Number of co-authors:7
Number of publications with 3 favourite co-authors:Mary Czerwinski:4Kumar Chellapilla:1Patrice Simard:1
Kevin Larson's 3 most productive colleagues in number of publications:Mary Czerwinski:80George G. Robertso..:61Maarten van Dantzi..:5
Computer analyst to programmer: "You start coding. I'll go find out what they want."
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Publications by Kevin Larson (bibliography)
Chellapilla, Kumar, Larson, Kevin, Simard, Patrice and Czerwinski, Mary (2005): Designing human friendly human interaction proofs (HIPs). In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 711-720.
HIPs, or Human Interactive Proofs, are challenges meant to be easily solved by humans, while remaining too hard to be economically solved by computers. HIPs are increasingly used to protect services against automatic script attacks. To be effective, a HIP must be difficult enough to discourage script attacks by raising the computation and/or development cost of breaking the HIP to an unprofitable level. At the same time, the HIP must be easy enough to solve in order to not discourage humans from using the service. Early HIP designs have successfully met these criteria . However, the growing sophistication of attackers and correspondingly increasing profit incentives have rendered most of the currently deployed HIPs vulnerable to attack [2,7,12]. Yet, most companies have been reluctant to increase the difficulty of their HIPs for fear of making them too complex or unappealing to humans. The purpose of this study is to find the visual distortions that are most effective at foiling computer attacks without hindering humans. The contribution of this research is that we discovered that 1) automatically generating HIPs by varying particular distortion parameters renders HIPs that are too easy for computer hackers to break, yet humans still have difficulty recognizing them, and 2) it is possible to build segmentation-based HIPs that are extremely difficult and expensive for computers to solve, while remaining relatively easy for humans.
© All rights reserved Chellapilla et al. and/or ACM Press
Czerwinski, Mary and Larson, Kevin (1998): Business: Trends in Future Web Designs: What's Next for the HCI Professional?. In Interactions, 5 (6) p. 9.
Larson, Kevin and Czerwinski, Mary (1998): Web Page Design: Implications of Memory, Structure and Scent for Information Retrieval. In: Karat, Clare-Marie, Lund, Arnold, Coutaz, JoŽlle and Karat, John (eds.) Proceedings of the ACM CHI 98 Human Factors in Computing Systems Conference April 18-23, 1998, Los Angeles, California. pp. 25-32.
Much is known about depth and breadth tradeoff issues in graphical user interface menu design. We describe an experiment to see if large breadth and decreased depth is preferable, both subjectively and via performance data, while attempting to design for optimal scent throughout different structures of a website. A study is reported which modified previous procedures for investigating depth/breadth tradeoffs in content design for the web. Results showed that, while increased depth did harm search performance on the web, a medium condition of depth and breadth outperformed the broadest, shallow web structure overall.
© All rights reserved Larson and Czerwinski and/or ACM Press
Robertson, George G., Czerwinski, Mary, Larson, Kevin, Robbins, Daniel, Thiel, David and Dantzich, Maarten van (1998): Data Mountain: Using Spatial Memory for Document Management. In: Mynatt, Elizabeth D. and Jacob, Robert J. K. (eds.) Proceedings of the 11th annual ACM symposium on User interface software and technology November 01 - 04, 1998, San Francisco, California, United States. pp. 153-162.
Effective management of documents on computers has been a central user interface problem for many years. One common approach involves using 2D spatial layouts of icons representing the documents, particularly for information workspace tasks. This approach takes advantage of human 2D spatial cognition. More recently, several 3D spatial layouts have engaged 3D spatial cognition capabilities. Some have attempted to use spatial memory in 3D virtual environments. However, there has been no proof to date that spatial memory works the same way in 3D virtual environments as it does in the real world. We describe a new technique for document management called the Data Mountain, which allows users to place documents at arbitrary positions on an inclined plane in a 3D desktop virtual environment using a simple 2D interaction technique. We discuss how the design evolved in response to user feedback. We also describe a user study that shows that the Data Mountain does take advantage of spatial memory. Our study shows that the Data Mountain has statistically reliable advantages over the Microsoft Internet Explorer Favorites mechanism for managing documents of interest in an information workspace.
© All rights reserved Robertson et al. and/or ACM Press
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