Mary Lou Maher
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Publications by Mary Lou Maher (bibliography)
» 2009 «
Fischer, Gerhard, Jennings, Pamela, Maher, Mary Lou, Resnick, Mitchel and Shneiderman, Ben (2009): Creativity challenges and opportunities in social computing. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3283-3286. Available online
There is a convergence in recent theories of creativity that go beyond characteristics and cognitive processes of individuals to recognize the importance of the social construction of creativity. In parallel, there has been a rise in social computing supporting the collaborative construction of knowledge. The panel will discuss the challenges and opportunities from the confluence of these two developments by bringing together the contrasting and controversial perspective of the individual panel members. It will synthesize from different perspectives an analytic framework to understand these new developments, and how to promote rigorous research methods and how to identify the unique challenges in developing evaluation and assessment methods for creativity research.
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» 2008 «
Kim, Mi Jeong and Maher, Mary Lou (2008): The Impact of Tangible User Interfaces on Designers' Spatial Cognition. In Human-Computer Interaction, 23 (2) pp. 101-137
Most studies on tangible user interfaces for the tabletop design systems are being undertaken from a technology viewpoint. Although there have been studies that focus on the development of new interactive environments employing tangible user interfaces for designers, there is a lack of evaluation with respect to designers' spatial cognition. In this research we study the effects of tangible user interfaces on designers' spatial cognition to provide empirical evidence for the anecdotal views of the effect of tangible user interfaces. To highlight the expected changes in spatial cognition while using tangible user interfaces, we compared designers using a tangible user interface on a tabletop system with 3D blocks to designers using a graphical user interface on a desktop computer with a mouse and keyboard. The ways in which designers use the two different interfaces for 3D design were examined using a protocol analysis method. The result reveals that designers using 3D blocks perceived more spatial relationships among multiple objects and spaces and discovered new visuo-spatial features when revisiting their design configurations. The designers using the tangible interfaces spent more time in relocating objects to different locations to test the moves, and interacted with the external representation through large body movements implying an immersion in the design model. These two physical actions assist in designers' spatial cognition by reducing cognitive load in mental visual reasoning. Further, designers using the tangible interfaces spent more time in restructuring the design problem by introducing new functional issues as design requirements and produced more discontinuities to the design processes, which provides opportunity for reflection and modification of the design. Therefore this research shows that tangible user interfaces changes designers' spatial cognition, and the changes of the spatial cognition are associated with creative design processes.
Copyrights may apply
Kim, Mi Jeong and Maher, Mary Lou (2008): The Impact of Tangible User Interfaces on Designers' Spatial Cognition. In Human-Computer Interaction, 23 (2) pp. 101-137
Most studies on tangible user interfaces for the tabletop design systems are being undertaken from a technology viewpoint. Although there have been studies that focus on the development of new interactive environments employing tangible user interfaces for designers, there is a lack of evaluation with respect to designers' spatial cognition. In this research we study the effects of tangible user interfaces on designers' spatial cognition to provide empirical evidence for the anecdotal views of the effect of tangible user interfaces. To highlight the expected changes in spatial cognition while using tangible user interfaces, we compared designers using a tangible user interface on a tabletop system with 3D blocks to designers using a graphical user interface on a desktop computer with a mouse and keyboard. The ways in which designers use the two different interfaces for 3D design were examined using a protocol analysis method. The result reveals that designers using 3D blocks perceived more spatial relationships among multiple objects and spaces and discovered new visuo-spatial features when revisiting their design configurations. The designers using the tangible interfaces spent more time in relocating objects to different locations to test the moves, and interacted with the external representation through large body movements implying an immersion in the design model. These two physical actions assist in designers' spatial cognition by reducing cognitive load in mental visual reasoning. Further, designers using the tangible interfaces spent more time in restructuring the design problem by introducing new functional issues as design requirements and produced more discontinuities to the design processes, which provides opportunity for reflection and modification of the design. Therefore this research shows that tangible user interfaces changes designers' spatial cognition, and the changes of the spatial cognition are associated with creative design processes.
Copyrights may apply
» 2007 «
Merrick, Kathryn Elizabeth and Maher, Mary Lou (2007): Motivated reinforcement learning for adaptive characters in open-ended simulation games. In: Inakage, Masa, Lee, Newton, Tscheligi, Manfred, Bernhaupt, Regina and Natkin, Stéphane (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2007 June 13-15, 2007, Salzburg, Austria. pp. 127-134. Available online
» 2006 «
Maher, Mary Lou and Kim, Mi Jeong (2006): Studying Designers using a Tabletop System for 3D Design with a Focus on the Impact on Spatial Cognition. In: First IEEE International Workshop on Horizontal Interactive Human-Computer Systems Tabletop 2006 5-7 January, 2006, Adelaide, Australia. pp. 105-112. Available online
Merrick, Kathryn Elizabeth and Maher, Mary Lou (2006): Motivated reinforcement learning for non-player characters in persistent computer game worlds. In: Ishii, Hiroshi, Lee, Newton, Natkin, Stéphane and Tsushima, Katsuhide (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2006 June 14-16, 2006, Hollywood, California, USA. p. 3. Available online
» 2005 «
Yoon, Ji Soo and Maher, Mary Lou (2005): A swarm algorithm for wayfinding in dynamic virtual worlds. In: Singh, Gurminder, Lau, Rynson W. H., Chrysanthou, Yiorgos and Darken, Rudolph P. (eds.) VRST 2005 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology November 7-9, 2005, Monterey, CA, USA. pp. 113-116. Available online
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Mar 18th, 2010
Changes to this page (author)
22 Feb 2010: Enabled abstracts to be shown on Mary Lou Maher's author page.26 Jun 2009: Author was edited 16 Jun 2009: Author was edited
05 Jun 2009: Author was edited
30 May 2009: Author was edited
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29 May 2009: Author was edited
09 May 2009: Author was added to the bibliography