Michael Eisenberg

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Publications by Michael Eisenberg (bibliography)

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» 2009 «

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Huang, Yingdan, Gross, Mark D., Do, Ellen Yi-Luen and Eisenberg, Michael (2009): Easigami: a reconfigurable folded-sheet TUI. In: Villar, Nicolas, Izadi, Shahram, Fraser, Mike and Benford, Steve (eds.) TEI 2009 - Proceedings of the 3rd International Conference on Tangible and Embedded Interaction February 16-18, 2009, Cambridge, UK. pp. 107-112. Available online

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Schweikardt, Eric, Elumeze, Nwanua, Eisenberg, Michael and Gross, Mark D. (2009): A tangible construction kit for exploring graph theory. In: Villar, Nicolas, Izadi, Shahram, Fraser, Mike and Benford, Steve (eds.) TEI 2009 - Proceedings of the 3rd International Conference on Tangible and Embedded Interaction February 16-18, 2009, Cambridge, UK. pp. 373-376. Available online

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Buechley, Leah, Hendrix, Sue and Eisenberg, Michael (2009): Paints, paper, and programs: first steps toward the computational sketchbook. In: Villar, Nicolas, Izadi, Shahram, Fraser, Mike and Benford, Steve (eds.) TEI 2009 - Proceedings of the 3rd International Conference on Tangible and Embedded Interaction February 16-18, 2009, Cambridge, UK. pp. 9-12. Available online

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Eisenberg, Michael, Elumeze, Nwanua, MacFerrin, Michael and Buechley, Leah (2009): Children's programming, reconsidered: settings, stuff, and surfaces. In: Proceedings of ACM IDC09 Interaction Design and Children 2009. pp. 1-8. Available online

The subject of children's programming has long been a vexed and controversial one in the field of educational technology. Debates in this area have typically focused on issues such as how to create a child-friendly programming language; or whether children can learn particular topics (e.g., recursion) in programming; or indeed, whether it is worthwhile for children to encounter programming at all. For the most part, these debates have taken place against an implicit background of assumptions about what children's programming looks like -- namely, an activity focused on creating effects on a desktop screen or, occasionally, robotic toy. This paper argues that the cultural and anthropological contexts of children's programming are now poised to change: that new programming materials, physical settings, and unorthodox display surfaces are likely to shift the nature of the children's-programming debate in profound ways, and to make programming a far more informal, approachable, and natural activity than heretofore. We illustrate this argument with projects underway in our own research.

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» 2008 «

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Buechley, Leah, Eisenberg, Michael, Catchen, Jaime and Crockett, Ali (2008): The LilyPad Arduino: using computational textiles to investigate engagement, aesthetics, and diversity in computer science education. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 423-432. Available online

The advent of novel materials (such as conductive fibers) combined with accessible embedded computing platforms have made it possible to re-imagine the landscapes of fabric and electronic crafts -- extending these landscapes with the creative range of electronic/computational textiles or e-textiles. This paper describes the LilyPad Arduino, a fabric-based construction kit that enables novices to design and build their own soft wearables and other textile artifacts. The kit consists of a microcontroller and an assortment of sensors and actuators in stitch-able packages; these elements can be sewn to cloth substrates and each other with conductive thread to build e-textiles. This paper will introduce the latest version of the kit; reflect on its affordances; present the results of our most recent user studies; and discuss possible directions for future work in the area of personalized e-textile design and its relation to technology education.

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Elumeze, Nwanua and Eisenberg, Michael (2008): ButtonSchemer: ambient program reader. In: Hofte, G. Henri ter, Mulder, Ingrid and Ruyter, Boris E. R. de (eds.) Proceedings of the 10th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2008 September 2-5, 2008, Amsterdam, the Netherlands. pp. 323-326. Available online

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Buechley, Leah and Eisenberg, Michael (2008): The LilyPad Arduino: Toward Wearable Engineering for Everyone. In IEEE Pervasive Computing, 7 (2) pp. 12-15

» 2007 «

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Eisenberg, Michael (2007): Pervasive Fabrication: Making Construction Ubiquitous in Education. In: PerCom Workshops 2007 - Fifth Annual IEEE International Conference on Pervasive Computing and Communications 19-23 March, 2007, White Plains, New York, USA. pp. 193-198. Available online

» 2006 «

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Buechley, Leah, Elumeze, Nwanua and Eisenberg, Michael (2006): Electronic/computational textiles and children's crafts. In: Proceedings of ACM IDC06: Interaction Design and Children 2006. pp. 49-56. Available online

An astonishing array of new technologies is currently effecting a revolution in the professional design of textile artifacts. This integration of electronics and computation into textiles likewise suggests new directions in the practice of children's crafts. In this paper, we present a classification scheme that we believe will prove useful in structuring exploration and discussion of new directions in children's textile-based crafts. Within the context of this classification scheme, we describe several projects in our lab (along with early pilot-testing efforts) that offer examples of how children can work with computationally enriched textiles. We conclude by describing several extremely exciting-but nonetheless plausible-scenarios for continued work in this area.

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Shneiderman, Ben, Fischer, Gerhard, Czerwinski, Mary, Resnick, Mitchel, Myers, Brad A., Candy, Linda, Edmonds, Ernest, Eisenberg, Michael, Giaccardi, Elisa, Hewett, Tom, Jennings, Pamela and Kules, Bill (2006): Creativity Support Tools: Report From a U.S. National Science Foundation Sponsored Workshop. In International Journal of Human-Computer Interaction, 20 (2) pp. 61-77

Creativity support tools is a research topic with high risk but potentially very high payoff. The goal is to develop improved software and user interfaces that empower users to be not only more productive but also more innovative. Potential users include software and other engineers, diverse scientists, product and graphic designers, architects, educators, students, and many others. Enhanced interfaces could enable more effective searching of intellectual resources, improved collaboration among teams, and more rapid discovery processes. These advanced interfaces should also provide potent support in hypothesis formation, speedier evaluation of alternatives, improved understanding through visualization, and better dissemination of results. For creative endeavors that require composition of novel artifacts (e.g., computer programs, scientific papers, engineering diagrams, symphonies, artwork), enhanced interfaces could facilitate exploration of alternatives, prevent unproductive choices, and enable easy backtracking. This U.S. National Science Foundation sponsored workshop brought together 25 research leaders and graduate students to share experiences, identify opportunities, and formulate research challenges. Two key outcomes emerged: (a) encouragement to evaluate creativity support tools through multidimensional in-depth longitudinal case studies and (b) formulation of 12 principles for design of creativity support tools.

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» 2005 «

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Scarlatos, Lori L., Bruckman, Amy S., Druin, Allison, Eisenberg, Michael, Lenore, Molly and Zuckerman, Oren (2005): Connecting with kids: so what's new?. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1172-1173. Available online

From pre-schools to high schools, at home and in museums, the educational community has embraced the use of computers as a teaching tool. Yet many institutions will simply install "what everyone else is using" without questioning how technology can be best used to enhance education. For this panel, we have assembled a broad range of researchers and practitioners who are on the forefront of using computers to teach kids in novel ways. Each panelist will summarize their approach with examples of projects that they believe will demonstrate "what's new". We will then have videotaped children pose their toughest educational challenges to the panelists. Panelists will answer by talking about how they would meet these challenges. Finally, attendees will get to vote for their favorite solution. This will expose the CHI audience to a range of educational challenges, with a taste of the different ways that these problems can be solved.

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Eisenberg, Michael, Elumeze, N., Buechley, L., Blauvelt, G., Hendrix, S. and Eisenberg, A. (2005): The homespun museum: computers, fabrication,and the design of personalized exhibits. In: Proceedings of the 2005 Conference on Creativity and Cognition 2005. pp. 13-21. Available online

The traditional view of the "home computer" is as a self-contained appliance: computation, on this view, is something that takes place within a desktop box, and that produces interesting visual effects only on a screen. In this paper, we argue that one can alternatively view "the computer" through its tangible effects on larger settings: that is, the computer can be imagined as the heart of a creative workshop centered within the home or classroom. The advent of accessible fabrication devices, as well as small computers that can be embedded in craft items, permits users to think of the room at large as a place in which computationally-enriched or computationally-designed "exhibits" of various types may be displayed. We illustrate this idea with a variety of projects undertaken within our laboratory.

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Eisenberg, Michael (2005): The material side of educational technology. In Communications of the ACM, 48 (1) pp. 51-54

» 2004 «

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Eisenberg, Michael (2004): Tangible ideas for children: materials sciences as the future of educational technology. In: Proceedings of ACM IDC04: Interaction Design and Children 2004. pp. 19-26. Available online

Traditionally, the notion of "educational technology" has been equated with "educational computing". While computer technology is, and will continue to be, a central focus of educational technology, its importance is likely to be rivaled in the coming generation by developments in materials science. This paper represents an early attempt to discuss the role of novel materials in educational settings, and in children's lives more generally. We discuss a variety of fascinating new materials, all of potential importance in education; outline a number of existing and possible educational projects to make creative use of these materials; and discuss several issues likely to become prominent in educational research as materials science increasingly takes its place at the forefront of educational technology.

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» 2003 «

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Eisenberg, Michael, Eisenberg, A., Hendrix, S., Blauvelt, G., Butter, D., Garcia, J., Lewis, R. and Nielsen, T. (2003): As we may print: new directions in output devices and computational crafts for children. In: Proceedings of ACM IDC03: Interaction Design and Children 2003. pp. 31-39. Available online

In recent years, educational technologists and designers have begun to explore a variety of ways in which physical and computational media can be integrated -- for instance, through the design of "intelligent toys" for children. This paper describes our ongoing efforts at exploring a different sort of physical-computational integration, focusing on children's design activities, output devices, and the notion of "printing out" more generally. We describe several representative systems under development in our group; each of these systems highlights particular possibilities for exploring and experimenting with output devices for children's crafts. We also present a set of design heuristis -- useful techniques for those educational designers interested in expanding the range and expressiveness of craft activities for children.

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» 2001 «

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Blauvelt, Glenn and Eisenberg, Michael (2001): MachineShop: Steps toward Exploring Novel I/O Devices for Computational Craftwork. In: ICALT 2001 2001. pp. 301-304.

» 2000 «

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Wrensch, Thomas, Blauvelt, Glenn and Eisenberg, Michael (2000): The rototack: designing a computationally-enhanced craft item. In: Designing Augmented Reality Environments 2000 2000. pp. 93-101. Available online

» 1999 «

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Soloway, Elliot, Grant, Wayne C., Tinger, Robert, Roschelle, Jeremy, Mills, Mike, Resnick, Mitchel, Berg, Robert and Eisenberg, Michael (1999): Science in the Palms of Their Hands. In Communications of the ACM, 42 (8) pp. 21-26

» 1998 «

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Wrensch, Thomas and Eisenberg, Michael (1998): The Programmable Hinge: Toward Computationally Enhanced Crafts. 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. 89-96. Available online

Traditionally, the practitioners of home crafting and the practitioners of computing tend to occupy distinct, non-overlapping cultures. Those small, ubiquitous items of the crafting culture -- string, thumbtacks, screws, nails, and so forth -- thus tend to be viewed as inevitably "low-tech" objects. This paper describes our initial efforts toward integrating computational and crafting media by creating an instance of a computationally-enhanced craft item: a programmable hinge. We describe several prototype models of the hinge; outline a sample project in which the hinge might be employed; and discuss a variety of fundamental issues that affect the design of computationally-enhanced craft items generally.

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» 1997 «

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Eisenberg, Michael, Nishioka, Ann and Schreiner, M. E. (1997): Helping Users Think in Three Dimensions: Steps Toward Incorporating Spatial Cognition in User Modelling. In: Moore, Johanna D., Edmonds, Ernest and Puerta, Angel R. (eds.) International Conference on Intelligent User Interfaces 1997 January 6-9, 1997, Orlando, Florida, USA. pp. 113-120. Available online

Historically, efforts at user modelling in educational systems have tended to employ knowledge representations in which symbolic (or "linguistic") cognition is emphasized, and in which spatial/visual cognition is underrepresented. In this paper, we describe our progress in developing user models for an explicitly "spatial" educational application named HyperGami, in which students design (and construct, out of paper) an endless variety of three-dimensional polyhedra. This paper gives a brief description of the HyperGami system; discusses our observations (and experimental results) in understanding what makes certain polyhedral shapes difficult or easy to visualize; and describes the ideas through which we plan to augment HyperGami with user models that could eventually form the computational basis for "intelligent spatial critics."

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» 1996 «

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Eisenberg, Michael (1996): The Thin Glass Line: Designing Interfaces to Algorithms. In: Tauber, Michael J., Bellotti, Victoria, Jeffries, Robin, Mackinlay, Jock D. and Nielsen, Jakob (eds.) Proceedings of the ACM CHI 96 Human Factors in Computing Systems Conference April 14-18, 1996, Vancouver, Canada. pp. 181-188. Available online

Modern application software often includes operations that are performed by complex mathematical algorithms. These algorithms -- far from being the "black boxes" typically portrayed in computer science courses -- may instead be viewed as interactive processes, each presenting its own particular "interface" to the user. This paper, then, offers a number of interface guidelines for mathematical algorithms -- principles whose purpose is to suggest ways in which users may employ algorithms with greater control and expressiveness. As a source of examples, we illustrate the guidelines through a particular complex mathematical problem -- that of generating a "folding net" for a three-dimensional solid.

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Eden, Hal, Eisenberg, Michael, Fischer, Gerhard and Repenning, Alexander (1996): Making Learning a Part of Life. In Communications of the ACM, 39 (4) pp. 40-42

» 1995 «

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Eisenberg, Michael (1995): Programmable Applications: Exploring the Potential for Language/Interface Symbiosis. In Behaviour and Information Technology, 14 (1) pp. 56-66

Programmable applications are software systems that seek to combine the learnability and accessibility of direct manipulation interfaces with the expressive power and range of programming languages. In this paper we explore techniques for creatively integrating language and interface constructs within programmable applications. Using SchemePaint -- a programmable graphics application -- as a source of examples, we demonstrate how an interface and language can combine symbiotically and thereby provide powerful modes of expression within applications.

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Blough, Eric and Eisenberg, Michael (1995): Combining Programming Languages and Direct Manipulation in Environments for Computational Science. In: Proceedings of DIS95: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 1995. pp. 123-130.

Creating computational environments for scientists presents an unusual challenge to software designers. Computational scientists have the skills and motivation to explore models via programming, yet also have highly-developed qualitative visual skills (e.g., interpretation of plots). Unfortunately, software designers have traditionally considered programming and point-and-click interfaces to be mutually exclusive. We propose instead that the most expressive computational environments for scientists are those in which programming and direct manipulation are both present, each supplementing the other. We present several broad themes of interface-language integration, illustrating them with three prototype applications that we are developing to support specific research areas of computational science; and we extend these themes into promising paths for future exploration.

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DiGiano, Chris and Eisenberg, Michael (1995): Self-Disclosing Design Tools: A Gentle Introduction to End-User Programming. In: Proceedings of DIS95: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 1995. pp. 189-197.

Programmable tools for design offer users an expressive new medium for their work, but becoming acquainted with the tool's language can be a daunting task. To address this problem, we present a framework for the design of self-disclosing tools which provide incremental, situated language learning opportunities for designers in the context of authentic activity. By way of example, we present Chart 'n' Art, a programmable application for the creation of graphs and information displays. Chart 'n' Art employs a wide variety of self-disclosure techniques whose purpose is to introduce users to the system's "domain-enriched" dialect of Lisp.

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Eisenberg, Michael (1995): Programmable Applications: Interpreter Meets Interface. In ACM SIGCHI Bulletin, 27 (2) pp. 68-93

» 1994 «

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Eisenberg, Michael and Fischer, Gerhard (1994): Programmable Design Environments: Integrating End-User Programming with Domain-Oriented Assistance. In: Adelson, Beth, Dumais, Susan and Olson, Judith S. (eds.) Proceedings of the ACM CHI 94 Human Factors in Computing Systems Conference April 24-28, 1994, Boston, Massachusetts. pp. 431-437. Available online

Programmable design environments (PDEs) are computational environments that integrate the conceptual frameworks and components of (a) design environments and (b) programmable applications. The integration of these two approaches provides elements (such as software "critics" and "query-able objects") that assist users in learning both the application and its domain; in addition, an interactive "application-enriched" end-user programming environment stresses the values of expressiveness and modifiability. By way of illustration, we present a newly-developed programmable design environment, SchemeChart, for the domain of charting and information displays.

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» 1989 «

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Abelson, Harold, Eisenberg, Michael, Halfant, Matthew, Katzenelson, Jacob, Sacks, Elisha, Sussman, Gerald J., Wisdom, Jack and Yip, Kenneth (1989): Intelligence in Scientific Computing. In Communications of the ACM, 32 (5) pp. 546-562

» 1987 «

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Eisenberg, Michael, Resnick, Mitchel and Turbak, Franklyn A. (1987): Understanding Procedures as Objects. In: Olson, Gary M., Sheppard, Sylvia B. and Soloway, Elliot (eds.) Empirical Studies of Programmers - Second Workshop December 7-8 1987, 1987, Washington, DC. pp. 14-32.

Programming languages that treat procedures as "object-like" entities (for example, allowing procedures to be passed as arguments to other procedures) offer major advantages in semantic power and syntactic elegance. In this paper, we examine how novice programmers appropriate the idea of procedures as objects. Based on a series of structured interviews with students in the introductory computer-science course at MIT, we develop a model of the students' ontology of procedures. We conclude that many students view procedures as inherently active entities, with few "object-like" properties. We speculate on the implications of these results for the design and teaching of languages that treat procedures as objects.

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Changes to this page (author)

10 Feb 2010: Enabled abstracts to be shown on Michael Eisenberg's author page.
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28 Apr 2003: Added the author to the bibliography

Publication statistics

Publication period:1987-2009
Publication count:29
Number of co-authors:57



Productive colleagues

Michael Eisenberg's 3 most productive colleagues in number of publications:

Ben Shneiderman:206
Brad A. Myers:135
Elliot Soloway:74


Collaboration count

Number of publications with 3 favourite co-authors:

Leah Buechley:5
Nwanua Elumeze:4
Mitchel Resnick:3

 

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Mar 20

Computer programs emerge as the outcome of complex human processes of cognition, communication and negotiation, which serve to establish the meaningful embedding of the computer system in its intended use context.

-- Floyd, 1992, p. 24

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