Publication statistics

Pub. period:1984-2003
Pub. count:17
Number of co-authors:19



Co-authors

Number of publications with 3 favourite co-authors:

Mark Chignell:6
Bernd Nordhausen:2
Eva Lindh Waterworth:2

 

 

Productive colleagues

John A. Waterworth's 3 most productive colleagues in number of publications:

Shumin Zhai:67
Norbert A. Streitz:45
Mark Chignell:41
 
 
 
May 23

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-- G. Salomon (in "Distributed Cognitions: Psychological and Educational Considerations")

 
 

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John A. Waterworth

Picture of John A. Waterworth. Copyright of John A. Waterworth and Interaction-Design.org through the Creative Commons Share-Alike licence.
Has also published under the name of:
"John Waterworth" and "J. Waterworth"

Personal Homepage:
informatik.umu.se/~jwworth/

Current place of employment:
Umea University, Sweden

John A Waterworth, PhD, is a Professor of Informatics at the Department of Informatics at Umeå University in Northern Sweden. His main research interest is in the design of interactive technology and its impact on user experiences and wellbeing.

Before coming to Sweden John worked in the Research Division of the Institute for Systems Science (now part of the Institute for Infocomm Research) in Singapore for 6 years (88-94). He originated and led their HCI research on VR, hypermedia and multimedia, and also ran courses for industry on Psychology and HCI design. Between 1980 and 1988 he focused on speech and natural language interaction, as a researcher and then research group leader in the Human Factors division of what was then called BT Research Labs in Suffolk, England.

John has a PhD (1984) in Experimental Psychology from what is now the University of Hertfordshire, on the topic of duration perception in relation to mental activity. He is a registered Chartered Psychologist of the British Psychological Society.

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Publications by John A. Waterworth (bibliography)

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2003
 
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Waterworth, E. L., Hiaggkvist, M., Jalkanen, K., Olsson, S., Waterworth, John A. and Wimelius, H. (2003): The Exploratorium: An Environment To Explore Your Feelings. In Psychnology, 1 (3) pp. 189-201.

The Exploratorium is a virtual environment within which immersants can explore both places and feelings. The "narrative" it implements is structural/architectural rather than linear/story telling. Different areas of the Exploratorium present different experiences: scary, normally busy, or very calm. At the same time, the Exploratorium as a whole is fundamentally safe, a self-contained play area. Immersants are free explore the different areas, under their own control. Navigation is by means of the Body Joystick, using only breath and balance. Using balance for movement and turning feels natural, like riding a bike, flying, or skating. Using breath control maps naturally onto vertical navigation, as in diving and snorkelling. Physiological changes induced by breathing patterns are reinforced by mood changes induced by moving from one zone to another, creating a form of "psycho-feedback by navigation". The goal of the Exploratorium is to stimulate curiosity, leading to navigation and a consequent sense of control and empowerment, at the same time as the user experiences, explores and investigates her own feelings and emotions.

© All rights reserved Waterworth et al. and/or Psychnology.Org

 
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Waterworth, John A. (2003): Virtual Realisation: Supporting Creative Outcomes in Medicine and Music. In Psychnology, 1 (4) pp. 410-427.

In this article, I describe findings on the impact of virtual realisation on professional skills and creativity, based on observational studies and interviews with surgeons and musicians. I also present a vision of computer-supported creativity in terms of a modular set of virtual and augmented-reality environments based around an explicit model of the creative process. I suggest that by combining these two types of study, the potential of virtual realisation technology can be utilised in a way that transcends physical distinctions of time and place, while reinforcing the cognitive distinctions that are essential for the generation of creative outcomes.

© All rights reserved Waterworth and/or Psychnology.Org

 
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Waterworth, John A. and Waterworth, Eva Lindh (2003): Being and Time: Judged Presence and Duration as a Function of Media Form. In Presence: Teleoperators and Virtual Environments, 12 (5) pp. 495-511.

2001
 
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Waterworth, Eva Lindh and Waterworth, John A. (2001): Perceptually-Seductive Technology in special needs education. In: Stephanidis, Constantine (ed.) HCI International 2001 - Proceedings of the 9th International Conference on Human-Computer Interaction August 5-10, 2001, New Orleans, USA. pp. 868-872.

2000
 
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Modjeska, David and Waterworth, John A. (2000): Effects of Desktop 3D World Design on User Navigation and Search Performance. In: IV 2000 2000. pp. 215-220.

1995
 
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Smoliar, Stephen W., Waterworth, John A. and Kellock, Peter R. (1995): pianoFORTE: A System for Piano Education Beyond Notation Literacy. In: ACM Multimedia 1995 1995. pp. 457-465.

1994
 
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Waterworth, John A. (1994): "Things That Make Us Smart," by Donald A. Norman. In ACM SIGCHI Bulletin, 26 (4) pp. 78-79.

1993
 
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Waterworth, John A., Chignell, Mark and Zhai, Shumin (1993): From Icons to Interface Models: Designing Hypermedia from the Bottom Up. In International Journal of Man-Machine Studies, 39 (3) pp. 453-472.

We describe a method to derive design models for hypermedia interfaces from the bottom up. Firstly, we compile a list of hypermedia interface features which we classify according to the category of functions they fulfill. We then describe an experiment in which candidate designs for low-level interface features were designed and tested for recognizability. In the experiment, icons for each of 61 hypermedia concepts were generated and then judged. Finally, we outline and illustrate a model induction phase in which low-level features are combined into an overall interface model, via "micro-models" that take account of the types of icons that worked best for each class of interface feature. We suggest that, at least for hypermedia systems, a bottom-up approach to interface design based on the functions of low-level features is preferable to the dominant, top-down approach based around one or more metaphors.

© All rights reserved Waterworth et al. and/or Academic Press

1991
 
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Waterworth, John A. and Motiwalla, Juzar (1991): HCI Research at the Institute of Systems Science. In: Robertson, Scott P., Olson, Gary M. and Olson, Judith S. (eds.) Proceedings of the ACM CHI 91 Human Factors in Computing Systems Conference April 28 - June 5, 1991, New Orleans, Louisiana. pp. 483-484.

 
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Waterworth, John A. and Chignell, Mark (1991): A Model of Information Exploration. In Hypermedia, 3 (1) pp. 35-58.

A three-dimensional model of information exploration is presented. By pointing to three distinct dimensions of exploration, we attempt to clarify the respective roles of the human and the system in browsing and information retrieval, and to characterise alternative interaction styles to maximise retrieval effectiveness. We illustrate the applicability of our model of exploration by describing eight paradigmatic cases of information exploration that represent different vertices of the model. We also briefly describe an initial experiment that attempted to assess the pragmatic impact of various combinations of exploration features. We then discuss methods for integrating hypermedia and information retrieval into general information exploration systems and discuss some of the processes that people use in information exploration. We conclude with a plea for the development of hybrid information systems combining exploration features in the most appropriate way according to the task needs of users.

© All rights reserved Waterworth and Chignell and/or Taylor Graham

 
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Chignell, Mark, Nordhausen, Bernd, Valdez, J. Felix and Waterworth, John A. (1991): The HEFTI Model of Text to Hypertext Conversion. In Hypermedia, 3 (1991) pp. 187-205.

Manual authoring is a major bottleneck in the more widespread use of hypertext. The authoring process has been shown to be slow and labour intensive and hence expensive. Yet there already exists a large body of printed material which can be adopted for hypertext and hypermedia. In the project HEFTI (Hypertext Extraction From Text Incrementally), we are exploring methods of convening printed text into hypertext. We have developed a model which breaks the conversion process into a sequence of six modular components. The output of the conversion process are hypertext documents in a general specification language. In this paper we detail the model and our implementation of the HEFTI model. We believe the system demonstrates the validity of the model as it was used to convert a medium-sized technical textbook into hypertext within a (long) working day. We furthermore discuss two usability experiments that we carried out on HEFTI produced documents. In the conclusion of this paper we look at some open research issues.

© All rights reserved Chignell et al. and/or Taylor Graham

 
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Chignell, Mark and Waterworth, John A. (1991): WIMPs and NERDs: An Extended View of the User Interface. In ACM SIGCHI Bulletin, 23 (2) pp. 15-21.

 
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Nordhausen, Bernd, Chignell, Mark and Waterworth, John A. (1991): The Missing Link? Comparison of Manual and Automated Linking in Hypertext Engineering. In: Proceedings of the Human Factors Society 35th Annual Meeting 1991. pp. 310-314.

Most discussions of hypertext usability are not founded in empirical measurement but more on conjectures based on personal experience. In this paper we report on two empirical analyses of hypertext usability, focusing on the quality of links produced by different means. We conducted two experiments to test the predicted relevance and the evaluated relevance of links, that is, where links are evaluated either before or after they are traversed. In order to evaluate these two kinds of relevance, we conducted two experiments where a hypertext document was created from a printed text. In each experiment we compared the relevances of three different sets of links. One set was created by a human author, whereas the second set was created automatically using the HEFTI (Hypertext Extraction From Text Incrementally) model for converting text into hypertext. We also generated a third set of links by assigning links randomly between nodes. The main goal of this research was to develop empirical tests that evaluate the usability of hypertext links. A second goal was to test the validity of automatically generated links using the HEFTI model. In this paper we detail the two experiments, and discuss their implication for methods of hypertext usability assessment and design.

© All rights reserved Nordhausen et al. and/or Human Factors Society

1990
 
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Streitz, Norbert A., Walker, Janet H., Waterworth, John A., Wright, Patricia and Trigg, Randall H. (1990): What's Specific about User-Interfaces for Hypertext Systems?. In: Rizk, Antoine, Streitz, Norbert A. and Andre, Jacques (eds.) ECHT 90 - European Conference on Hypertext November 27-30, 1990, Versailles, France. pp. 354-361.

1989
 
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Waterworth, John A. and Chignell, Mark (1989): A Manifesto for Hypermedia Usability Research. In Hypermedia, 1 (3) pp. 205-234.

Following a brief introductory review of existing findings, we discuss key aspects of hypermedia usability in the light of the differences, and similarities, between the design of hypermedia applications and that of more conventional user interfaces. Conversational interaction, techniques for visualisation of structure, considerations of relevance and importance, and the provision of selective views of knowledge bases are all considered. We then focus on the role of analogy and of dynamism in hypermedia interface design, with particular emphasis on the advantages and pitfalls of using metaphor. The concluding section summarises our manifesto for future hypermedia usability research.

© All rights reserved Waterworth and Chignell and/or Taylor Graham

1985
 
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Waterworth, John A. and Thomas, Cathy M. (1985): Why is Synthetic Speech Harder to Remember than Natural Speech?. In: Borman, Lorraine and Curtis, Bill (eds.) Proceedings of the ACM CHI 85 Human Factors in Computing Systems Conference April 14-18, 1985, San Francisco, California. pp. 201-206.

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.

© All rights reserved Waterworth and Thomas and/or ACM Press

1984
 
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Waterworth, John A. (1984): Interaction with Machines by Voice: A Telecommunications Perspective. In Behaviour and Information Technology, 3 (2) pp. 163-177.

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.

© All rights reserved Waterworth and/or Taylor and Francis

 
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User-contributed publications

Here is a list of publications that have been submitted by the author himself/herself or a website visitor:

Waterworth, J A and Talbot, M (1987). Speech and Language-Based Interaction with Machines. Chichester, UK: Ellis Horwood.

Waterworth, J A (1988). Identifying Interactive Strategies for Conversational Computer Systems. British Telecom Technology Journal, 6, 1988, 100-105.

Waterworth, J A (1992). Multimedia Interaction: human factors aspects. Chichester, UK: Simon and Schuster International.

Waterworth, J A, Chignell, M H and Zhai, S M (1993). From Icons to Interface Models: Designing Hypermedia from the Bottom Up. International Journal of Man-Machine Studies, 39, 453-472.

Waterworth, J A and Serra, L (1994). 'VR Management Tools: Beyond Spatial Presence'. CHI'94 Conference on Human Factors in Computing Systems (Boston, April 1994). New York: ACM.

Waterworth, J A (1995). 'HCI Design as Sensory Ergonomics: Creating Synaesthetic Media'. Proceedings of IRIS-18: Information Systems Research Seminar in Scandinavia. (Gjern Feriecenter, Denmark, August 11-13 1995). B Dahlbom, F Kämmerer, F Ljungberg, J Stage and C Sorensen (eds), Gothenburg Studies in Informatics, Report 7, 743-753.

Smoliar, S W, Waterworth, J A and Kellock, P R (1995). pianoFORTE: a System for Piano Education beyond Notation Literacy. Proceedings of ACM Multimedia '95 Conference, San Francisco, November.

Waterworth, J A (1996). Virtual Reality for Animals. Paper presented at Ciber@RT '96, First International Conference on Virtual Reality. Valencia, Spain, November 1996.

Wong, J F and Waterworth, J A (1996). Radial Pen Gestures are Better than the Macintosh Finder, even without a Pen. HCI '96 Conference, Imperial College, University of London, August 1996.

Waterworth, J A (1996). A pattern of islands: exploring public information space in a private vehicle. In: P. Brusilovsky, P. Kommers and N. Streitz (eds.): Multimedia, Hypermedia and Virtual Reality: Models, Systems, and Applications. Lecture Notes in Computer Science, Berlin: Springer-Verlag, pp. 266-279.

Serra, L and Waterworth, J A (1996). Designing Virtual Selectors for Surgeons. Applied Ergonomics, 28 (4), 269-275, 1996.

Waterworth, J A (1997) Personal Spaces: 3D Spatial Worlds for Information Exploration, Organisation and Communication. In R. Earnshaw and J. Vince (eds.): The Internet in 3D: Information, Images, and Interaction. New York: Academic Press.

Waterworth, J A (1997). Creativity and Sensation: The Case for Synaesthetic Media. Leonardo, 30, (4) 327-330, 1997.

Lund, A and Waterworth, J A (1998). Experiential Design: Reflecting Embodiment at the Interface. Computation for Metaphors, Analogy and Agents: A Workshop, University of Aizu, Japan, April.

Waterworth, J A (1999). Spaces, Places, Landscapes and Views: experiential design of shared information spaces. In Munro, A, Höök, K and Benyon, D (eds.) Social Navigation of Information Spaces. London: Springer-Verlag.

Modjeska D and Waterworth J A (2000). Effects of Desktop 3D World Design on User Navigation and Search Performance. Presented at IV2000, International Conference on Information Visualisation, London, England, July.

Waterworth, J A (2000) Technology in Support of Returning - From Conscious Doing to Consciously Being. In R. L. Amoroso, R. Antunes, C. Coelho, M. Farias, A. Leite and P. Soares (eds.) Science and the Primacy of Consciousness. Orinda, California, USA: The Noetic Press.

Waterworth J A and Waterworth E L (2001) In Tent, In Touch: beings in seclusion and in transit. Short Paper presented at CHI 2001 Conference on Human Factors in Computing Systems. Seattle, Washington, USA, March/April 31-5.

Waterworth, J A and E L (2001) Affective Creative Spaces: the interactive tent and the illusion of being. In Helander, Khalid and Tham (Editors) Proceedings of the 1st International Conference on Affective Human Factors Design (Singapore, June 26-29). London: Asean Academic Press.

Waterworth, J A (2002) Consciousness, Action and Designed Virtual Space: linking information technology, the mind and human creativity. In Borillo and Goulette (eds), "Cognition et creation: Explorations cognitives des processus de conception". Sprimont, Belgium: Mardaga.

Waterworth, J A, Lund A and Modjeska, D (2003). Experiential Design of Shared Information Spaces. In Munro, A, Höök, K and Benyon, D (eds.) "Designing Information Spaces: The Social Navigation Approach". London: Springer.

Fallman, D., Jalkanen, K., Lorstad, H., Waterworth, J., & Westling, J. (2003) The Reality Helmet: A Wearable Interactive Experience. Proceedings of Siggraph 2003, Sketches & Applications, San Diego, CA, July 27-31.

Waterworth, E L and Waterworth, J A (2002/4). Sensational in(ter)->action: designing creative learning environments. Proceedings of the Fourth International Conference on Design and Emotion, Middle East Technical University, Ankara, Turkey, July 2004.

Waterworth, J A and Waterworth, E L (2004). Relaxation Island: A Virtual Tropical Paradise. Interactive Experience. Proceedings of BCS HCI2004: Designing for Life, Leeds, UK, September 2004.

 
 

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Page Information

Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/john_a__waterworth.html

Publication statistics

Pub. period:1984-2003
Pub. count:17
Number of co-authors:19



Co-authors

Number of publications with 3 favourite co-authors:

Mark Chignell:6
Bernd Nordhausen:2
Eva Lindh Waterworth:2

 

 

Productive colleagues

John A. Waterworth's 3 most productive colleagues in number of publications:

Shumin Zhai:67
Norbert A. Streitz:45
Mark Chignell:41
 
 
 
May 23

Knowledge is commonly socially constructed, through collaborative efforts towards shared objectives or by dialogues and challenges brought about by different persons' perspectives.

-- G. Salomon (in "Distributed Cognitions: Psychological and Educational Considerations")

 
 

Featured chapter

Read the fascinating history of Wearable Computing, told by its father, Steve Mann

Read Steve's chapter !

 
 

Help us help you!