Kori Inkpen
Has also published under the name of:
"Kori M. Inkpen" and "K. M. Inkpen"
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Publications by Kori Inkpen (bibliography)
» 2009 «
Moraveji, Neema, Inkpen, Kori, Cutrell, Ed and Balakrishnan, Ravin (2009): A mischief of mice: examining children's performance in single display groupware systems with 1 to 32 mice. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2157-2166. Available online
Mischief is a system for classroom interaction that allows multiple children to use individual mice and cursors to interact with a single large display [20]. While the system can support large groups of children, it is unclear how children's performance is affected as group size increases. We explore this question via a study involving two tasks, with children working in group sizes ranging from 1 to 32. The first required reciprocal selection of two on-screen targets, resembling a swarm pointing scenario that might be used in educational applications. The second, a more temporally and spatially distributed pointing task, had children entering different words by selecting characters on an on-screen keyboard. Results indicate that performance is significantly affected by group size only when targets are small. Further, group size had a smaller effect when pointing was spatially and temporally distributed than when everyone was concurrently aiming at the same targets.
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Jakobsen, Mikkel R., Fernandez, Roland, Czerwinski, Mary, Inkpen, Kori, Kulyk, Olga and Robertson, George (2009): WIPDash: Work Item and People Dashboard for Software Development Teams. In: Proceedings of INTERACT 2009 12th IFIP TC13 Conference on Human-Computer Interaction 2009, Uppsala, Sweden. pp. 791-804. Available online
We present WIPDash, a visualization for software development teams designed to increase group awareness of work items and code base activity. WIPDash was iteratively designed by working with two development teams, using interviews, observations, and focus groups, as well as sketches of the prototype. Based on those observations and feedback, we prototyped WIPDash and deployed it with two software teams for a one week field study. We summarize the lessons learned, and include suggestions for a future version.
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» 2008 «
Moraveji, Neema, Kim, Taemie, Ge, James, Pawar, Udai Singh, Mulcahy, Kathleen and Inkpen, Kori (2008): Mischief: supporting remote teaching in developing regions. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 353-362. Available online
Mischief is a system to support traditional classroom practices between a remote instructor and a group of collocated students. Meant for developing regions, each student in the classroom is given a mouse and these are connected to a single machine and shared display. We present observations of teaching practices in rural Chinese classrooms that led to Mischief's design. Mischief's user interface, with which scores of collocated students can interact simultaneously, supports anonymous responses, communicates focus of attention, and maintains the role of the instructor. Mischief is an extensible platform in which Microsoft PowerPoint slides, used commonly in developing regions, are made interactive. We setup a controlled environment where Mischief was used by classrooms of children with a remote math instructor. The results from the study provided insight into the usability and capacity of the system to support traditional classroom interactions. These observations were also the impetus for a redesign of several components of Mischief and are also presented. These findings contribute both a novel system for synchronous distance education in an affordable manner and design insights for creators of related systems.
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Biehl, Jacob T., Baker, William T., Bailey, Brian P., Tan, Desney S., Inkpen, Kori and Czerwinski, Mary (2008): Impromptu: a new interaction framework for supporting collaboration in multiple display environments and its field evaluation for co-located software development. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 939-948. Available online
We present a new interaction framework for collaborating in multiple display environments (MDEs) and report results from a field study investigating its use in an authentic work setting. Our interaction framework, IMPROMPTU, allows users to share task information across displays via off-the-shelf applications, to jointly interact with information for focused problem solving and to place information on shared displays for discussion and reflection. Our framework also includes a lightweight interface for performing these and related actions. A three week field study of our framework was conducted in the domain of face-to-face group software development. Results show that teams utilized almost every feature of the framework in support of a wide range of development-related activities. The framework was used most to facilitate opportunistic collaboration involving task information. Teams reported wanting to continue using the framework as they found value in it overall.
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Tan, Desney S., Gergle, Darren, Mandryk, Regan L., Inkpen, Kori, Kellar, Melanie, Hawkey, Kirstie and Czerwinski, Mary (2008): Using job-shop scheduling tasks for evaluating collocated collaboration. In Personal and Ubiquitous Computing, 12 (3) pp. 255-267
» 2007 «
Reilly, Derek F. and Inkpen, Kori (2007): White rooms and morphing don't mix: setting and the evaluation of visualization techniques. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 111-120. Available online
The results presented in this paper illustrate how a specific map visualization technique is sensitive to setting: a comparative evaluation of the technique gives conflicting results depending on where it takes place. While prior research has explored the impact of factors other than basic visual perception on visualization techniques, relatively little attention has been directed toward the physical setting in which the technique is used. We present results from a study involving 120 participants, comparing the effectiveness of two different geovisualization techniques in promoting recall of map layout. Recall was shown to be sensitive to setting, such that one technique in particular was more effective in a noisy public space than in a controlled, 'white-room' environment. The results have implications for the validation and measurement of information visualization techniques as a whole, and in particular for those employing motion as a communicative attribute.
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Kellar, Melanie, Watters, Carolyn R. and Inkpen, Kori (2007): An exploration of web-based monitoring: implications for design. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 377-386. Available online
Monitoring occurs when users return to previously viewed web pages to view new or updated information. While tools exist to support web-based monitoring, we know little about the monitoring activities users engage in and the nature of the support needed. We have conducted 40 semi-structured interviews in order to better understand the types of information users monitor and the characteristics of different monitoring activities. Using the data collected during the interviews, we characterized monitoring as an activity within six web information tasks: Browsing, Communications, Fact Finding, Information Gathering, Maintenance, and Transactions. The results of our study have been used to provide general, as well as task specific, recommendations for the design of monitoring tools.
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Hawkey, Kirstie and Inkpen, Kori (2007): PrivateBits: managing visual privacy in web browsers. In: Proceedings of the 2007 Conference on Graphics Interface 2007. pp. 215-223. Available online
Privacy can be an issue during collaboration around a personal display when previous browsing activities become visible within web browser features (e.g., AutoComplete). Users currently lack methods to present only appropriate traces of prior activity in these features. In this paper we explore a semi-automatic approach to privacy management that allows users to classify traces of browsing activity and filter them appropriately when their screen is visible by others. We developed PrivateBits, a prototype web browser that instantiates previously proposed general design guidelines for privacy management systems as well as those specific to web browser visual privacy. A preliminary evaluation found this approach to be flexible enough to meet participants' varying privacy concerns, privacy management strategies, and viewing contexts. However, the results also emphasized the need for additional security features to increase trust in the system and raised questions about how to best manage the tradeoff between ease of use and system concealment.
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Ziola, Ryder, Kellar, Melanie and Inkpen, Kori (2007): DeskJockey: Exploiting Passive Surfaces to Display Peripheral Information. In: Baranauskas, Maria Cecília Calani, Palanque, Philippe A., Abascal, Julio and Barbosa, Simone Diniz Junqueira (eds.) DEGAS 2007 - Proceedings of the 1st International Workshop on Design and Evaluation of e-Government Applications and Services September 11th, 2007, Rio de Janeiro, Brazil. pp. 447-460. Available online
» 2006 «
Hawkey, Kirstie and Inkpen, Kori (2006): Keeping up appearances: understanding the dimensions of incidental information privacy. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 821-830. Available online
We conducted a survey of 155 participants to examine privacy concerns relating to the viewing of incidental information (i.e. traces of previous activity unrelated to the task at hand) in web browsers. We have identified several dimensions of privacy for this domain. Results revealed the scope of this problem and how location and device affect web browsing activity and contribute to the types of incidental information that may be visible. We found that there are different privacy comfort levels inherent to the participant and dependent on the context of subsequent viewing of incidental information, including the sensitivity of the content, their relationship to the viewer and the level of control retained over input devices.
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Mandryk, Regan L., Atkins, M. Stella and Inkpen, Kori (2006): A continuous and objective evaluation of emotional experience with interactive play environments. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 1027-1036. Available online
Researchers are using emerging technologies to develop novel play environments, while established computer and console game markets continue to grow rapidly. Even so, evaluating the success of interactive play environments is still an open research challenge. Both subjective and objective techniques fall short due to limited evaluative bandwidth; there remains no corollary in play environments to task performance with productivity systems. This paper presents a method of modeling user emotional state, based on a user's physiology, for users interacting with play technologies. Modeled emotions are powerful because they capture usability and playability through metrics relevant to ludic experience; account for user emotion; are quantitative and objective; and are represented continuously over a session. Furthermore, our modeled emotions show the same trends as reported emotions for fun, boredom, and excitement; however, the modeled emotions revealed differences between three play conditions, while the differences between the subjective reports failed to reach significance.
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Mandryk, Regan L., Inkpen, Kori and Calvert, Tom W. (2006): Using psychophysiological techniques to measure user experience with entertainment technologies. In Behaviour and Information Technology, 25 (2) pp. 141-158
Emerging technologies offer exciting new ways of using entertainment technology to create fantastic play experiences and foster interactions between players. Evaluating entertainment technology is challenging because success isn't defined in terms of productivity and performance, but in terms of enjoyment and interaction. Current subjective methods of evaluating entertainment technology aren't sufficiently robust. This paper describes two experiments designed to test the efficacy of physiological measures as evaluators of user experience with entertainment technologies. We found evidence that there is a different physiological response in the body when playing against a computer versus playing against a friend. These physiological results are mirrored in the subjective reports provided by the participants. In addition, we provide guidelines for collecting physiological data for user experience analysis, which were informed by our empirical investigations. This research provides an initial step towards using physiological responses to objectively evaluate a user's experience with entertainment technology.
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Inkpen, Kori, Dearman, David, Argue, Ritchie, Comeau, Marc, Fu, Ching-Lung, Kolli, Sekhar, Moses, Jeremy, Pilon, Nick and Wallace, James (2006): Left-Handed Scrolling for Pen-Based Devices. In International Journal of Human-Computer Interaction, 21 (1) pp. 91-108
The effectiveness of interaction with mobile devices can be impacted by handedness; however, support for handedness in the interface is rarely provided. The goal of this article is to demonstrate that handedness is a significant interface consideration that should not be overlooked. Four studies were conducted to explore left-handed user interaction with right- or left-aligned scrollbars on personal digital assistants. Analysis of the data shows that left-handed users are able to select targets significantly faster using a left-aligned scrollbar when compared to a right-aligned scrollbar. User feedback also indicated that a left-aligned scrollbar was preferred by left-handed users and provided more natural interaction.
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Reilly, Derek F., Rodgers, Malcolm E., Argue, Ritchie, Nunes, Mike and Inkpen, Kori (2006): Marked-up maps: combining paper maps and electronic information resources. In Personal and Ubiquitous Computing, 10 (4) pp. 215-226
Reilly, Derek F., Dearman, David, Ha, Vicki, Smith, Ian and Inkpen, Kori (2006): "Need to Know": Examining Information Need in Location Discourse. In: Fishkin, Kenneth P., Schiele, Bernt, Nixon, Paddy and Quigley, Aaron J. (eds.) PERVASIVE 2006 - Pervasive Computing 4th International Conference May 7-10, 2006, Dublin, Ireland. pp. 33-49. Available online
» 2005 «
Hawkey, Kirstie, Kellar, Melanie, Reilly, Derek, Whalen, Tara and Inkpen, Kori (2005): The proximity factor: impact of distance on co-located collaboration. In: GROUP05: International Conference on Supporting Group Work November 6-9, 2005, Sanibel Island, Florida, USA. pp. 31-40. Available online
Groups collaborating around a large wall display can do so in a variety of arrangements, positioning themselves at different distances from the display and from each other. We examined the impact of proximity on the effectiveness and enjoyment of co-located collaboration. Our results revealed collaborative benefits when participants were positioned close together, and interaction with the display was felt to be more effective when participants were close to the display. However, clear tradeoffs were evident for these configurations. When at a distance to the display, the choice of direct versus indirect interaction revealed that interactions were easier when using direct input but the effectiveness of the collaboration was compromised.
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Hawkey, Kirstie, Inkpen, Kori, Rockwood, Kenneth, McAllister, Michael and Slonim, Jacob (2005): Requirements gathering with alzheimer's patients and caregivers. In: Seventh Annual ACM Conference on Assistive Technologies 2005. pp. 142-149. Available online
Technology may be able to play a role in improving the quality of life for Alzheimer's patients and their caregivers. We are evaluating the feasibility of an information appliance with the goal of alleviating repetitive questioning behaviour, a contributing factor to caregiver stress. Interviews were conducted with persons with Alzheimer's disease and their caregivers to determine the nature of the repetitive questioning behaviour, the information needs of patients, and the interaction abilities of both the patients and the caregivers. We report results of these interviews and discuss the challenges of requirements gathering with persons with Alzheimer's disease and the feasibility of introducing an information appliance to this population.
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Parker, J. Karen, Mandryk, Regan L. and Inkpen, Kori (2005): TractorBeam: seamless integration of local and remote pointing for tabletop displays. In: Graphics Interface 2005 May 9-11, 2005, Victoria, British Columbia, Canada. pp. 33-40. Available online
This paper presents a novel interaction technique for tabletop computer displays. When using a direct input device such as a stylus, reaching objects on the far side of a table is difficult. While remote pointing has been investigated for large wall displays, there has been no similar research into reaching distant objects on tabletop displays. Augmenting a stylus to allow remote pointing may facilitate this process. We conducted two user studies to evaluate remote pointing on tabletop displays. Results from our work demonstrate that remote pointing is faster than stylus touch input for large targets, slower for small distant targets, and comparable in all other cases. In addition, when given a choice, people utilized the pointing interaction technique more often than stylus touch. Based on these results we developed the TractorBeam, a hybrid point-touch input technique that allows users to seamlessly reach distant objects on tabletop displays.
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Whalen, Tara and Inkpen, Kori (2005): Gathering evidence: use of visual security cues in web browsers. In: Graphics Interface 2005 May 9-11, 2005, Victoria, British Columbia, Canada. pp. 137-144. Available online
We browsers support secure online transactions, and provide visual feedback mechanisms to inform the user about security. These mechanisms have had little evaluation to determine how easily they are noticed and how effectively they are used. This paper describes a preliminary study conducted to determine which elements are noted, which are ignored, and how easily they are found. We collected eyetracker data to study user's attention to browser security, and gathered additional subjective data through questionnaires. Our results demonstrated that while the lock icon is commonly viewed, its interactive capability is essentially ignored. We also found that certificate information is rarely used, and that people stop looking for security information after they have signed into a site. These initial results provide insights into how browser security cues might be improved.
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Dearman, David, Hawkey, Kirstie and Inkpen, Kori (2005): Rendezvousing with location-aware devices: Enhancing social coordination. In Interacting with Computers, 17 (5) pp. 542-566
Emerging technologies such as location-awareness devices have the potential to significantly impact users' social coordination, particularly while rendezvousing. It is important that we explore how new technologies influence social behaviours and communication in order to realize their full potential. This paper presents a field study investigating the use of mobile location-aware devices for rendezvous activities. Participants took part in one of three mobile device conditions (a mobile phone, a location-aware handheld, or both a mobile phone and a location-aware handheld) and completed three rendezvousing scenarios. The results reveal key differences in communication patterns between the mediums, as well as the potential strengths and limitations of location-aware devices for social coordination. The paper concludes with a discussion of relevant design issues drawn from observations gathered during the field study.
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Hawkey, Kirstie and Inkpen, Kori (2005): Privacy gradients: exploring ways to manage incidental information during co-located collaboration. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1431-1434. Available online
This research introduces privacy issues related to the viewing of incidental information during co-located collaboration. Web browsers were the representative application used in this research as they have several convenience features that record and display traces of previous web page visits. A one-week field study examined how individuals perceive privacy needs relating to the later incidental viewing of traces of their browsing activity. Participants used a 4-tier privacy gradient to classify the privacy of their actual web browsing. The results revealed per window patterns of privacy during browsing with streaks at given privacy levels and relatively few transitions between levels. Management of incidental information is a complex problem due to multiple viewing contexts, individual differences, and the large volume of information. These privacy patterns suggest that a semi-automated approach to privacy management may be feasible.
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Hawkey, Kirstie and Inkpen, Kori (2005): Web browsing today: the impact of changing contexts on user activity. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1443-1446. Available online
Although web browsing behaviour was studied in detail in the mid-to-late 1990s, few recent results have been reported. The nature of web browsing has changed significantly since these early studies, both in the profile of the typical web user and in the context of their browsing (e.g. location, connection speed, web browser features). This paper reports on per-session and per-browser window usage, such as the number of pages visited and the speed of browsing. Some of our findings differ from previously published results that continue to motivate research in this area. Our research indicates that changes in user behaviour, such as the magnitude of web browsing activity, may place restrictions on web-browser related applications.
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Kellar, Melanie, Reilly, Derek, Hawkey, Kirstie, Rodgers, Malcolm, MacKay, Bonnie, Dearman, David, Ha, Vicki, MacInnes, W. Joseph, Nunes, Michael, Parker, Karen, Whalen, Tara and Inkpen, Kori (2005): It's a jungle out there: practical considerations for evaluation in the city. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1533-1536. Available online
An essential aspect of mobile and ubiquitous computing research is evaluation within the expected usage context, including environment. When that environment is an urban center, it can be dynamic, expansive, and unpredictable. Methodologies that focus on genuine use in the environment can uncover valuable insights, although they may also limit measurement and control. In this paper, we present our experiences applying traditional experimental techniques for field research in two separate projects set in urban environments. We argue that although traditional methods may be difficult to apply in cities, the challenges are surmountable, and this kind of field research can be a crucial component of evaluation.
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Mandryk, Regan L., Rodgers, Malcolm E. and Inkpen, Kori (2005): Sticky widgets: pseudo-haptic widget enhancements for multi-monitor displays. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1621-1624. Available online
People use multiple monitors to increase their display surface and to facilitate multitasking. However, if windows are maximized to fill one screen, users may have difficulties accessing widgets and tools on the borders of the displays, accidentally crossing over to the other display. To assist users of multi monitor displays, we developed a pseudo-haptic approach to enhance boundary widgets. We compared our sticky widget to a standard widget for two multi monitor display configurations: two identical side-by-side monitors, and two separated monitors of different sizes. Our enhancement improved performance by significantly reducing errors for accessing a boundary widget, reducing the number of accidental crossovers to the wrong display and consequently decreasing selection time.
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Dearman, David, Hawkey, Kirstie and Inkpen, Kori (2005): Effect of location-awareness on rendezvous behaviour. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1929-1932. Available online
This paper presents an exploratory field study investigating the behavioral effects of mobile location-aware computing on rendezvousing. Participants took part in one of three mobile device conditions (a mobile phone, a location-aware handheld or both a mobile phone and a location-aware handheld) and completed different rendezvousing scenarios. We present one of the scenarios in depth and discuss the effect of location-awareness on rendezvous behaviour.
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Parker, J. K., Mandryk, R. L., Nunes, M. N. and Inkpen, Kori (2005): TractorBeam Selection Aids: Improving Target Acquisition for Pointing Input on Tabletop Displays. In: Proceedings of IFIP INTERACT05: Human-Computer Interaction 2005. pp. 80-93. Available online
This paper presents a comparison of several selection aids to improve pointing input on tabletop displays. Our previous research explored the TractorBeam -- a hybrid point-touch interaction technique for tabletop displays. We found that while pointing input was preferred (over touch) by users of tabletop displays, it was slower for small distant targets. Drawing from previous work on improving target acquisition for desktop displays, we developed and tested three selection aids to improve pointing selection of small distant targets on tabletop displays: expanding the cursor, expanding the target, and snapping to the target. Our experiments revealed that all three aids resulted in faster selection times than no selection aid at all, with snapping to the target being the fastest. Additionally, participants liked snapping to the target better than the other selection aids and found it to be the most effective for selecting targets.
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MacKay, Bonnie, Dearman, David, Inkpen, Kori and Watters, Carolyn R. (2005): Walk 'n scroll: a comparison of software-based navigation techniques for different levels of mobility. In: Proceedings of 7th conference on Human-computer interaction with mobile devices and services 2005. pp. 183-190. Available online
In this paper, we present a field study comparing software-based navigation techniques (scrollbars, tap-and-drag, and touch-n-go) on mobile devices. In particular, we were interested in exploring the efficiency and user preference of these navigation techniques for different levels of mobility (sitting, walking, and standing) in a naturalistic environment. Results show that while there was no significant difference in performance between tap-and-drag and touch-n-go, both techniques significantly outperformed scrollbars for simple, multi-directional navigation tasks. In addition, the users preferred the touch-n-go technique over the other two methods. The results also revealed that users' interactions and preferences differed between the levels of mobility.
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Reilly, Derek, Welsman-Dinelle, Michael, Bate, Colin and Inkpen, Kori (2005): Just point and click?: using handhelds to interact with paper maps. In: Proceedings of 7th conference on Human-computer interaction with mobile devices and services 2005. pp. 239-242. Available online
We present preliminary results from two studies examining the selection techniques suitable for paper maps using handheld computers or cellphones as interaction devices. An informal mockup exploration indicated a strong tendency toward point-and-click style interaction when participants were asked to envision how a range of queries might be expressed. A subsequent study involving a functional prototype and a short training session showed that participants were receptive to other interaction styles, including tracing paths, circling regions, constraining queries with paper menus, and selecting multiple non-adjacent map icons. The contrasting results underline the importance of using a range of design evaluation techniques when developing applications involving handheld devices as interactors.
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MacKay, Bonnie, Dearman, David, Inkpen, Kori and Watters, Carolyn R. (2005): Walk 'n scroll: a comparison of software-based navigation techniques for different levels of mobility. In: Tscheligi, Manfred, Bernhaupt, Regina and Mihalic, Kristijan (eds.) Proceedings of the 7th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2005 September 19-22, 2005, Salzburg, Austria. pp. 183-190. Available online
Reilly, Derek F., Welsman-Dinelle, Michael, Bate, Colin and Inkpen, Kori (2005): Just point and click?: using handhelds to interact with paper maps. In: Tscheligi, Manfred, Bernhaupt, Regina and Mihalic, Kristijan (eds.) Proceedings of the 7th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2005 September 19-22, 2005, Salzburg, Austria. pp. 239-242. Available online
» 2004 «
Mandryk, Regan L. and Inkpen, Kori (2004): Physiological indicators for the evaluation of co-located collaborative play. In: Proceedings of ACM CSCW04 Conference on Computer-Supported Cooperative Work 2004. pp. 102-111. Available online
Emerging technologies offer new ways of using entertainment technology to foster interactions between players and connect people. Evaluating collaborative entertainment technology is challenging because success is not defined in terms of productivity and performance, but in terms of enjoyment and interaction. Current subjective methods are not sufficiently robust in this context. This paper describes an experiment designed to test the efficacy of physiological measures as evaluators of collaborative entertainment technologies. We found evidence that there is a different physiological response in the body when playing against a computer versus playing against a friend. These physiological results are mirrored in the subjective reports provided by the participants. We provide an initial step towards using physiological responses to objectively evaluate a user's experience with collaborative entertainment technology.
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Scott, Stacey D., Sheelagh, M., Carpendale, T. and Inkpen, Kori (2004): Territoriality in collaborative tabletop workspaces. In: Proceedings of ACM CSCW04 Conference on Computer-Supported Cooperative Work 2004. pp. 294-303. Available online
Researchers seeking alternatives to traditional desktop computers have begun exploring the potential collaborative benefits of digital tabletop displays. However, there are still many open issues related to the design of collaborative tabletop interfaces, such as whether these systems should automatically orient workspace items or enforce ownership of workspace content. Understanding the natural interaction practices that people use during tabletop collaboration with traditional media (e.g., pen and paper) can help to address these issues. Interfaces that are modeled on these practices will have the additional advantage of supporting the interaction skills people have developed over years of collaborating at traditional tables. To gain a deeper understanding of these interaction practices we conducted two observational studies of traditional tabletop collaboration in both casual and formal settings. Our results reveal that collaborators use three types of tabletop territories to help coordinate their interactions within the shared tabletop workspace: personal, group, and storage territories. Findings from a spatial analysis of collaborators' tabletop interactions reveal important properties of these tabletop territories. In order to provide a comprehensive picture of the role of tabletop territoriality in collaboration, we conclude with a synthesis of our findings and previous research findings and with several relevant design implications.
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Reilly, Derek F. and Inkpen, Kori (2004): Map morphing: making sense of incongruent maps. In: Graphics Interface 2004 May 17-19, 2004, London, Ontario, Canada. pp. 231-238. Available online
Map morphing is an interactive visualization technique that provides a user-controlled, animated translation from one map to another. Traditionally, overlay mechanisms are used to present layers of information over a single projection. Map morphing provides a way to relate maps with significant spatial and schematic differences. This paper presents the morphing technique and the results of a comparative evaluation of map morphing against standard ways of presenting related maps. Our results demonstrate that map morphing provides additional information that can be used to effectively relate maps. In particular, significantly more tasks were completed correctly using the morphing interface than either a windowed or an inset interface.
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» 2002 «
Swindells, Colin, Inkpen, Kori, Dill, John C. and Tory, Melanie (2002): That one there! Pointing to establish device identity. In: Beaudouin-Lafon, Michel (ed.) Proceedings of the 15th annual ACM symposium on User interface software and technology October 27-30, 2002, Paris, France. pp. 151-160. Available online
Computing devices within current work and play environments are relatively
static. As the number of 'networked' devices grows, and as people and their
devices become more dynamic, situations will commonly arise where users will
wish to use 'that device there' instead of navigating through traditional user
interface widgets such as lists. This paper describes a process for identifying
devices through a pointing gesture using custom tags and a custom stylus called
the gesturePen. Implementation details for this system are provided along with
qualitative and quantitative results from a formal user study. As ubiquitous
computing environments become more pervasive, people will rapidly switch their
focus between many computing devices. The results of our work demonstrate that
our gesturePen method can improve the user experience in ubiquitous
environments by facilitating significantly faster interactions between
computing devices.
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» 2001 «
Danesh, Arman, Inkpen, Kori, Lau, Felix, Shu, Keith and Booth, Kellogg S. (2001): Geney: Designing a Collaborative Activity for the Palm Handheld Computer. In: Beaudouin-Lafon, Michel and Jacob, Robert J. K. (eds.) Proceedings of the ACM CHI 2001 Human Factors in Computing Systems Conference March 31 - April 5, 2001, Seattle, Washington, USA. pp. 388-395. Available online
This paper describes a project to explore issues surrounding the development of a collaborative handheld educational application for children. A user-centered, iterative design process was used to develop Geney, a collaborative problem solving application to help children explore genetic concepts using Palm handheld computers. The design methodology utilized mock-ups of representative tasks and scenarios, pre-design meetings with targets users, prototype development, and feedback sessions with target users. The results of this work identify an effective way of utilizing handheld computers for collaborative learning and provide important insights into the design of handheld applications for children. This work also illustrates the necessity of user-centered design when new user groups are targeted, especially when novel user interface paradigms are employed that go beyond current windows-based interfaces.
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Shoemaker, Garth B. D. and Inkpen, Kori (2001): Single Display Privacyware: Augmenting Public Displays with Private Information. In: Beaudouin-Lafon, Michel and Jacob, Robert J. K. (eds.) Proceedings of the ACM CHI 2001 Human Factors in Computing Systems Conference March 31 - April 5, 2001, Seattle, Washington, USA. pp. 522-529. Available online
The research area of Single Display Groupware (SDG) confronts the standard model of computing interaction, one user working on one computer, by investigating how the best support groups of users interacting with a shared display. One problem that has arisen in SDG research concerns access to private information. Previously, private information could not be displayed on a shared display, it could only be accessed on external devices, such as private monitors or Personal Digital Assistants (PDAs). This paper discusses Single Display Privacyware (SDP), an interaction technique that allows private information to be shown within the context of a shared display. A description of the hardware and software components of our prototype SDP system is given, as are the results of a user study performed to investigate users interacting in the environment. Conclusions concerning future research in the area of SDP are discussed.
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Inkpen, Kori (2001): Drag-and-drop versus point-and-click mouse interaction styles for children. In ACM Transactions on Computer-Human Interaction, 8 (1) pp. 1-33
This research investigates children's use of two common mouse interaction styles, drag-and-drop and point-and-click, to determine whether the choice of interaction style impacts children's performance in interactive learning environments. The interaction styles were experimentally compared to determine if either method was superior to the other in terms of speed, error rate, or user preference, for children. The two interaction styles were also compared based on children's achievement and motivation, within a commercial software environment. Experiment I used an interactive learning environment as children played two versions of an educational puzzle-solving game, each version utilizing a different mouse interaction style; experiment II used a mouse-controlled software environment modeled after the educational game. The results were similar to previous results reported for adults: the point-and-click interaction style was faster; fewer errors were committed using it; and it was preferred over the drag-and-drop interaction style. Within the context of the puzzle-solving game, the children solved significantly fewer puzzles, and they were less motivated using the version that utilized a drag-and-drop interaction style as compared to the version that utilized a point-and-click interaction style. These results were also explored through the use of state-transition diagrams and GOMS models, both of which supported the experimental data gathered.
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Kuederle, Oliver, Inkpen, Kori, Atkins, Stella and Carpendale, Sheelagh (2001): Interacting with Image Sequences: Detail-in-Context and Thumbnails. In: Graphics Interface 2001 June 7-9, 2001, Ottawa, Ontario, Canada. pp. 111-118.
Druin, Allison and Inkpen, Kori (2001): When are Personal Technologies for Children?. In Personal and Ubiquitous Computing, 5 (3) pp. 191-194
» 2000 «
Scott, Stacey D., Shoemaker, Garth B. D. and Inkpen, Kori (2000): Towards Seamless Support of Natural Collaborative Interactions. In: Proceedings of Graphics Interface 2000 May 15-17, 2000, Montreal, Quebec, Canada. pp. 103-110. Available online
» 1999 «
Heyden, Johanna E. van der, Inkpen, Kori, Atkins, M. Stella and Carpendale, M. S. T. (1999): A User Centered Task Analysis of Interface Requirements for MRI Viewing. In: Graphics Interface 99 June 2-4, 1999, Kingston, Ontario, Canada. pp. 18-26. Available online
Inkpen, Kori (1999): Designing Handheld Technologies for Kids. In Personal and Ubiquitous Computing, 3 (1)
» 1998 «
Schwartz, Paul, Bricker, Lauren, Campbell, Bruce, Furness, Thomas A., Inkpen, Kori, Matheson, Lydia, Nakamura, Nobutatsu, Shen, Li-Sheng, Tanney, Susan and Yen, Shihming (1998): Virtual playground: architectures for a shared virtual world. In: VRST 1998 1998. pp. 43-50. Available online
» 1997 «
Inkpen, Kori, McGrenere, Joanna, Booth, Kellogg S. and Klawe, Maria (1997): The Effect of Turn-Taking Protocols on Children's Learning in Collaborative Environments. In: Graphics Interface 97 May 21-23, 1997, Kelowna, British Columbia, Canada. pp. 138-145. Available online
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Mar 21st, 2010
Changes to this page (author)
17 Feb 2010: Enabled abstracts to be shown on Kori Inkpen's author page.12 Feb 2010: Author was added to the bibliography (approved by an editor)24 Aug 2009: Author was edited
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