UIST is the premier forum for innovations in developing human-computer interfaces. The symposium brings together user-interface researchers and practitioners with an interest in techniques, tools, and technology for constructing high-quality, innovative user interfaces.
The following articles are from "Proceedings of the 14th annual ACM symposium on User interface software and technology":
Articles
p. 1-10
Klemmer, Scott R., Newman, Mark W., Farrell, Ryan, Bilezikjian, Mark and Landay, James A. (2001): The designers' outpost: a tangible interface for collaborative web site. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 1-10. Available online
In our previous studies into web design, we found that pens, paper, walls,
and tables were often used for explaining, developing, and communicating ideas
during the early phases of design. These wall-scale paper-based design
practices inspired The Designers' Outpost, a tangible user interface that
combines the affordances of paper and large physical workspaces with the
advantages of electronic media to support information design. With Outpost,
users collaboratively author web site information architectures on an
electronic whiteboard using physical media (Post-it notes and images),
structuring and annotating that information with electronic pens. This
interaction is enabled by a touch-sensitive SMART Board augmented with a robust
computer vision system, employing a rear-mounted video camera for capturing
movement and a front-mounted high-resolution camera for capturing ink. We
conducted a participatory design study with fifteen professional web designers.
The study validated that Outpost supports information architecture work
practice, and led to our adding support for fluid transitions to other tools.
Bell, Blaine A., Feiner, Steven K. and Hollerer, Tobias (2001): View management for virtual and augmented reality. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 101-110. Available online
We describe a view-management component for interactive 3D user interfaces.
By view management, we mean maintaining visual constraints on the projections
of objects on the view plane, such as locating related objects near each other,
or preventing objects from occluding each other. Our view-management component
accomplishes this by modifying selected object properties, including position,
size, and transparency, which are tagged to indicate their constraints. For
example, some objects may have geometric properties that are determined
entirely by a physical simulation and which cannot be modified, while other
objects may be annotations whose position and size are flexible. We introduce
algorithms that use upright rectangular extents to represent on the view plane
a dynamic and efficient approximation of the occupied space containing the
projections of visible portions of 3D objects, as well as the unoccupied space
in which objects can be placed to avoid occlusion. Layout decisions from
previous frames are taken into account to reduce visual discontinuities. We
present augmented reality and virtual reality examples to which we have applied
our approach, including a dynamically labeled and annotated environment.
Tandler, Peter, Prante, Thorsten, Muller-Tomfelde, Christian, Streitz, Norbert A. and Steinmetz, Ralf (2001): Connectables: dynamic coupling of displays for the flexible creation of shared workspaces. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 11-20. Available online
We present the ConnecTable, a new mobile, networked and context-aware
information appliance that provides affordances for pen-based individual and
cooperative work as well as for the seamless transition between the two. In
order to dynamically enlarge an interaction area for the purpose of shared use,
a flexible coupling of displays has been realized that overcomes the
restrictions of display sizes and borders. Two ConnecTable displays dynamically
form a homogeneous display area when moved close to each other. The appropriate
triggering signal comes from built-in sensors allowing users to temporally
combine their individual displays to a larger shared one by a simple physical
movement in space. Connected ConnecTables allow their users to work in parallel
on an ad-hoc created shared workspace as well as exchanging information by
simply shuffling objects from one display to the other. We discuss the user
interface and related issues as well as the software architecture. We also
present the physical realization of the ConnecTables.
MacKenzie, I. Scott, Kober, Hedy, Smith, Derek, Jones, Terry and Skepner, Eugene (2001): LetterWise: prefix-based disambiguation for mobile text input. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 111-120. Available online
A new technique to enter text using a mobile phone keypad is described. For
text input, the traditional touchtone phone keypad is ambiguous because each
key encodes three or four letters. Instead of using a stored dictionary to
guess the intended word, our technique uses probabilities of letter sequences
-- "prefixes" -- to guess the intended letter. Compared to dictionary-based
methods, this technique, called LetterWise, takes significantly less memory and
allows entry of non-dictionary words without switching to a special input mode.
We conducted a longitudinal study to compare LetterWise to Multitap, the
conventional text entry method for mobile phones. The experiment included 20
participants (10 LetterWise, 10 Multitap), and each entered phrases of text for
20 sessions of about 30 minutes each. Error rates were similar between the
techniques; however, by the end of the experiment the mean entry speed was 36%
faster with LetterWise than with Multitap.
Trevor, Jonathan, Hilbert, David M., Schilit, Bill N. and Koh, Tzu Khiau (2001): From desktop to phonetop: a UI for web interaction on very small devices. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 121-130. Available online
While it is generally accepted that new Internet terminals should leverage
the installed base of Web content and services, the differences between desktop
computers and very small devices makes this challenging. Indeed, the browser
interaction model has evolved on desktop computers having a unique combination
of user interface (large display, keyboard, pointing device), hardware, and
networking capabilities. In contrast, Internet enabled cell phones, typically
with 3-10 lines of text, sacrifice usability as Web terminals in favor of
portability and other functions. Based on our earlier experiences building and
using a Web browser for small devices we propose a new UI that splits apart the
integrated activities of link following and reading into separate modes:
navigating to; and acting on web content. This interaction technique for very
small devices is both simpler for navigating and allows users to do more than
just read. The M-Links system incorporates modal browsing interaction and
addresses a number of associated problems. We have built our system with an
emphasis on simplicity and user extensibility and describe the design,
implementation and evolution of the user interface.
Olsen Jr, Dan R., Nielsen, S. Travis and Parslow, David (2001): Join and capture: a model for nomadic interaction. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 131-140. Available online
The XWeb architecture delivers interfaces to a wide variety of interactive
platforms. XWeb's SUBSCRIBE mechanism allows multiple interactive clients to
synchronize with each other. We define the concept of Join as the mechanism for
acquiring access to a service's interface. Join also allows the formation of
spontaneous collaborations with other people. We define the concept of Capture
as the means for users to assemble suites of interactive resources to apply to
a particular problem. These mechanisms allow users to access devices that they
encounter in their environment rather than carrying all their devices with
them. We describe two prototype implementations of Join and Capture. One uses a
Java ring to carry a user's identification and to make connections. The other
uses a set of cameras to watch where users are and what they touch. Lastly we
present algorithms for resolving conflicts generated when independent
interactive clients manipulate the same information.
Fogarty, James, Forlizzi, Jodi and Hudson, Scott E. (2001): Aesthetic information collages: generating decorative displays that contain information. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 141-150. Available online
Normally, the primary purpose of an information display is to convey
information. If information displays can be aesthetically interesting, that
might be an added bonus. This paper considers an experiment in reversing this
imperative. It describes the Kandinsky system which is designed to create
displays which are first aesthetically interesting, and then as an added bonus,
able to convey information. The Kandinsky system works on the basis of
aesthetic properties specified by an artist (in a visual form). It then
explores a space of collages composed from information bearing images, using an
optimization technique to find compositions which best maintain the properties
of the artist's aesthetic expression.
Barrientos, Francesca and Canny, John (2001): Cursive: a novel interaction technique for controlling expressive avatar gesture. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 151-152. Available online
We are developing an interaction technique for rich nonverbal communication
through an avatar. By writing a single letter on a pen tablet device, a user
can express their ideas or intentions, non-verbally, using their avatar body.
Our system solves the difficult problem of controlling the movements of a
highly articulated, 3D avatar model using a common input device within the
context of an office environment. We believe that writing is a richly
expressive and natural means for controlling expressive avatar gesture.
Beaudouin-Lafon, Michel (2001): Novel interaction techniques for overlapping windows. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 153-154. Available online
This note presents several techniques to improve window management with
overlapping windows: tabbed windows, turning and peeling back windows, and
snapping and zipping windows.
Igarashi, Takeo and Hughes, John F. (2001): Voice as sound: using non-verbal voice input for interactive control. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 155-156. Available online
We describe the use of non-verbal features in voice for direct control of
interactive applications. Traditional speech recognition interfaces are based
on an indirect, conversational model. First the user gives a direction and then
the system performs certain operation. Our goal is to achieve more direct,
immediate interaction like using a button or joystick by using lower-level
features of voice such as pitch and volume. We are developing several prototype
interaction techniques based on this idea, such as "control by continuous
voice", "rate-based parameter control by pitch," and "discrete parameter
control by tonguing." We have implemented several prototype systems, and they
suggest that voice-as-sound techniques can enhance traditional voice
recognition approach.
Kubo, Naoko, Jo, Kazuhiro and Matsunaga, Ken (2001): TSI (teething ring sound instrument): a design of the sound instrument for the baby. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 157-158. Available online
In this paper, we will describe the TSI (Teething ring Sound Instrument), a
new sound instrument given to babies, which consists of a teething ring, a
knob, an I-CubeX Digitizer [1] and a computer which processes MIDI messages.
The TSI is designed to bring music experience to baby with the movement of the
babies reflex sucking motion. We provided the TSI to a baby and observed her
action to the TSI and her reaction to the generated sound. This experiment
showed the high potential of the TSI.
Blankinship, Erik and Beckwith, Richard (2001): Tools for expressive text-to-speech markup. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 159-160. Available online
This paper describes handicapped accessible text-to-speech markup software
developed for poetry and performance. Most text-to-speech software allows the
user to select a voice, but provides no control over performance parameters
such as rate, volume, and pitch. For users with vocal disabilities, the default
"computer voice" is often dreaded since it provides no personalization.
Evolving standards exist for text-to-speech markup (Sable, Java Speech Markup
Language, Spoken Text Markup Language), but few tools exist for non-experts to
modify documents using these prosody options [1, 5]. Furthermore, we could find
fewer tools allowing for straightforward live performance using a synthesized
voice [3]. Thus we created an easy to learn text-to-speech markup tool that
requires little training to use.
Borchers, Jan O., Samminger, Wolfgang and Muhlhauser, Max (2001): Conducting a realistic electronic orchestra. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 161-162. Available online
Personal Orchestra is the first system to let users conduct an actual audio
and video recording of an orchestra, using an infrared baton to control tempo,
volume, and instrument sections. A gesture recognition algorithm interprets
user input, and a novel high-fidelity playback algorithm renders audio and
video data at variable speed without time-stretching artifacts. The system is
installed as a public exhibit in the HOUSE OF MUSIC VIENNA.
Kovar, Lucas and Gleicher, Michael (2001): Simplicial families of drawings. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 163-172. Available online
In this paper we present a method for helping artists make artwork more
accessible to casual users. We focus on the specific case of drawings, showing
how a small number of drawings can be transformed into a richer object
containing an entire family of similar drawings. This object is represented as
a simplicial complex approximating a set of valid interpolations in
configuration space. The artist does not interact directly with the simplicial
complex. Instead, she guides its construction by answering a specially chosen
set of yes/no questions. By combining the flexibility of a simplicial complex
with direct human guidance, we are able to represent very general constraints
on membership in a family. The constructed simplicial complex supports a
variety of algorithms useful to an end user, including random sampling of the
space of drawings, constrained interpolation between drawings, projection of
another drawing into the family, and interactive exploration of the family.
Igarashi, Takeo and Hughes, John F. (2001): A suggestive interface for 3D drawing. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 173-181. Available online
This paper introduces a new type of interface for 3D drawings that improves
the usability of gestural interfaces and augments typical command-based
modeling systems. In our suggestive interface, the user gives hints about a
desired operation to the system by highlighting related geometric components in
the scene. The system then infers possible operations based on the hints and
presents the results of these operations as small thumbnails. The user
completes the editing operation simply by clicking on the desired thumbnail.
The hinting mechanism lets the user specify geometric relations among graphical
components in the scene, and the multiple thumbnail suggestions make it
possible to define many operations with relatively few distinct hint patterns.
The suggestive interface system is implemented as a set of suggestion engines
working in parallel, and is easily extended by adding customized engines. Our
prototype 3D drawing system, Chateau, shows that a suggestive interface can
effectively support construction of various 3D drawings.
Partridge, Kurt, Dahlquist, Bradley, Veiseh, Alireza, Cain, Annie, Foreman, Ann, Goldberg, Joseph and Borriello, Gaetano (2001): Empirical measurements of intrabody communication performance under varied physical configurations. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 183-190. Available online
Intrabody communication (IBC) is a wireless communications technology that
uses a person's body as the transmission medium for imperceptible electrical
signals. Because communication is limited to the vicinity of a person's body,
ambiguities arising from communication between personal devices and
environmental devices when multiple people are present can, in theory, be
solved simply. Intrabody communication also potentially allows data to be
transferred when a person touches an IBC-enabled device. We have designed and
constructed an intrabody communication system, modeled after Zimmerman's
original design, and extended it to operate up to 38.4Kbps and to calculate
signal strength. In this paper, we present quantitative measurements of data
error rates and signal strength while varying hand distance to transceiver
plate, electrode location on the body, touch plate size and shape, and several
other factors. We find that plate size and shape have only minor effects, but
that the distance to plate and the coupling mechanism significantly effect
signal strength. We also find that portable devices, with poor ground coupling,
suffer more significant signal attenuation. Our goal is to promote design
guidelines for this technology and identify the best contexts for its effective
deployment.
Hinckley, Ken and Horvitz, Eric (2001): Toward more sensitive mobile phones. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 191-192. Available online
Although cell phones are extremely useful, they can be annoying and
distracting to owners and others nearby. We describe sensing techniques
intended to help make mobile phones more polite and less distracting. For
example, our phone's ringing quiets as soon as the user responds to an incoming
call, and the ring mutes if the user glances at the caller ID and decides not
to answer. We also eliminate the need to press a TALK button to answer an
incoming call by recognizing if the user picks up the phone and listens to it.
Dietz, Paul H. and Yerazunis, William S. (2001): Real-time audio buffering for telephone applications. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 193-194. Available online
A system that uses an ear proximity sensor to actively manage periods of
distraction during telephone conversations is described. We detect when the
phone is removed from the ear, record any incoming audio, and play it back when
the phone is returned to the ear. By dropping silent intervals and speeding up
playback with a pitch-preserving algorithm, we quickly return to real-time
without the loss of information. This real-time audio buffering technique also
allows us to create a user-activated, lossless instant replay function.
Zeleznik, Robert, Miller, Timothy and Forsberg, Andrew (2001): Pop through mouse button interactions. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 195-196. Available online
We present a range of novel interactions enabled by a simple modification in
the design of a computer mouse. By converting each mouse button to pop through
tactile push-buttons, similar to the focus/shutter-release buttons used in many
cameras, users can feel, and the computer can sense, two distinct "clicks"
corresponding to pressing lightly and pressing firmly to pop through. Despite
the prototypical status of our hardware and software implementations, our
current pop through mouse interactions are compelling and warrant further
investigation. In particular, we demonstrate that pop through buttons not only
yield an additional button activation state that is composable with, or even
preferable to, techniques such as double-clicking, but also can endow a
qualitatively novel user experience when meaningfully and consistently applied.
We propose a number of software guidelines that may provide a consistent,
systemic benefit; for example, light pressure may invoke default interaction
(short menu), and firm pressure may supply more detail (long menu).
Avrahami, Daniel, Hudson, Scott E., Moran, Thomas P. and Williams, Brian D. (2001): Guided gesture support in the paper PDA. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 197-198. Available online
Ordinary paper offers properties of readability, fluidity, flexibility,
cost, and portability that current electronic devices are often hard pressed to
match. In fact, a lofty goal for many interactive systems is to be "as easy to
use as pencil and paper". However, the static nature of paper does not support
a number of capabilities, such as search and hyperlinking that an electronic
device can provide. The Paper PDA project explores ways in which hybrid paper
electronic interfaces can bring some of the capabilities of the electronic
medium to interactions occurring on real paper. Key to this effort is the
invention of on-paper interaction techniques which retain the flexibility and
fluidity of normal pen and paper, but which are structured enough to allow
robust interpretation and processing in the digital world. This paper considers
the design of a class of simple printed templates that allow users to make
common marks in a fluid fashion, and allow additional gestures to be invented
by the users to meet their needs, but at the same time encourages marks that
are quite easy to recognize.
Snibbe, Scott S., MacLean, Karon E., Shaw, Rob, Roderick, Jayne, Verplank, William and Scheeff, Mark (2001): Haptic techniques for media control. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 199-208. Available online
We introduce a set of techniques for haptically manipulating digital media
such as video, audio, voicemail and computer graphics, utilizing virtual
mediating dynamic models based on intuitive physical metaphors. For example, a
video sequence can be modeled by linking its motion to a heavy spinning virtual
wheel: the user browses by grasping a physical force-feedback knob and engaging
the virtual wheel through a simulated clutch to spin or brake it, while feeling
the passage of individual frames. These systems were implemented on a
collection of single axis actuated displays (knobs and sliders), equipped with
orthogonal force sensing to enhance their expressive potential. We demonstrate
how continuous interaction through a haptically actuated device rather than
discrete button and key presses can produce simple yet powerful tools that
leverage physical intuition.
Greenberg, Saul and Fitchett, Chester (2001): Phidgets: easy development of physical interfaces through physical widgets. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 209-218. Available online
Physical widgets or phidgets are to physical user interfaces what widgets
are to graphical user interfaces. Similar to widgets, phidgets abstract and
package input and output devices: they hide implementation and construction
details, they expose functionality through a well-defined API, and they have an
(optional) on-screen interactive interface for displaying and controlling
device state. Unlike widgets, phidgets also require: a connection manager to
track how devices appear on-line; a way to link a software phidget with its
physical counterpart; and a simulation mode to allow the programmer to develop,
debug and test a physical interface even when no physical device is present.
Our evaluation shows that everyday programmers using phidgets can rapidly
develop physical interfaces.
Guimbretiere, Francois, Stone, Maureen C. and Winograd, Terry (2001): Fluid interaction with high-resolution wall-size displays. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 21-30. Available online
This paper describes new interaction techniques for direct pen-based
interaction on the Interactive Mural, a large (6'x3.5') high resolution (64
dpi) display. They have been tested in a digital brainstorming tool that has
been used by groups of professional product designers. Our "interactive wall"
metaphor for interaction has been guided by several goals: to support both
free-hand sketching and high-resolution materials, such as images, 3D models
and GUI application windows; to present a visual appearance that does not
clutter the content with control devices; and to support fluid interaction,
which minimizes the amount of attention demanded and interruption due to the
mechanics of the interface. We have adapted and extended techniques that were
developed for electronic whiteboards and generalized the use of the FlowMenu to
execute a wide variety of actions in a single pen stroke, While these
techniques were designed for a brainstorming tool, they are very general and
can be used in a wide variety of application domains using interactive
surfaces.
Dietz, Paul and Leigh, Darren (2001): DiamondTouch: a multi-user touch technology. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 219-226. Available online
A technique for creating a touch-sensitive input device is proposed which
allows multiple, simultaneous users to interact in an intuitive fashion. Touch
location information is determined independently for each user, allowing each
touch on a common surface to be associated with a particular user. The surface
generates location dependent, modulated electric fields which are capacitively
coupled through the users to receivers installed in the work environment. We
describe the design of these systems and their applications. Finally, we
present results we have obtained with a small prototype device.
Baudisch, Patrick, Good, Nathaniel and Stewart, Paul (2001): Focus plus context screens: combining display technology with visualization techniques. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 31-40. Available online
Computer users working with large visual documents, such as large layouts,
blueprints, or maps perform tasks that require them to simultaneously access
overview information while working on details. To avoid the need for zooming,
users currently have to choose between using a sufficiently large screen or
applying appropriate visualization techniques. Currently available hi-res
"wall-size" screens, however, are cost-intensive, space-intensive, or both.
Visualization techniques allow the user to more efficiently use the given
screen space, but in exchange they either require the user to switch between
multiple views or they introduce distortion. In this paper, we present a novel
approach to simultaneously display focus and context information. Focus plus
context screens consist of a hi-res display and a larger low-res display. Image
content is displayed such that the scaling of the display content is preserved,
while its resolution may vary according to which display region it is displayed
in. Focus plus context screens are applicable to practically all tasks that
currently use overviews or fisheye views, but unlike these visualization
techniques, focus plus context screens provide a single, non-distorted view. We
present a prototype that seamlessly integrates an LCD with a projection screen
and demonstrate four applications that we have adapted so far.
MacIntyre, Blair, Mynatt, Elizabeth D., Voida, Stephen, Hansen, Klaus Marius, Tullio, Joe and Corso, Gregory M. (2001): Support for multitasking and background awareness using interactive peripheral displays. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 41-50. Available online
In this paper, we describe Kimura, an augmented office environment to
support common multitasking practices. Previous systems, such as Rooms, limit
users by constraining the interaction to the desktop monitor. In Kimura, we
leverage interactive projected peripheral displays to support the perusal,
manipulation and awareness of background activities. Furthermore, each activity
is represented by a montage comprised of images from current and past
interaction on the desktop. These montages help remind the user of past
actions, and serve as a springboard for ambient context-aware reminders and
notifications.
Wittenburg, Kent, Lanning, Tom, Heinrichs, Michael and Stanton, Michael (2001): Parallel bargrams for consumer-based information exploration and choice. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 51-60. Available online
In this paper we introduce multidimensional visualization and interaction
techniques that are an extension to related work in parallel histograms and
dynamic querying. Bargrams are, in effect, histograms whose bars have been
tipped over and lined up end-to-end. We discuss affordances of parallel
bargrams in the context of systems that support consumer-based information
exploration and choice based on the attributes of the items in the choice set.
Our tool called EZChooser has enabled a number of prototypes in such domains as
Internet shopping, investment decisions, college choice, and so on, and a
limited version has been deployed for car shopping. Evaluations of the
techniques include an experiment indicating that trained users prefer EZChooser
over static tables for choice tasks among sets of 50 items with 7-9 attributes.
Carpendale, M. S. T. and Montagnese, Catherine (2001): A framework for unifying presentation space. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 61-70. Available online
Making effective use of the available display space has long been a
fundamental issue in user interface design. We live in a time of rapid advances
in available CPU power and memory. However, the common sizes of our
computational display spaces have only minimally increased or in some cases,
such as hand held devices, actually decreased. In addition, the size and scope
of the information spaces we wish to explore are also expanding. Representing
vast amounts of information on our relatively small screens has become
increasingly problematic and has been associated with problems in navigation,
interpretation and recognition. User interface research has proposed several
differing presentation approaches to address these problems. These methods
create displays that vary considerably, visually and algorithmically. We
present a unified framework that provides a way of relating seemingly distinct
methods, facilitating the inclusion of more than one presentation method in a
single interface. Furthermore, it supports extrapolation between the
presentation methods it describes. Of particular interest are the presentation
possibilities that exist in the ranges between various distortion
presentations, magnified insets and detail-in-context presentations, and
between detail-in-context presentations and a full-zooming environment. This
unified framework offers a geometric presentation library in which presentation
variations are available independently of the mode of graphic representation.
The intention is to promote the ease of exploration and experimentation into
the use of varied presentation combinations.
Bederson, Benjamin B. (2001): PhotoMesa: a zoomable image browser using quantum treemaps and bubblemaps. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 71-80. Available online
PhotoMesa is a zoomable image browser that uses a novel treemap algorithm to
present large numbers of images grouped by directory, or other available
metadata. It uses a new interaction technique for zoomable user interfaces
designed for novices and family use that makes it straightforward to navigate
through the space of images, and impossible to get lost. PhotoMesa groups
images using one of two new algorithms that lay out groups of objects in a 2D
space-filling manner. Quantum treemaps are designed for laying out images or
other objects of indivisible (quantum) size. They are a variation on existing
treemap algorithms in that they guarantee that every generated rectangle will
have a width and height that are an integral multiple of an input object size.
Bubblemaps also fill space with groups of quantum-sized objects, but generate
non-rectangular blobs, and utilize space more efficiently.
Miller, Robert C. and Myers, Brad A. (2001): Outlier finding: focusing user attention on possible errors. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 81-90. Available online
When users handle large amounts of data, errors are hard to notice. Outlier
finding is a new way to reduce errors by directing the user's attention to
inconsistent data which may indicate errors. We have implemented an outlier
finder for text, which can detect both unusual matches and unusual mismatches
to a text pattern. When integrated into the user interface of a PBD text editor
and tested in a user study, outlier finding substantially reduced errors.
Hosobe, Hiroshi (2001): A modular geometric constraint solver for user interface applications. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 91-100. Available online
Constraints have been playing an important role in the user interface field
since its infancy. A prime use of constraints in this field is to automatically
maintain geometric layouts of graphical objects. To facilitate the construction
of constraint-based user interface applications, researchers have proposed
various constraint satisfaction methods and constraint solvers. Most previous
research has focused on either local propagation or linear constraints,
excluding more general nonlinear ones. However, nonlinear geometric constraints
are practically useful to various user interfaces, e.g., drawing editors and
information visualization systems. In this paper, we propose a novel constraint
solver called Chorus, which realizes various powerful nonlinear geometric
constraints such as Euclidean geometric, non-overlapping, and graph layout
constraints. A key feature of Chorus is its module mechanism that allows users
to define new kinds of geometric constraints. Also, Chorus supports "soft"
constraints with hierarchical strengths or preferences (i.e., constraint
hierarchies). We describe its framework, algorithm, implementation, and
experimental results.
Add a thoughtful commentary or note to this page !
Changes to this page (conference)
28 May 2003: Added
Page Information
Page maintainer:
This is a tablet-optimized version of http://www.interaction-design.org/references/conferences/proceedings_of_the_14th_annual_acm_symposium_on_user_interface_software_and_technology.html