David Pinelle

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» 2009 «

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Pinelle, David, Barjawi, Mutasem, Nacenta, Miguel A. and Mandryk, Regan (2009): An evaluation of coordination techniques for protecting objects and territories in tabletop groupware. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2129-2138. Available online

Indirect input techniques allow users to quickly access all parts of tabletop workspaces without the need for physical access; however, indirect techniques restrict the available social cues that are seen on direct touch tables. This reduced awareness results in impoverished coordination; for example, the number of conflicts might increase since users are more likely to interact with objects that another person is planning to use. Conflicts may also arise because indirect techniques reduce territorial behavior, expanding the interaction space of each collaborator. In this paper, we introduce three new tabletop coordination techniques designed to reduce conflicts arising from indirect input, while still allowing users the flexibility of distant object control. Two techniques were designed to promote territoriality and to allow users to protect objects when they work near their personal areas, and the third technique lets users set their protection levels dynamically. We present the results of an evaluation, which shows that people prefer techniques that automatically provide protection for personal territories, and that these techniques also increase territorial behavior.

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Pinelle, David, Wong, Nelson, Stach, Tadeusz and Gutwin, Carl (2009): Usability heuristics for networked multiplayer games. In: GROUP09 - International Conference on Supporting Group Work 2009. pp. 169-178. Available online

Networked multiplayer games must support a much wider variety of interactions than single-player games because networked games involve communication and coordination between players. This means that designers must consider additional usability issues that relate to group play -- but there are currently no usability engineering methods that are specifically oriented towards the needs of multiplayer games. To address this problem, we developed a new set of usability heuristics, called Networked Game Heuristics (NGH), which can be used in the design and evaluation of networked multiplayer games. The new heuristics were identified by analyzing problem reports from 382 reviews of networked PC games, covering six main genres. We aggregated problem reports into ten problem categories (covering issues from session management to cheating to training for novice players) and developed heuristics that describe how these usability problems can be avoided. We tested the new heuristics by having evaluators use them and an existing set to assess the usability of two networked games. Evaluators found more usability problems with NGH, and stated that the new heuristics were better for evaluating multiplayer game usability. Our research is the first to present networked game heuristics that are derived from real problem reports, and the first to evaluate the heuristics' effectiveness in a realistic usability test.

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Pinelle, David, Barjawi, Mutasem, Nacenta, Miguel A. and Mandryk, Regan L. (2009): An Evaluation of Coordination Techniques for Protecting Objects and Territories in Tabletop Groupware. In: Proceedings of the ACM Conference on Human Factors in Computing Systems CHI 2009 2009, Boston, MA, USA. pp. 2129-2138. Available online

» 2008 «

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Pinelle, David and Wong, Nelson (2008): Heuristic evaluation for games: usability principles for video game design. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 1453-1462. Available online

Most video games require constant interaction, so game designers must pay careful attention to usability issues. However, there are few formal methods for evaluating the usability of game interfaces. In this paper, we introduce a new set of heuristics that can be used to carry out usability inspections of video games. The heuristics were developed to help identify usability problems in both early and functional game prototypes. We developed the heuristics by analyzing PC game reviews from a popular gaming website, and the review set covered 108 different games and included 18 from each of 6 major game genres. We analyzed the reviews and identified twelve common classes of usability problems seen in games. We developed ten usability heuristics based on the problem categories, and they describe how common game usability problems can be avoided. A preliminary evaluation of the heuristics suggests that they help identify game-specific usability problems that can easily be overlooked otherwise.

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Pinelle, David, Nacenta, Miguel A., Gutwin, Carl and Stach, Tadeusz (2008): The Effects of Co-Present Embodiments on Awareness and Collaboration in Tabletop Groupware. In: Proceedings of the 2008 Conference on Graphics Interface May 28-30, 2008, Windsor, Ontario, Canada. pp. 1-8.

Most current tabletop groupware systems use direct touch, where people manipulate objects by touching them with a pen or a fingertip. The use of people's real arms and hands provides obvious awareness information, but workspace access is limited by the user's reach. Relative input techniques, where users manipulate a cursor rather than touching objects directly, allow users to reach all areas of the table. However, the only available awareness information comes from the virtual embodiment of the user (e.g., their cursor). This presents designers with a tradeoff: direct-touch techniques have advantages for group awareness; relative input techniques offer additional power but less awareness information. In this paper, we explore this tradeoff, and we explore the design space of virtual embodiments to determine whether factors such as size, realism, and visibility can improve awareness and coordination. We conducted a study in which seven groups carried out a picture-categorizing task using seven techniques: direct touch and relative input with six different virtual embodiments. Our results provide both valuable information to designers of tabletop groupware, and a number of new directions for future research.

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Pinelle, David, Stach, Tadeusz and Gutwin, Carl (2008): TableTrays: Temporary, reconfigurable work surfaces for tabletop groupware. In: Third IEEE International Workshop on Tabletops and Interactive Surfaces Tabletop 2008 October 1-3, 2008, Amsterdam, The Netherlands. pp. 41-48. Available online

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Liu, Jun, Pinelle, David, Gutwin, Carl and Subramanian, Sriram (2008): Improving digital handoff in shared tabletop workspaces. In: Third IEEE International Workshop on Tabletops and Interactive Surfaces Tabletop 2008 October 1-3, 2008, Amsterdam, The Netherlands. pp. 9-16. Available online

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Pinelle, David and Gutwin, Carl (2008): Evaluating teamwork support in tabletop groupware applications using collaboration usability analysis. In Personal and Ubiquitous Computing, 12 (3) pp. 237-254

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Pinelle, David, Wong, Nelson and Stach, Tadeusz (2008): Using genres to customize usability evaluations of video games. In: Proceedings of the 2008 Conference on Future Play 2008. pp. 129-136. Available online

Video games are varied, with vastly different visual layouts and interaction styles; however, most games that share a common genre still have many user interface similarities. These similarities suggest that genres can be used as a conceptual framework for examining design issues in video games, and for developing a deeper understanding of how the design process can be specialized for specific types of games. In this paper, we consider how genre relates to one aspect of design -- the usability of games, which deals with players' ability to learn, control, and understand a game interface. We report results from a study where we coded usability problems in reviews of 108 commercial video games. The review set included 18 games from each of six major game genres. We statistically analyzed the problems from each genre, and found significant differences between many of the genres. We present usability profiles for each genre based on the problem distributions that we found. The profiles describe both common and infrequent problems in each genre and provide details on how they commonly occur in games. The profiles can be used to specialize usability evaluations by helping designers focus on common problems seen in games from each genre.

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Stanley, Kevin G., Pinelle, David, Bandurka, Alan, McDine, David and Mandryk, Regan L. (2008): Integrating cumulative context into computer games. In: Proceedings of the 2008 Conference on Future Play 2008. pp. 248-251. Available online

In this paper, we describe a cumulative context computer game, where accumulated contextual information of the players' activity levels, obtained through mobile sensors, is used to modify game state. Our implementation used a statistic-based, real-time version of the classic game of chess, where the statistics of the pieces depended on the activity of the users and the environment in which they performed the activity. Users found the game engaging and fun, and almost all of the participants altered their behaviors to enhance their performance in the game. This work provides a platform for further research into meaningful integration of cumulative context in games.

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» 2007 «

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Stach, Tadeusz, Gutwin, Carl, Pinelle, David and Irani, Pourang (2007): Improving recognition and characterization in groupware with rich embodiments. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 11-20. Available online

Embodiments are visual representations of people in a groupware system. Embodiments convey awareness information such as presence, location, and movement -- but they provide far less information than what is available from a real body in a face-to-face setting. As a result, it is often difficult to recognize and characterize other people in a groupware system without extensive communication. To address this problem, information-rich embodiments use ideas from multivariate information visualization to maximize the amount of information that is represented about a person. To investigate the feasibility of rich embodiment and their effects on group interaction, we carried out three studies. The first shows that users are able to recall and interpret a large set of variables that are graphically encoded on an embodiment. The second and third studies demonstrated rich embodiments in two groupware systems -- a multiplayer game and a drawing application -- and showed that the enhanced representations do improve recognition and characterization, and that they can enrich interaction in a variety of ways.

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Nacenta, Miguel A., Pinelle, David, Stuckel, Dane and Gutwin, Carl (2007): The effects of interaction technique on coordination in tabletop groupware. In: Proceedings of the 2007 Conference on Graphics Interface 2007. pp. 191-198. Available online

The interaction techniques that are used in tabletop groupware systems (such as pick-and-drop or pantograph) can affect the way that people collaborate. However, little is known about these effects, making it difficult for designers to choose appropriate techniques when building tabletop groupware. We carried out an exploratory study to determine how several different types of interaction techniques (pantograph, telepointers, radar views, drag-and-drop, and laser beam) affected coordination and awareness in two tabletop tasks (a game and a storyboarding activity). We found that the choice of interaction technique significantly affected coordination measures, performance measures, and preference -- but that the effects were different for the two different tasks. Our study shows that the choice of tabletop interaction technique does indeed matter, and provides insight into how tabletop systems can better support group work.

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Dyck, Jeff, Gutwin, Carl, Graham, T. C. Nicholas and Pinelle, David (2007): Beyond the lan: techniques from network games for improving groupware performance. In: GROUP07: International Conference on Supporting Group Work 2007. pp. 291-300. Available online

Networked games can provide groupware developers with important lessons in how to deal with real-world networking issues such as latency, limited bandwidth and packet loss. Games have similar demands and characteristics to groupware, but unlike the applications studied by academics, games have provided production-quality real-time interaction for many years. The techniques used by games have not traditionally been made public, but several game networking libraries have recently been released as open source, providing the opportunity to learn how games achieve network performance. We examined five game libraries to find networking techniques that could benefit groupware; this paper presents the concepts most valuable to groupware developers, including techniques to deal with limited bandwidth, reliability, and latency. Some of the techniques have been previously reported in the networking literature; therefore, the contribution of this paper is to survey which techniques have been shown to work, over several years, and then to link these techniques to quality requirements specific to groupware. By adopting these techniques, groupware designers can dramatically improve network performance on the real-world Internet.

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» 2006 «

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Liu, Jun, Pinelle, David, Sallam, Samer, Subramanian, Sriram and Gutwin, Carl (2006): TNT: improved rotation and translation on digital tables. In: Proceedings of the 2006 Conference on Graphics Interface 2006. pp. 25-32. Available online

Digital tabletop systems allow users to work on computational objects in a flexible and natural setting. Since users can easily move to different positions around a table, systems must allow people to orient artifacts to their current position. However, it is only recently that rotation and translation techniques have been specifically designed for tabletops, and existing techniques still do not feel as simple and efficient as their real-world counterparts. To address this problem, we studied the ways that people move and reorient sheets of paper on real-world tabletops. We found that in almost all cases, rotation and translation are carried out simultaneously, and that an open-palm hand position was the most common way to carry out the motion. Based on our observations, we designed a new set of reorientation techniques that more closely parallel real-world motions. The new techniques, collectively called TNT, use three-degree-of-freedom (3DOF) input to allow simultaneous rotation and translation. A user study showed that all three variants of TNT were faster than a recent technique called RNT; in addition, participants strongly preferred TNT.

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Pinelle, David and Gutwin, Carl (2006): Loose Coupling and Healthcare Organizations: Deployment Strategies for Groupware. In Computer Supported Cooperative Work, 15 (5) pp. 537-572

Healthcare organizations are often organized in a modular, loosely coupled fashion where separate and semi-autonomous work units specialize in different areas of care delivery. This partitioning allows each unit to adapt to emerging practice standards in its area of expertise and to adjust to its local work environment. However, organizational loose coupling can limit the flow of information within organizations and can make it difficult to coordinate services when patients' care is dependent on professionals from more than one unit. Groupware systems have the potential to improve coordination and information access in healthcare organizations. However, modularity and loose coupling make it difficult to introduce new systems when they span more than one unit, since authority is not always centralized and since perceptions and frames of reference on new deployments differ across units. In this paper, we define a groupware deployment framework for loosely coupled healthcare organizations that has two parts: a set of deployment challenges and a set of deployment strategies. The deployment challenges include: difficulties centralizing deployments, perceptions of inequity, role conflicts, and problems achieving critical mass. The deployment strategies outline a preliminary set of approaches for addressing the difficulties of deploying CSCW systems in loosely coupled healthcare organizations. We illustrate the framework by presenting a case study of a groupware deployment in a home care setting.

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» 2004 «

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Pinelle, David, Gutwin, Carl and Greenberg, Saul (2004): Collaboration usability analysis: task analysis for groupware usability evaluations. In Interactions, 11 (2) pp. 7-8

» 2003 «

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Pinelle, David, Gutwin, Carl and Greenberg, Saul (2003): Task analysis for groupware usability evaluation: Modeling shared-workspace tasks with the mechanics of collaboration. In ACM Transactions on Computer-Human Interaction, 10 (4) pp. 281-311

Researchers in Computer Supported Cooperative Work have recently developed discount evaluation methods for shared-workspace groupware. Most discount methods rely on some understanding of the context in which the groupware systems will be used, which means that evaluators need to model the tasks that groups will perform. However, existing task analysis schemes are not well suited to the needs of groupware evaluation: they either do not deal with collaboration issues, do not use an appropriate level of analysis for concrete assessment of usability in interfaces, or do not adequately represent the variability inherent in group work. To fill this gap, we have developed a new modeling technique called Collaboration Usability Analysis. CUA focuses on the teamwork that goes on in a group task rather than the taskwork. To enable closer links between the task representation and the groupware interface, CUA grounds each collaborative action in a set of group work primitives called the mechanics of collaboration. To represent the range of ways that a group task can be carried out, CUA allows variable paths through the execution of a task, and allows alternate paths and optional tasks to be modeled. CUA's main contribution is to provide evaluators with a framework in which they can simulate the realistic use of a groupware system and identify usability problems that are caused by the groupware interface.

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Pinelle, David and Gutwin, Carl (2003): Designing for loose coupling in mobile groups. In: Tremaine, Marilyn and Simone, Carla (eds.) Proceedings of the International ACM SIGGROUP Conference on Supporting Group Work 2003 November 9-12, 2003, Sanibel Island, Florida, USA. pp. 75-84. Available online

Loose coupling is a common way of organizing collaboration in work groups, but it has not been studied extensively in CSCW. In this paper, we consider the patterns of work that are seen in mobile groups that adopt a loosely coupled collaboration style. We report findings from interviews and fieldwork with teams of workers who deliver home healthcare services. In these teams, workers are mobile, widely dispersed, and autonomous, and team members communicate with each other only intermittently. Based on these findings, we identify and discuss four work patterns that occur in loosely coupled mobility: discretionary collaboration and effort thresholds, implicitly shared information, asynchronous communication and coordination, and barriers to synchrony. We consider the implications of these findings for the design of CSCW technologies.

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Dyck, Jeff, Pinelle, David, Brown, Barry and Gutwin, Carl (2003): Learning from Games: HCI Design Innovations in Entertainment Software. In: Graphics Interface 2003 June 11-13, 2003, Halifax, Nova Scotia, Canada. pp. 237-246.

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Pinelle, David, Dyck, Jeff and Gutwin, Carl (2003): Aligning Work Practices and Mobile Technologies: Groupware Design for Loosely Coupled Mobile Groups. In: Chittaro, Luca (ed.) Human-Computer Interaction with Mobile Devices and Services - 5th International Symposium - Mobile HCI 2003 September 8-11, 2003, Udine, Italy. pp. 177-192. Available online

» 2002 «

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Pinelle, David and Gutwin, Carl (2002): Groupware walkthrough: adding context to groupware usability evaluation. In: Terveen, Loren (ed.) Proceedings of the ACM CHI 2002 Conference on Human Factors in Computing Systems Conference April 20-25, 2002, Minneapolis, Minnesota. pp. 455-462.

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Changes to this page (author)

26 Feb 2010: Enabled abstracts to be shown on David Pinelle's author page.
18 Jan 2010: Author was added to the bibliography (approved by an editor)
26 Jun 2009: Author was edited
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28 Apr 2003: Added the author to the bibliography

Publication statistics

Publication period:2002-2009
Publication count:21
Number of co-authors:19



Productive colleagues

David Pinelle's 3 most productive colleagues in number of publications:

Saul Greenberg:112
Carl Gutwin:87
Sriram Subramanian:33


Collaboration count

Number of publications with 3 favourite co-authors:

Carl Gutwin:16
Tadeusz Stach:5
Miguel A. Nacenta:4

 

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Learn more about David Pinelle:
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Mar 21

Software design is the act of determining the user's experience with a piece of software. It has nothing to do with how the code works inside, or how big or small the code is. The designer's task is to specify completely and unambiguously the user's whole experience.

-- David Liddle, From Bringing Design to Software, edited by Terry Winograd, 1996

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