Number of co-authors:9
Number of publications with 3 favourite co-authors:B. R. Jensen:1B. Laursen:1A. H. Garde:1
Anker Helms Jorgensen's 3 most productive colleagues in number of publications:Janni Nielsen:8Bjarne Laursen:5Bente Rona Jensen:4
...that strange new zone between medium and message. That zone we call the interface
-- Steven Johnson, 1997
Read the fascinating history of Wearable Computing, told by its father, Steve Mann
Read Steve's chapter !
The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad
The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam
Anker Helms Jorgensen
Has also published under the name of:
"A. H. Jorgensen"
Publications by Anker Helms Jorgensen (bibliography)
Jorgensen, Anker Helms (2004): Marrying HCI/Usability and computer games: a preliminary look. In: Proceedings of the Third Nordic Conference on Human-Computer Interaction October 23-27, 2004, Tampere, Finland. pp. 393-396.
The fields HCI/usability and computer games have existed for a few decades with virtually no mutual interaction. However, in recent years, a number of exchanges have appeared, both in academia and in practice. This paper presents a preliminary account of this development. Exchanges in both directions seem viable: evaluation methods from HCI/usability towards games and interaction techniques and supporting user communication from games towards HCI/usability. The paper concludes with a discussion of the differences and similarities between the two fields.
© All rights reserved Jorgensen and/or ACM Press
Jorgensen, Anker Helms, Garde, Anne Helene, Laursen, Bjarne and Jensen, Bente Rona (2002): Using mouse and keyboard under time pressure: preference, strategies and learning. In Behaviour and Information Technology, 21 (5) pp. 317-319.
Visually based point-and-click user interfaces have become very common. This increases the need to understand the mechanics in learning and using pointing devices in order to design appropriate human-computer interaction and thereby to help alleviate musculosketetal symptoms. The paper reports a study of preference, strategies and learning in using keyboard and mouse in a tracking task under time pressure. The keyboard was preferred by 11 out of 12 subjects due primarily to comfort, frustration, and visual strain. One of the most distinguishing features in favour of the keyboard was the opportunity to develop a working strategy facilitating learning.
© All rights reserved Jorgensen et al. and/or Taylor and Francis
Jorgensen, Anker Helms, Jensen, B. R., Laursen, B. and Garde, A. H. (2001): Integrating HCI, Human Factors and Occupational Health: An Exploratory Study. In: Proceedings of the Ninth International Conference on Human-Computer Interaction 2001. pp. 572-576.
Due, Benedicte, Jorgensen, Anker Helms and Nielsen, Janni (1991): An Observational Study of User Interface Design Practice. In: Proceedings of the Human Factors Society 35th Annual Meeting 1991. pp. 1219-1222.
Most studies of decision making in user interface design have been based on post-hoc interviews. To convey the realm of user interface design practice we conducted a longitudinal study of one designer in an organisation while designing an in-house database system. We applied the participant observation method. The observations revealed that the design took place in a highly turbulent organisational context, the working situation was extremely fragmented, and the information available on the users' tasks was incomplete and contradictory. Under these circumstances the designer adopted an ad-hoc design strategy. No specifications and plans were made. Instead, prototypes were developed aiming at getting feedback from users; however the users were much more concerned with organisational consequences of the system. In the prototypes, the user interface was literally designed from the upper left corner of each screen. Little explicit evaluation was made and drafts became promoted to the real system. Thus, the decisions became disjointed incrementals to the existing systems and work practise, i.e. the decision strategy was muddling through.
© All rights reserved Due et al. and/or Human Factors Society
Jorgensen, Anker Helms and Sauer, Allan (1990): The Personal Touch: A Study of User's Customization Practice. In: Diaper, Dan, Gilmore, David J., Cockton, Gilbert and Shackel, Brian (eds.) INTERACT 90 - 3rd IFIP International Conference on Human-Computer Interaction August 27-31, 1990, Cambridge, UK. pp. 561-565.
Modern computer systems provide a rich variety of customization features that allow individual users to tailor the systems to their own needs. Although these features have existed for many years, very little is known about their actual use. This paper reports three studies of users' customization practice. The users ranged from fairly dp-naive professionals using pc's to experienced systems programmers using mainframe systems. About half of the experienced users applied the customization features and the other half had tried them, whereas the novice users had not used them at all. The changes made in the systems were mainly related to appearance, such as screen colour changed due to personal preferences or visual handicaps, and to task tailoring, such as redefinition of function keys and start-up functions. The satisficing principle explains the cases where the features are not used. The results indicate that user experience play an important role in customization practice.
© All rights reserved Jorgensen and Sauer and/or North-Holland
Jorgensen, Anker Helms (1989): Using the Thinking-Aloud Method in System Development. In: Proceedings of the Third International Conference on Human-Computer Interaction 1989. pp. 743-750.
This paper investigates the feasibility of the thinking aloud method in user interface design practice. The study is based on interviews with 12 system designers who had used the method for testing the usability of complete systems, prototypes, paper mock-ups, and documentation. They had little or no training in Human Factors or cognitive psychology. The results were generally positive. The method reveals a large number of errors; the usability of the system after modification is enhanced markedly; the resources required are modest; and the social relations between designers and users are enhanced.
© All rights reserved Jorgensen and/or Lawrence Erlbaum Associates
Jorgensen, Anker Helms (1987): The Trouble with UNIX: Initial Learning and Experts' Strategies. In: Bullinger, Hans-Jorg and Shackel, Brian (eds.) INTERACT 87 - 2nd IFIP International Conference on Human-Computer Interaction September 1-4, 1987, Stuttgart, Germany. pp. 847-854.
UNIX Mail is an electronic mail system in world-wide use. Like UNIX it is claimed to have serious shortcomings in terms of usability. This paper reports on an investigation of the learnability of UNIX Mail. In addition, differences in the learning strategies of computer scientists and clerical staff were investigated. Two studies were conducted: The first was restricted to basic UNIX Mail features while the second included advanced features as well as a few UNIX features. Fifteen subjects, unfamiliar with UNIX Mail, solved simple message handling tasks in UNIX Mail while "thinking-aloud". The users experienced difficulties in nearly all areas, e.g. underlying mail concepts, dialogue, e.g., lack of feedback and phrasing of messages, confounding of modes, scope rules, help facilities and documentation. The causes of the difficulties are discussed and general implications for design of electronic message systems are proposed. Complementing the investigation of learnability, two expert users of UNIX Mail were interviewed on their views on the usability of the system.
© All rights reserved Jorgensen and/or North-Holland
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