Erik Hinterbichler

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Publications by Erik Hinterbichler (bibliography)

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Hailpern, Joshua, Hinterbichler, Erik, Leppert, Caryn, Cook, Damon and Bailey, Brian P. (2007): TEAM STORM: demonstrating an interaction model for working with multiple ideas during creative group work. In: Proceedings of the 2007 Conference on Creativity and Cognition 2007, Washington DC, USA. pp. 193-202. Available online

Informal design tools can provide immense value during the creative stages of the design process, e.g., by transforming sketches into interactive simulations. Two key limitations of informal and many other design tools are that they do not promote working with multiple design ideas in parallel or collaboration. In this paper, we present a new interaction model that allows a team of designers to work efficiently with multiple ideas in parallel. The model is grounded in theories of creativity and collaboration, and was further informed by observations of creative group work practice. Our interaction model is fully demonstrated within a new system called TEAM STORM. Results from an initial evaluation indicate that design teams are able to effectively utilize our system to create, organize, and share multiple design ideas during creative group work. The benefit of our model is that it demonstrates how many existing single-user design tools can be extended to support working efficiently with multiple ideas in parallel and co-located collaboration.

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Changes to this page (author)

12 Feb 2010: Enabled abstracts to be shown on Erik Hinterbichler's author page.
24 Jul 2007: Author was added to the bibliography

Publication statistics

Publication period:2007-2007
Publication count:1
Number of co-authors:4



Productive colleagues

Erik Hinterbichler's 3 most productive colleagues in number of publications:

Brian P. Bailey:34
Joshua Hailpern:5
Caryn Leppert:1


Collaboration count

Number of publications with 3 favourite co-authors:

Brian P. Bailey:1
Damon Cook:1
Caryn Leppert:1

 

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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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