structuring and the mechanism of propagation of changes through the hierarchy of informationally-related objects for the dynamic structuring of the user interface. Paper focuses on the user interface for assessment management system that plays the key role in the integrated assessor's work place. %M C.EWHCI.92.297 %T Design of a User Agent for Multi-Service Integration %A Julian Newman %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 297-302 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X Simultaneous access to multiple remote services is an increasingly widespread user requirement. It has long been recognised that the usability of telematic services can be enhanced by providing a uniform interface hiding the complexity and variety of the different services. At present, however, most remote services are not designed to operate in client-server mode, but to talk directly to a human user via a terminal or emulator, using a dialogue assuming minimal display capabilities. A User Agent operating in such an environment needs to handle and conceal from the user many complex dialogue sequences, to translate from the crude data-object representations of the remote dialogue to the more intuitive representations of the local graphical user interface, and to respond gracefully to error conditions in the communications system (including local and wide-area networks, hosts, gateways etc). The design must therefore be based on models at three different levels: applications, communications and user dialogue. This paper describes the design and prototyping of such a multi-service User Agent for an MS-Windows environment, integrating three remote services together with local Windows applications. %M C.EWHCI.92.303 %T User Interface Research: An Ergosemiotical Approach %A G. Ja. Uzilevsky %A V. P. Zinchenko %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 303-313 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X An ergosemiotic approach to user interaction research is described. Information processing model of human communication is presented with the application to user interface metaphors. Functions of user interface, ergosemiotical requirements to the latter, the division of interaction languages into the languages of subject domain users and languages of human-computer communication are discussed. Various problems of the latter formation, including classifications of screen and table menus and windows are considered. %M C.EWHCI.92.313 %T Human Factors in the "ELOIS" System Functioning %A Nadezda Chemeris %A Tamara Koval %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 313-314 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X The "ELOIS" system is intended for creating and using computer-assisted language learning (CALL) courses. There are three categories of its users -- authors, students and managers and correspondingly three subsystems -- "AUTHOR", "EXPERT" and "DIRECTOR". These subsystems were designed as tools for persons, who are not well familiar with computer technology and programming languages. The lack of this knowledge is recompensed by means of the subsystems interface. %M C.EWHCI.92.315 %T Gender Differences and Cognitive Style in Human-Computer Interaction %A Konrad Morgan %A Robert L. Morris %A Hamish MacLeod %A Shirley Gibbs %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 315-324 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X The authors attempt to review research which has tried to explain and identify the reasons for the differences in attitudes, acceptance and performance with regard to computer systems. The paper covers such areas as individual differences, gender differences, cultural or social class differences, computer attitudes, cognitive style, and psychological differentiation. %M C.EWHCI.92.324 %T Sensitivity of Preadolescents to Complex Activity in the Computer Mediated Telecommunication Environment %A A. Belyaeva %A I. Verenikina %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 324-327 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X N/A %M C.EWHCI.92.328 %T An Experimental Comparison of Three Natural Language Colour Naming Models %A Damian Conway %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 328-339 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X The problems inherent in providing natural language generation of colour names are discussed. Three models for generating natural language descriptions of HSL colours are described. The effectiveness of these models in describing colours is compared experimentally. It is concluded that a rigid syntactic mapping of HSL components to orthogonal linguistic axes is generally inferior to exhaustive enumeration of colours or custom selection of adjectival colour modifiers. Interesting variations of model preference for different hues and different numbers of adjectival modifiers are noted. %M C.EWHCI.92.340 %T Rational Design of Domain Models: A Dialogue with Experts %A Ludmila Dolmatova %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 340-343 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X This paper presents preliminary approach to formal description of knowledge acquisition process. Requirements to Knowledge Acquisition Systems are discussed. The process of conversation with expert is considered in terms of efficiency and optimality. %M C.EWHCI.92.343 %T Computer-Mediated Communication: The Importance of Group Salience and Individual Identifiability %A Jacqui Taylor %A John MacDonald %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 343-351 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X This research investigates the way that computer-mediated communication systems (CMC) affect group and individual work, in particular how task characteristics and e-mail structure affect inter-personal communication processes and aspects of self-perception. Previous research indicates a relationship between de-individuation, a loss of personal identity and the use of CMC systems. We extend this research by examining how a person's internal and external de-individuated state is affected when group salience and individual identifiability are manipulated. Unlike previous research, which has used laboratory-based methodologies, this study was conducted using a 'naturalistic' approach in a real working CMC environment. The results indicated that both the style and content of communications were affected by the experimental manipulations. The self-perception and group polarisation data were contrary to those found in previous research. The effect of the identifiability manipulation was in the predicted direction whereas group immersion produced few significant effects. The results are discussed in terms of group processes and the implications for the utilisation of CMC systems. Some suggestions are made for future research in this area. %M C.EWHCI.92.352 %T Studying Context: A Comparison of Activity Theory, Situated Action Models, and Distributed Cognition %A Bonnie A. Nardi %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 352-359 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X An important insight is beginning to illuminate many studies of human-computer interaction: system design will benefit from explicit study of the context in which users work. The unaided individual divorced from a social group and from supporting artifacts is no longer the model user. But with this realization about the importance of context come many difficult questions. What exactly is context? If the individual is no longer central, what is the correct unit of analysis? What are the relations between artifacts, individuals, and the social groups to which they belong? This paper compares three approaches to the study of context: activity theory, situated action models and distributed cognition. We consider the basic concepts each approach promulgates, and evaluate the usefulness of each for the design of technology. %M C.EWHCI.92.360 %T Capturing Visual Design Expertise Interactively by Example %A Henry Lieberman %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 360-366 %K Knowledge engineering, Machine learning, Programming by example, Interface agents, Graphic design, Desktop publishing %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X A problem in applying artificial intelligence techniques to visual design domains is that much of the knowledge possessed by experts is best expressible in terms of visual examples. The traditional expert systems methodology requires this knowledge to be communicated from a design expert to a knowledge engineer, who then translates this knowledge into rules and other textual descriptions. This process is awkward and error-prone. An alternative is to capture design knowledge more directly through an interactive graphical interface, by having the design expert manipulate concrete design examples in a graphical editor. The editor is equipped with an interface agent that records the users actions, and produces a generalized description of the procedure. The design procedure thus learned can subsequently be applied to examples that are similar to, but not identical to those on which the system was originally taught. This approach is illustrated in this paper by a description of the graphical editor Mondrian, which uses programming by example to capture interface actions that represent an expert's problem solving behavior. The paper presents an example in a desktop publishing domain, where the system is taught a procedure for rearranging a layout of newspaper articles. %M C.EWHCI.92.366 %T ASKER: A Knowledge Structuring Environment %A Andrew Sviridenko %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 366-373 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X One of the main aims of the ASKER project was to reduce the complicity of a large knowledge base to the level of human perception. For this purpose several functions were designed to support one of the fundamental human capability -- knowledge folding. Unfortunately, only part of the ideas we have on effective knowledge engineer support system had been implemented as the aim to develop a commercial software product was pursued also. ASKER 1.5 is implemented in Turbo Pascal 6.0 for IBM PC and compatible, Copyright (C) by Andrew Sviridenko & Raj Ponomarenko. Knowledge folders implemented proved to be an effective way to fight with information overflow during knowledge elicitation sessions with a domain expert. The ideas represented are confirmed not only by theoretical investigation but also by the practice of using ASKER during knowledge acquisition sessions with doctors and environmental experts. %M C.EWHCI.92.373 %T A Multi-Modal Interface for Man Machine Interaction with Knowledge Based Systems-MMI %A Evert Kuijpers %A Michael Wilson %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 373-377 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X The MMI{squared} interface demonstrator supports user interaction with a KBS for designing computer networks using Natural Language through keyboard (English, French and Spanish); Command Language; Graphics with Direct Manipulation; and Mouse gesture. It contains an advanced dialogue manager which controls the interaction process, making decisions as to user/system initiative, appropriate response mode, and context driven interpretation. User modelling facilities provide an appropriate range of interactions relative to the user's level of competence. The result is a cooperative, multi-modal dialogue between system and user. The demonstration shows the integrated MMI{squared} system supporting the graphical design of a local area network and subsequent interaction with the underlying expert system. It includes examples of interaction in each of the different modes of communication as well as examples of mixed-modal interactions, and also makes use of the advanced dialogue capabilities to allow the system to behave cooperatively in its responses. %M C.EWHCI.92.378 %T Building Explanation during Expert-Computer Interaction %A Patrick Brezillon %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 378-385 %K Architecture of knowledge-based system, Interactive explanation, Computer-human interaction, User's interruption %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X A class of industrial Knowledge-Based Systems (KBSs) are developed for helping a user in his task. Attempts to endow such systems with explanatory capabilities have been a failure because computer-human interactions are not fully considered. New architectures must be developed for introducing real computer-human interactions. We focus in this paper on interactive explanations in KBSs that are one of the important aspects of computer-human interaction. We propose in this paper such an architecture where several tools like acquisition, assimilation, documentation can be integrated with explanation and computer-human interaction. Solving the problem by this way arises from a real cooperation between the user and the system, and the user may intervene in the development of the explanation provided by the system. We address in this paper the main characteristics of participants -- namely, a Manager, the application knowledge base, and the user -- in interactive explanation. %M C.EWHCI.92.386 %T Dynamic Query Refinement: An Alternative to Expert Systems in Interactive Information Retrieval %A S. V. Popov %A N. V. Maksimov %A M. Y. Epstein %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 386-388 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X N/A %M C.EWHCI.92.388 %T A System Ergonomics Design Methodology for HCI Development %A Eric Wagner %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 388-407 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X N/A %M C.EWHCI.92.407 %T Rapid Prototyping, Structured Methods and Incorporation of Human Factors into System Development %A Kee Yong Lim %A John Long %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 407-417 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X In recent years, two apparently opposing approaches for improving human factors incorporation into system development halve emerged, namely rapid prototyping and structured analysis and design methods. Arguments for and against configuring human factors inputs with respect to each of these approaches have become blurred. To clarify the issues, the paper examines how well existing problems of human factors input are addressed by the approaches. In so doing, a case for structured analysis and design methods is established. A specific solution to the problems is then proposed comprising the development and subsequent integration of a structured human factors method with a particular structured analysis and design method. The human factors method is then reviewed and illustrated using a case-study concerning the design of a network security management system. %M C.EWHCI.92.418 %T User Interfaces in Direct Computer Modeling %A Alexander M. Soyghin %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 418-420 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X Using of computer facilities enables to get rid of archaic mathematical models of physical processes in continuous media. And what is more important, makes models suitable for implementation on microcomputer level. Physical sense of new modeling is direct and supported by object-oriented data types. %M C.EWHCI.92.421 %T Top-Down Object-Based User Interface Definition and Design Paradigms %A Andy Holyer %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 421-428 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X Currently, the main emphasis in User Interface design tools is on the low-level manipulation of Interaction Components, such as widgets. This paper proposes a design architecture which approaches User Interface development in a top-down manner, to avoid particular shortcomings in current design methodologies. %M C.EWHCI.92.429 %T Specifying Functional and HCI Requirements with Electronic Multimedia %A Scott P. Overmyer %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 429-436 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X When requirements specifications are developed for interactive information systems, the final specification is usually a transformation of the original requirements data into a language which is foreign to end-users. Often, the problem is that the specification is written in the language of engineers, which is that of the solution space as opposed to the problem space. This makes it difficult for users to validate that the specification accurately represents their requirements for an automated system. It is hypothesized that the ability to specify requirements in the form of objects which are close representations of the real-world problem space (e.g., icons, video, photographs, graphs and charts), would be extremely useful when attempting to maximize requirements communication between system development stakeholders. The idea of this research is to explore the use of a multimedia requirements specification system which allows stakeholders to arrange, organize, reorganize and manipulate elicited requirements as easily recognized representations of objects from a user's problem space. %M C.EWHCI.92.436 %T Designing Requirements for the Educational Component of Human-Computer Interface %A V. A. Daibov %A D. S. Scorodumov %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 436-440 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X N/A %M C.EWHCI.92.440 %T Intelligent Interfaces for Parallel Programs: A Fractal Approach %A D. Skorodumov %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 440-445 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X An approach to developing a new class of languages for parallel programming that support symmetry, uniformity and identity of program structures of their text, time and internal representations is defined in [1,2]. Numerous equivalent classes of NP-problems result in finding other kinds of computational identity. It is shown that combinatory topological models of knowledge representation formalize the existing fractal types and define new ones in terms of homomorphic correspondences of new types of fractality in structures of programs, algorithms, problems, data, knowledge and computer system architectures. Combination of geometrical, artificial intellect and fractal methods gives rise to new forms of modularity and abstract data types. Problems of creating intellectual interface to design parallel algorithms and programs are discussed. %M C.EWHCI.92.446 %T Integrating Theory Development with Design Evaluation %A John M. Carroll %A Mark Kevin Singley %A Mary Beth Rosson %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 446-452 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X N/A %M C.EWHCI.92.453 %T Enhancing the HCI of Relational Databases by the Use of Temporal Concepts %A Yuan Sun %A A. G. Stockman %A M. C. Woodward %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 453-462 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X The paper first identifies a number of data frames of temporal data and describes how these can be modelled using a time-sequence (TS) approach. The TS model is used to extend the relational model to provide specific processing schemes for the different frames of temporal data. It is shown how the properties of such data can be exploited by use of the model, giving increased flexibility for processing of temporal data within a user friendly environment. It is shown how this approach can be adapted to handle the backup and recovery of temporal data. The structure of each frame is described, followed by the implementation strategy and examples of queries. A unique user interface with temporal intervals and functions is also described. %M C.EWHCI.92.463 %T Design of Object-Oriented Data Visualization System %A Vitaly A. Kalmychkov %A Alexander V. Smolyaninov %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 463-470 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X The report is devoted to the data visualization system design and implementation, which provides the means for design of the image of the user's numeric information on the personal computer. The problems of design, architecture and operation of data visualization system which provides to user convenient means for constructing the numeric information image of required type is considered. Image constructing is executed by means of required sizes fields placing and filling of them by necessary content (coordinates system, graphs, inscriptions). User's interface with instrument system is object-oriented: after object (field or its content) choice user can manipulate of it, executing only those operations, that are determined for it as object of appointed function. Ergonomical and comfortable constructing is ensured by careful coordinated system of possible actions on each of image constructing stage and supported by icons menu and textual menu. %M C.EWHCI.92.470 %T A User Interface Design Environment %A Andy Holyer %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 470-471 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X The UIDE project aims to produce a set of tools to enable users without specialist graphics skills to create sophisticated graphical user interfaces. It is written using Poplog (explained below) on Unix Workstations under the X windowing system with ports to other targets to follow. %M C.EWHCI.92.471 %T Movie Interfaces %A S. Joy Mountford %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 471 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X Users will soon be able to do all sorts of new things with computers in multiple ways, using multiple types of information. One of the exciting changes in the Macintosh is in the ability to present data inside the computer that is temporal or time-based, such as movies or sounds. This will change the user's interactive capabilities with the computer substantially. The user will be able to 'play' the interface and not just view dynamic events, but can now create their own dynamic interfaces. The computer offers the promise of being more engaging that currently if the expectations of movie and TV viewers are really met. The problem is how to best design these technologies to be able to support the user to do whatever they wish. %M C.EWHCI.92.472 %T Object Oriented Graphic Editing %A M. V. Donskoy %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'92 %D 1992 %P 472-475 %* (c) Copyright 1992 Intl. Centre for Scientific & Technical Information %X The paper presents the new approach to an editor's design that is focused on the semantic of edited objects instead of traditional focus on the graphic presentation. The main idea is that the semantic representation is to be more complex that the graphic view. As an example of the semantic representation the hierarchical structure is chosen. %M C.EWHCI.93.1.11 %T HyperLecture: A Self-Organizing Lecture Presentation and Revision System %S Teaching and Learning %A Damian Conway %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 11-26 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X This paper presents an overview of HyperLecture, a hypertextual, gesturally-controlled lecture presentation system originally designed for teaching introductory computer programming. HyperLecture provides genuinely user-friendly mechanisms with which a presenter can quickly produce linear and non-linear presentations, hard-copy hand-outs, audio and textual annotations, complete self-driving interactive tutorials and graphical programming code simulations. %M C.EWHCI.93.1.27 %T Towards an Adaptive Hypermedia Component for an Intelligent Learning Environment %S Teaching and Learning %A Peter Brusilovsky %A Leonid Pesin %A Mikhail Zyryanov %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 27-38 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X This paper discusses the problem of integration of hypermedia and Intelligent Learning Environments (ILEs) technologies and the problem of creating an adaptive hypermedia component for ILEs. Our experience of creating an adaptive on-line help facilities for ITEM/IP system is described. This experience forms a background for our hypermedia work and provides some good ideas for it. We also present our approach to integration of a hypermedia component into internal structure of ILE and illustrate it with two examples of adaptive hypermedia components for the most recent versions of our ILEs ISIS-Tutor and ITEM/PG. Finally, we summarize main features of this approach, provide some references to related works, and consider some issues of adaptive hypermedia in general. %M C.EWHCI.93.1.38 %T Teaching Art History through Multimedia Systems: Museum's Experience %S Teaching and Learning %A Olga Kissel %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 38-44 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X N/A %M C.EWHCI.93.1.45 %T An Intelligent Interface for Computer Assisted Language Learning %S Teaching and Learning %A Eve Wilson %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 45-58 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X This paper begins by contrasting teacher directed computer assisted language learning with the student directed approaches of recent hypertext learning programmes. It concludes that what is needed is an approach where the level and order of the exercises can be tailored to the needs and requirements of individual students. To do this requires: 1. a means of constructing an original user profile and of updating this in the light of student performance in the tutorial exercises, and 2. a means of generating exercises of an appropriate level from text databases. The paper next looks at how texts may be automatically assigned a readability grade based on Gunning's Fog Index or Information Density, and how this can be used to generate exercises of varying levels of difficulty. The paper emphasizes the importance of giving students feedback to win their co-operation in devising and adhering to a tuition programme. It concludes by discussing the work still to be done. %M C.EWHCI.93.1.59 %T Optimum Teaching System -- Illusion or Reality? %S Teaching and Learning %A Yuriy Souldin %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 59-78 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X N/A %M C.EWHCI.93.1.78 %T The Challenge of Effectively Integrating Graphics into Hypertext %S Hypertext %A Keith Instone %A Erik Brown %A Laura Leventhal %A Barbee Teasley %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 78-86 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X It is important that designers of hypertext do not assume that the way information is presented in traditional media such as paper books will necessarily be effective in hypertext. Several studies have shown that graphics presented with text on a screen are not necessarily used effectively, or even used at all. In our study, we explored three ways of presenting textual and graphical information about geographical locations and objects. In all cases, the user had to point with a mouse to a item name in order to see text, and the text appeared near the mouse cursor. In one presentation style, no graphic was present. In a second style, a graphic was present, but the text appeared as a caption. In the hypertext style, the user pointed to item names on the graphic. The results showed that the hypertext style resulted in about 20% better learning of both spatial information (which was illustrated by the graphic) and of information not illustrated by the graphic. %M C.EWHCI.93.1.87 %T A Hypertext Model with Partly Defined Nodes %S Hypertext %A Nicholas Sidorov %A Svetlana Gorobets %A Vladimir Kopach %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 87-92 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X From the predicate approach is presented a model of hypertext that admits of creation and treating of nodes which are using the partly defined information objects. The described model of hypertext is realized and good used in the technology of the software recovery for the solution of the problem of understanding the source code for example for autobuilding of hypertext representance of the source programmes' texts. %M C.EWHCI.93.1.93 %T INTELTEXT: Producing Coherent Linear Texts While Navigating in Large Non-Hierarchical Hypertexts %S Hypertext %A Martin Subbotin %A Dmitry Subbotin %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 93-102 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X Inteltext is a new software technology able to construct automatically a unified text from separate text items. The main advantage of Inteltext is its ability to support those whose main work is thinking and exposing thoughts in textual form. Inteltext is capable to draw out of large heap of information and represent in logical form text items which can complement or confirm your thought. The paper describes the underlying approach being developed in Russia since 70-s and the software product implementing it. %M C.EWHCI.93.1.103 %T Coherent Navigation in Hypertext Environments: Using a Computer-Shared Macrocontrol Based on Structural Strategies of Discourse Comprehension and Production (The SMIsC Conception) %S Hypertext %A Valery M. Chelnokov %A Victoria L. Zephyrova %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 103-122 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X The key usability problem in hypertext and hypermedia is the Navigation Problem being subdivided into the problem of disorientation and the problem of cognitive overhead. We believe that one systematic approach to the NP consists in developing mechanisms assisting users to navigate coherently, i.e. to blaze trails imitating semantically coherent discourses in hypertext/hypermedia networks. The main purpose of a mechanism of such kind is maintenance the macrocontrol over local transitions among nodes of information during a navigational (interactive) session. This macrocontrol should provide trail's global (thematic) coherence, that is its meaning integrity. Basing theoretical part of our work upon the works by such known psycholinguists as van Dijk, Kintsch and Levelt, we demonstrate that a good portion of macrocontrol maintenance may be placed onto computer -- namely, the portion we describe as navigational strategies which are content-independent, being formulated in terms of network's graph node-link structure only, and are expressible in the form of machine instructions. The mechanisms of strategies we have developed aids users to move in the network, maintaining trail's global coherence in relation to a chosen theme and imitating a so called canonically ordered discourse from the network's nodes. With this mechanism, the macrocontrol becomes shared among computer and user and this makes the user's burden being significantly eased. We use the term 'System of Meaning Integrities structural Creation', or SMIsC, to denote a hypertext system with such shared macrocontrol. %M C.EWHCI.93.1.123 %T HyperMethod: An Intelligent Interface for Hypertext %S Hypertext %A Igor V. Kotelnikov %A Dmitry L. Krechman %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 123-131 %K Hypertext, Graph, Object oriented programming, Logic programming, Relation algebra %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X The basis for human (mode of) thinking is formed by several foreformal mechanisms which manifest themselves in the form of algorithms and specifications in any sphere of human activity. The purpose of the paper is to suggest realization models for some of mechanisms and to show that hypertext may be a special non-program shell or environment inside which a user can solve a wide range of specific problems. %M C.EWHCI.93.1.132 %T Historical Analysis and Conflicting Perspectives -- Contextualizing HCI %S Foundations of HCI %A Susanne Bodker %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 132-142 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X This paper develops two ways of analyzing the human-computer interaction of a computer application in use in an organization. The techniques, historical analyses and conflicting perspectives analysis, and the interplay between them, are used in providing the basis for a more detailed analysis. Historical analyses focus on the historical development of artifacts and their use. Conflicting perspectives analysis reflects on the roles of the artifact in use, as system, tool, or medium. Combined, the two types of analysis allow for a focus in particular on conflicts between the roles of a specific artifact in use. The techniques are based on human activity theory. They are illustrated by means of a case study of a computer application from a project with the Danish National Labour Inspection Service. %M C.EWHCI.93.1.143 %T A Brief Look at the Psychological and Linguistic Foundations of HCI %S Foundations of HCI %A Boris Enikeev %A Yuriy Kaganov %A Dmitriy Zhuk %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 143-159 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X In this paper the HCI is regarded as humanities problem. At this time IT and HCI is one of the most important component of the contemporary civilization. Its importance determines orientation to human activities. Because IT and HCI requires humanities analysis. We are going to use some of the concepts cognitive psychology, semiotics, structural linguistics for analysis HCI. %M C.EWHCI.93.1.159 %T Visual User Interfaces: A Psychophysiologist's Perspective %S Foundations of HCI %A Vladimir M. Krol %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 159-163 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X In report describe theoretical thesis and experimental results demonstrating necessity using in advanced user's interface of the knowledge about input characteristics of the visual system of the man. The new generation of the visual user's interface should be based also on knowledges about work of the inherent mechanisms visual thinking. %M C.EWHCI.93.1.163 %T Hierarchical Components of Human-Computer Systems: Issues %S Foundations of HCI %A Mark Sh. Levin %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 163-179 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X This paper describes the hierarchical components of human-computer system (HCS). The development and utilization of three packages for IBM PC, i.e., DSS 'COMBI' for multicriteria ranking, hierarchical hypertext system 'HHS' with main orientation for multicriteria evaluation and the DSS for hierarchical design 'SED' are under consideration. The study is based on an analysis of HCS components (information, user, techniques) and major operations (development, representation, correction, learning and using). %M C.EWHCI.93.1.180 %T Iconic Signs and Languages in User Interface Design %S Foundations of HCI %A Vladimir Andreev %A Gennady Uzilevsky %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 180-190 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X Various aspects of complex problem of icon construction for user interface design are considered, ergosemiotic requirements to icons design are revealed, features and functions of iconic languages are defined. %M C.EWHCI.93.1.191 %T Impediments to the Process of Group Work %S Foundations of HCI %A Beth Adelson %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 191-207 %K Group work/CSCW, Interaction architectures, Structure of organizations, Negotiation support tools/environments %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X In this paper we begin by presenting a taxonomy of impasses in group work situations. The taxonomy includes factors such as goal conflicts and resource limitations. We then present a prescriptive theoretical framework designed to support negotiation during these impasses. We also describe NegotiationLens, a system which embodies the framework by supporting the actions prescribed by the theory. We then analyze the adequacy of the framework which stresses a collaborative form of negotiation. From this analysis we suggest a line of research which would lead to an expanded taxonomy. We hypothesize the expanded taxonomy would include interpersonal factors such as inequalities in the power of negotiating parties. We then discuss the framework and tools which would be useful given this expanded view of causes of group work impasses. Lastly we suggest the relevance of these factors to other classes of groupware. %M C.EWHCI.93.1.207 %T Computer-Aided Support of Cooperative Group Design %S Foundations of HCI %A I. V. Kotenko %A O. E. Ryabov %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 207-218 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X N/A %M C.EWHCI.93.1.219 %T Interacting with Proprietary Software Users: An Application for Activity Theory? %S Foundations of HCI %A Insiah Bourke %A Irina Verenikina %A Edward Gould %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 219-226 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X A much neglected but vitally important section of software users are demanding to be noticed. These can be loosely defined as proprietary users and range in skill from computer novices to experts. This paper looks at the characteristics of this group and asks if Activity Theory offers them, and those who manage them, any hope for a better deal. %M C.EWHCI.93.1.226 %T Query Composition: Why Does It Have to be So Hard? %S Empirical Studies %A Lucy Terry Nowell %A Deborah Hix %A Eric D. Labow %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 226-241 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X Project Envision, a large research effort at Virginia Tech, focuses on developing a user centered, multimedia database from the computer science literature, with full-text searching and full-content retrieval capabilities. User interviews indicate that people have trouble composing queries. Widely available boolean retrieval systems present problems with both syntax and logic. Natural language queries for vector space retrieval systems are easier to compose, but users complain that they do not understand the matching principles used; users also complain that they have too little control over the search and fear being overwhelmed by an enormous retrieval set. We describe the Envision query window, which has as a usability goal making query composition easy while increasing user control. Results of formative usability evaluation and subsequent redesign are discussed. %M C.EWHCI.93.1.241 %T Interface Semantics and Procedural Knowledge: A Study of Novice Understanding of MacDraw %S Empirical Studies %A M. V. Springett %A A. S. Grant %A A. G. Sutcliffe %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 1 %P 241-256 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X This paper presents an analysis of issues affecting the choice of usability evaluation strategies for highly interactive Direct Manipulation interfaces. It reports memory tests on novice users of MacDraw I which investigate the degree of reliance on the interface for cueing, and the sources of information, both within the interface and outside, that may be utilized. A study of the novice subjects' (verbalised) reasoning during experimental task-performance on MacDraw is then reported. Examples of subjects reasoning are used to illustrate the nature of Direct Manipulation evaluation. Issues affecting the selection and development of evaluation methods are then discussed. %M C.EWHCI.93.2.5 %T Language Expressiveness in Software Visualization Systems %S Information Visualization/Navigation %A V. L. Averbukh %A I. V. Tarskikh %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 2 %P 5-8 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X The conceptions of the visual expressiveness and the user interface expressiveness are suggested. Problems of Software Visualization system evaluating are discussed. %M C.EWHCI.93.2.9 %T E{cubed}: Towards the Metrication of Graphical Presentation Techniques for Large Data Sets %S Information Visualization/Navigation %A Ying K. Leung %A Mark D. Apperley %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 2 %P 9-26 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X Rapid advances in communications and computer technologies in recent years have provided users with greater access to large volumes of data from computer-based information systems. Whilst researchers have developed many novel techniques to overcome the problems associated with the presentation and navigation of large data sets on a limited display surface, the choice of a technique in a particular application remains very subjective. This paper proposes an evaluation framework E{cubed} which aims to provide a basis for the comparison of different presentation techniques, given the nature and characteristics of the data to be presented, and the interpretation required. E{cubed} focuses on three aspects of graphical data presentation: expressiveness, efficiency, and effectiveness. This framework lays the foundation for the development of a set of metrics to facilitate an objective assessment of presentation techniques. %M C.EWHCI.93.2.26 %T Navigating in a Process Landscape %S Information Visualization/Navigation %A Haakon Tolsby %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 2 %P 26-38 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X User interfaces in process control systems are often organized as landscapes -- usually a process chart -- where the display is a window into the landscape. The window can move over the landscape and view different segments of the process. Normally there is no overlap between the views -- they are discretely organized. Operators often claim they get lost in such interfaces. I suggest that the problem is a matter of how the operator moves in the landscape -- how one changes ones view of the process. Two different interactive methods of movement -- discrete vs. continuous -- are tested. The results of the experiments are discussed. %M C.EWHCI.93.2.38 %T Visualisation of Complex Information %S Information Visualization/Navigation %A Matthew Chalmers %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 2 %P 38-50 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X In information retrieval, sets of documents are stored and categorised in order to allow for search and retrieval. The complexity of the basic information is high, with representations involving thousands of dimensions. Traditional interaction techniques for such complex information therefore hide much of its complexity and structure, and offer access to it by means of isolated queries and word searches. Bead is a system which takes a complementary approach, as it builds and displays an approximate model of the document corpus in the form of a map or landscape constructed from the patterns of similarity and dissimilarity of the documents making up the corpus. In this paper, emphasis is given to the influences on and principles behind the design of the landscape model and the abandonment of a 'point cloud' model used in an earlier version of the system, rather than the more mathematical aspects of model construction. %M C.EWHCI.93.2.50 %T Three-Dimensional Visualisation of Knowledge Structures: Prototyping for Design Evaluation %S Information Visualization/Navigation %A U. K. Patel %A A. G. Sutcliffe %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 2 %P 50-70 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X A conceptual framework for specification of 3D visualisations is introduced, and a task knowledge modelling approach to designing 3D visualisations of knowledge structures is described. Using this approach, a three-dimensional interactive graphical user interface to a medical diagnosis knowledge based system has been designed and specified. The design has been implemented as a prototype and evaluated. We found that there are individual differences in the way users explore three dimensional visualisations, and that usability is dependent on both the morphology (visualisation) and manipulations (interface functionality). Implications of these findings for the design of 3D visualisations are discussed. %M C.EWHCI.93.2.71 %T Visual Programming in R-Technology: Concepts, Systems and Perspectives %S Information Visualization/Navigation %A Igor Ushakov %A Igor Velbitskiy %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 2 %P 71-88 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X This paper represents the efficient framework for software development environments based on a R-charts and gives main concepts and aims of a project directed to the development of the visual user interface for C++ programming language. R-charts are structured graphs which are used for visual specifications of algorithms, visual programming and debugging. They have been applied to different languages and have adopted by ISO as an alternative charting notation for the program constructs in ISO/IEC 8631. The user interface for C++ described in this paper incorporates the R-charts, OO diagrams and other visualization methods for visual specifications, data browsing and control flow visualization. %M C.EWHCI.93.2.88 %T Coupling Interaction Specification with Functionality Description %S Interface Design: Techniques, Tools and Paradigms %A A. Kameas %A S. Papadimitriou %A G. Pavlides %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 2 %P 88-97 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X In this paper, the solution used in the context of SEPDS (a Software Development Environment) to the problem of combining interactive behavior specification with functionality description of a distributed interactive application is presented. This solution consists of combining two specification models: IDFG to describe the interactive aspects of applications developed with the system and EDFG to describe their functionality. Both these models are data flow graph based and can be classified as process models. They use "actors" to represent performers of processes and "links" to represent data buffering and exchange, as well as roles and different perspectives. Although the two models have many semantical differences, they also have many common properties, that is why they can be straightforwardly combined in a process that enables designers think in users terms. To this end, action actors are used to represent the functions supported by the application, and context actors to represent the application user interface functions. In addition, links are used to represent the events that take place in the system (these may be user or system actions), the effects that these have on the screen, the context into which these take place and the goals that may be achieved using the application. Furthermore, the reusability and prototyping tools of SEPDS can be used to construct and test the application design. %M C.EWHCI.93.2.98 %T WYSIWYG Editors: And What Now? %S Interface Design: Techniques, Tools and Paradigms %A Eddy Boeve %A Lon Barfield %A Steven Pemberton %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 2 %P 98-115 %K Software engineering, Tools and techniques, User interfaces, Software engineering, Program coding, Program editors, Software engineering, Programming environments, Interactive, User-interfaces, Syntax directed editors, Editor design %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X Most editors nowadays are said to be WYSIWYG ('What you see is what you get'). Although this implies that the effects of user actions are made immediately visible to the user, this does not usually include the effects of other causes. This a logical consequence of the fact that the user edits a copy of the document, rather than the document itself. These kind of systems then, can better be classified as 'What you see is what you will get' systems. This report describes an editor model that is a further extension of the WYSIWYG principle: 'Things are exactly as they appear', or TAXATA for short. In these kind of systems, the user carries out every action by editing, and what is more important, by editing the object directly. Furthermore, modifications made to objects by the system are made immediately visible to the user. Amongst other things, the reports describes the underlying model and the necessary editing concepts to construct such a TAXATA editor environment, based on general user-interface principles. Finally the design of one particular edit command has been described, to give an impression of the specific design issues in such an environment. %M C.EWHCI.93.2.115 %T An Extension to the Human-Computer Interaction Paradigm %S Interface Design: Techniques, Tools and Paradigms %A R. C. MacGregor %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 2 %P 115-123 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X This paper suggests that the focus of user support has moved from a simple system-user interface to a need to consider a variety of potential interfaces at the work-setting. It argues that the current HCI paradigm still only addresses user support in terms of a technological interface, but that this must be extended to include a number of other alternatives. %M C.EWHCI.93.2.123 %T Designing Multimedia Interfaces %S Interface Design: Techniques, Tools and Paradigms %A Alistair Sutcliffe %A Peter Faraday %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 2 %P 123-133 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X Multimedia interfaces are currently created by intuition. Development of a method for analysis and design of multimedia presentation interfaces is described. The study investigates task based information analysis, persistence of information, selection attention and concurrency in presentation. The method gives an agenda of issues, diagrams and techniques for specification, and guidelines for media selection and presentation scripting. Use of the method is illustrated with a case study of shipboard emergency management. %M C.EWHCI.93.2.134 %T Synthesis-Oriented Situational Analysis in User Interface Design %S Interface Design: Techniques, Tools and Paradigms %A Kevin A. Mayo %A H. Rex Hartson %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 2 %P 134-150 %K User interface design, User interface design requirements, User interface evaluation, Task description, Task analysis %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X Analytic evaluation is a term describing a class of techniques for examining a representation of a user interface design, and discovering design flaws and/or predicting user task performance. In our work with analytic evaluation, we have observed limitations on the effectiveness and efficiency of analytic techniques for formative evaluation supporting the iterative design and re-design cycle. Here we support those observations with arguments based on theoretical limitations of the models underlying these techniques. By way of comparison we discuss desirable characteristics for an alternative approach. In our search for such an alternative, we have developed the Task Mapping Model, a substantively different approach to analysis for supporting the user interface design. We briefly describe the Task Mapping Model and give some examples illustrating its desirable characteristics. %M C.EWHCI.93.2.151 %T Architecture Elements for Highly-Interactive Business-Oriented Applications %S Interface Design: Techniques, Tools and Paradigms %A Francois Bodart %A Anne-Marie Hennebert %A Jean-Marie Leheureux %A Benoit Sacre %A Isabelle Provot %A Jean Vanderdonckt %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 2 %P 151-173 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X It is now widely recognized that powerful architecture elements are needed for implementing the whole lifecycle (specification and design) od interactive applications. In this paper, we deal with the application model of the TRIDENT project which introduces three components: the application component, the dialog component and the presentation component. This hierarchical object-oriented architecture rests on the use of four kinds of objects: application objects, dialog objects (whose one particular includes the supervisory object) and interaction objects. An abstract data model and selection rules for choosing appropriate interaction objects according to the application's semantic and to the user level are given. %M C.EWHCI.93.2.174 %T Three Interface Levels %S Interface Design: Techniques, Tools and Paradigms %A M. V. Donskoy %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 2 %P 174-176 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X N/A %M C.EWHCI.93.2.177 %T Personal Counselor: A Hybrid Adaptive User Interface %S Customizing Interfaces %A Max M. North %A Saran M. North %B East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI'93 %D 1993 %V 2 %P 177-193 %* (c) Copyright 1993 Intl. Centre for Scientific & Technical Information %X This paper discusses a hybrid adaptive interface, called Personal Counselor, for tolerating an individual user's error behavior. The fusion of different adaptive interface techniques, such as adaptive scheduling, self-adaptive, and teaming agent, can provide a powerful hybrid adaptive interface for many domain-specific problems. Specifically, Personal Counselor adapts itself to individuals by observing their actions and receiving direct feedback. At the beginning, Personal Counselor requires minimal background knowledge, but gradually this knowledge becomes more sophisticated and more reliable. The authors present an application of Personal Counselor to Unix operating system commands. The preliminary results of the pilot studies suggest subjects who utilize Personal Counselor perform at higher level (t=6.85, df=78, p