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Pourang Irani

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Publications by Pourang Irani (bibliography)

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» 2009 «

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Rahman, Mahfuz, Gustafson, Sean, Irani, Pourang and Subramanian, Sriram (2009): Tilt techniques: investigating the dexterity of wrist-based input. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1943-1952. Available online

Most studies on tilt based interaction can be classified as point-designs that demonstrate the utility of wrist-tilt as an input medium; tilt parameters are tailored to suit the specific interaction at hand. In this paper, we systematically analyze the design space of wrist-based interactions and focus on the level of control possible with the wrist. In a first study, we investigate the various factors that can influence tilt control, separately along the three axes of wrist movement: flexion/extension, pronation/supination, and ulnar/radial deviation. Results show that users can control comfortably at least 16 levels on the pronation/supination axis and that using a quadratic mapping function for discretization of tilt space significantly improves user performance across all tilt axes. We discuss the findings of our results in the context of several interaction techniques and identify several general design recommendations.

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Gunn, Tyler J., Irani, Pourang and Anderson, John (2009): An evaluation of techniques for selecting moving targets. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3329-3334. Available online

Moving targets are found in numerous applications such as computer games, air traffic control systems, and video surveillance. The selection of moving targets is considerably more difficult and error prone than traditional stationary target selection. In this paper, we introduce Comet Tails and Target Lock, two techniques that support the selection of moving targets. Our goal is to facilitate accurate and fast selection of moving targets. We compare our two techniques to unassisted selection in a controlled experiment. The results show that for moving target selection, Comet Tails and Target Lock can outperform unassisted selection, and result in fewer errors. According to post-experiment questionnaires, participants indicate a stronger preference for assisted target selection with Comet Tails and Target Lock than unassisted selection.

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Gunn, Tyler J., Zhang, Hong, Mak, Ed and Irani, Pourang (2009): An evaluation of one-handed techniques for multiple-target selection. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4189-4194. Available online

Recent research has revealed that a large population of mobile users usually use one hand when interacting with mobile devices. However, very few techniques have been developed to support multiple-target selection. In this paper, we introduce Burst and ZoomTap, two techniques that aim to facilitate accurate and fast multiple-target acquisition with one-handed thumb operation on touch-based mobile devices. We compare our two techniques to Shift in a controlled experiment. The results show that for multiple-target selection, Burst and ZoomTap can outperform Shift; also according to the questionnaire, participants prefer Burst and ZoomTap to Shift.

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Yang, Xing-Dong, Irani, Pourang, Boulanger, Pierre and Bischof, Walter (2009): One-handed behind-the-display cursor input on mobile devices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4501-4506. Available online

Behind-the-display interaction has gained popularity for interactions on handheld devices as researchers have demonstrated the viability of such interactions on small devices. However, most designs have investigated the use of direct input behind the screen. We demonstrate that behind-the-display interaction with cursor input is promising and can be a useful augmentation to handheld devices. We developed a prototypical system on a PDA to which we affixed a wireless mouse. The mouse is mounted on the rear of the PDA with the optical sensor facing outwards. The system is designed to be used with one hand, and prevents occlusion and finger-reach. Through several applications we propose the benefits associated with behind-the-display cursor interaction. A preliminary user evaluation indicates that users can benefit from such an interaction when operating a handheld using one hand.

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McCallum, David C., Mak, Edward, Irani, Pourang and Subramanian, Sriram (2009): PressureText: pressure input for mobile phone text entry. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4519-4524. Available online

Pressure sensitive buttons are appealing for reducing repetitive tasks such as text entry on mobile phone keypads, where multiple key presses are currently necessary to record an action. We present PressureText, a text-entry technique for a pressure augmented mobile phone. In a study comparing PressureText to MultiTap, we found that despite limited visual feedback for pressure input, users overall performed equally well with PressureText as with MultiTap. Expertise was a determining factor for improved performance with PressureText. Expert users showed a 33.6% performance gain over novices. Additionally, expert users were 5% faster on average with PressureText than MultiTap, suggesting that pressure input is a valuable augmentation to mobile phone keypads.

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» 2008 «

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Gustafson, Sean, Baudisch, Patrick, Gutwin, Carl and Irani, Pourang (2008): Wedge: clutter-free visualization of off-screen locations. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 787-796. Available online

To overcome display limitations of small-screen devices, researchers have proposed techniques that point users to objects located off-screen. Arrow-based techniques such as City Lights convey only direction. Halo conveys direction and distance, but is susceptible to clutter resulting from overlapping halos. We present Wedge, a visualization technique that conveys direction and distance, yet avoids overlap and clutter. Wedge represents each off-screen location using an acute isosceles triangle: the tip coincides with the off-screen locations, and the two corners are located on-screen. A wedge conveys location awareness primarily by means of its two legs pointing towards the target. Wedges avoid overlap programmatically by repelling each other, causing them to rotate until overlap is resolved. As a result, wedges can be applied to numbers and configurations of targets that would lead to clutter if visualized using halos. We report on a user study comparing Wedge and Halo for three off-screen tasks. Participants were significantly more accurate when using Wedge than when using Halo.

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Shi, Kang, Irani, Pourang, Gustafson, Sean and Subramanian, Sriram (2008): PressureFish: a method to improve control of discrete pressure-based input. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 1295-1298. Available online

Studies investigating user control of pressure input have reported

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Tanvir, Erum, Cullen, Jonathan, Irani, Pourang and Cockburn, Andy (2008): AAMU: adaptive activation area menus for improving selection in cascading pull-down menus. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 1381-1384. Available online

Selecting items in cascading pull-down menus is a frequent task in most GUIs. These selections involve two major components: steering and selection, with the steering component being the most time-consuming and error-prone. We describe a new technique, called Adaptive Activation-Area Menu (AAMU) that eliminate corner steering. AAMUs contain an enlarged activation area which dynamically resizes itself providing a broader steering path for menu navigation. We also combined AAMUs with Force-field menus, to create Force-AAMUs. We empirically demonstrate that AAMUs and Force-AAMUs outperformed the current default menu. We also compared performances of various other menus including Enlarged activation area menus (EMUs) and Gesture based selection with mouse as an input device. Overall, users show higher satisfaction rates for AAMUs over other menu designs.

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Aliakseyeu, Dzimitry, Irani, Pourang, Lucero, Andres and Subramanian, Sriram (2008): Multi-flick: an evaluation of flick-based scrolling techniques for pen interfaces. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 1689-1698. Available online

Multi-flick, which consists of repeated flick actions, has received popular media attention as an intuitive and natural document-scrolling technique for stylus based systems. In this paper we put multi-flick to test, by designing several flick-based scrolling techniques. We first map out the de-sign space of multi-flick and identify mapping functions that make multi-flick a natural and intuitive technique for document navigation. In the first experiment we compare several multi-flick variations for navigating lists on three different devices -- a PDA, a tabletPC, and a large table. Our study shows that compound-multi-flick (CMF) is the most preferred technique and it is at least as fast, if not faster than the traditional scrollbar. In a follow-up experiment, we evaluate multi-flick for scrolling text-based documents. Results show that all implementations of multi-flick are as good as the scrollbar for short distances while CMF is the most preferred. We discuss the implications of our findings and present several design guidelines.

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Shanmugasundaram, Maruthappan and Irani, Pourang (2008): The effect of animated transitions in zooming interfaces. In: Levialdi, Stefano (ed.) AVI 2008 - Proceedings of the working conference on Advanced Visual Interfaces May 28-30, 2008, Napoli, Italy. pp. 396-399. Available online

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Hui, Bowen, Gustafson, Sean, Irani, Pourang and Boutilier, Craig (2008): The need for an interaction cost model in adaptive interfaces. In: Levialdi, Stefano (ed.) AVI 2008 - Proceedings of the working conference on Advanced Visual Interfaces May 28-30, 2008, Napoli, Italy. pp. 458-461. Available online

» 2007 «

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Stach, Tadeusz, Gutwin, Carl, Pinelle, David and Irani, Pourang (2007): Improving recognition and characterization in groupware with rich embodiments. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 11-20. Available online

Embodiments are visual representations of people in a groupware system. Embodiments convey awareness information such as presence, location, and movement -- but they provide far less information than what is available from a real body in a face-to-face setting. As a result, it is often difficult to recognize and characterize other people in a groupware system without extensive communication. To address this problem, information-rich embodiments use ideas from multivariate information visualization to maximize the amount of information that is represented about a person. To investigate the feasibility of rich embodiment and their effects on group interaction, we carried out three studies. The first shows that users are able to recall and interpret a large set of variables that are graphically encoded on an embodiment. The second and third studies demonstrated rich embodiments in two groupware systems -- a multiplayer game and a drawing application -- and showed that the enhanced representations do improve recognition and characterization, and that they can enrich interaction in a variety of ways.

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Cechanowicz, Jared, Irani, Pourang and Subramanian, Sriram (2007): Augmenting the mouse with pressure sensitive input. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 1385-1394. Available online

In this paper we investigate the use of a uni-pressure and dual-pressure augmented mouse. With a pressure augmented mouse users can simultaneously control cursor positions as well as multiple levels of discrete selection modes for common desktop application tasks. Two or more independent pressure sensors can be mounted onto several locations on the body of the mouse. To highlight the design potential of a pressure augmented mouse we conducted a multi-part study. In the first part we identified the number of maximum discrete levels controllable with a uni-pressure augmented mouse, the most appropriate locations for installing pressure sensors on the mouse, and the design of new interaction techniques to support selection with pressure-based input. In a follow-up design we introduced an additional sensor and two different types of selection techniques to control a larger number of discrete levels with two pressure sensors. Our results show that users can comfortably control up to 64 modes with a dual-pressure augmented mouse. We discuss the findings of our results in the context of several desktop interaction techniques and identify several design recommendations.

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Shanmugasundaram, Maruthappan, Irani, Pourang and Gutwin, Carl (2007): Can smooth view transitions facilitate perceptual constancy in node-link diagrams?. In: Proceedings of the 2007 Conference on Graphics Interface 2007. pp. 71-78. Available online

Many visualizations use smoothly animated transitions to help the user interact with information structures. These transitions are intended to preserve perceptual constancy during viewpoint transformations. However, animated transitions also have costs -- they increase the transition time, and they can be complicated to implement -- and it is not clear whether the benefits of smooth transitions outweigh the costs. In order to quantify these benefits, we carried out two experiments that explore the effects of smooth transitions. In the first study, subjects were asked to determine whether graph nodes were connected, and navigated the graph either with or without smooth scene transitions. In the second study, participants were asked to identify the overall structure of a tree after navigating the tree through a viewport that either did or did not use smooth transitions for view changes. The results of both experiments show that smooth transitions can have dramatic benefits for user performance -- for example, participants in smooth transition conditions made half the errors of the discrete-movement conditions. In addition, short transitions were found to be as effective as long ones, suggesting that some of the costs of animations can be avoided. These studies give empirical evidence on the benefits of smooth transitions, and provide guidelines about when designers should use them in visualization systems.

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Shi, Kang, Irani, Pourang and Li, Pak Ching (2007): Facilitating Visual Queries in the TreeMap Using Distortion Techniques. In: Smith, Michael J. and Salvendy, Gavriel (eds.) Symposium on Human Interface 2007 - Part I July 22-27, 2007, Beijing, China. pp. 345-353. Available online

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Xia, Xu, Irani, Pourang and Wang, Jing (2007): Evaluation of Guiard's Theory of Bimanual Control for Navigation and Selection. In: Dainoff, Marvin J. (ed.) EHAWC 2007 - Ergonomics and Health Aspects of Work with Computers July 22-27, 2007, Beijing, China. pp. 368-377. Available online

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Irani, Pourang, Gutwin, Carl, Partridge, Grant and Nezhadasl, Mahtab (2007): Techniques for Interacting with Off-Screen Content. 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. 234-249. Available online

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Partridge, Grant, Nezhadasl, Mahtab, Irani, Pourang and Gutwin, Carl (2007): A Comparison of Navigation Techniques Across Different Types of Off-Screen Navigation Tasks. 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. 716-721. Available online

» 2006 «

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Irani, Pourang, Gutwin, Carl and Yang, Xing Dong (2006): Improving selection of off-screen targets with hopping. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 299-308. Available online

Many systems provide the user with a limited viewport of a larger graphical workspace. In these systems, the user often needs to find and select targets that are in the workspace, but not visible in the current view. Standard methods for navigating to the off-screen targets include scrolling, panning, and zooming; however, these are laborious when users cannot see a target's direction or distance. Techniques such as halos can provide awareness of targets, but actually getting to the target is still slow with standard navigation. To improve off-screen target selection, we developed a new technique called hop, which combines halos with a teleportation mechanism that shows proxies of distant objects. Hop provides both awareness of off-screen targets and fast navigation to the target context. A study showed that users are significantly faster at selecting off-screen targets with hopping than with two-level zooming or grab-and-drag panning, and it is clear that hop will be faster than either halos or proxy-based techniques (like drag-and-pop or vacuum filtering) by themselves. Hop both improves on halo-based navigation and extends the value of proxies to small-screen environments.

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» 2005 «

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Kadaba, Nivedita R., Irani, Pourang and Toulouse, Michel (2005): Visualizing Time Dependent Semantics: An Application to Quantum Algorithms. In: IV 2005 - 9th International Conference on Information Visualisation 6-8 July, 2005, London, UK. pp. 182-187. Available online

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Shi, Kang, Irani, Pourang and Li, Ben (2005): An Evaluation of Content Browsing Techniques for Hierarchical Space-Filling Visualizations. In: InfoVis 2005 - IEEE Symposium on Information Visualization 23-25 October, 2005, Minneapolis, MN, USA. p. 11. Available online

» 2004 «

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Irani, Pourang (2004): Notations for Software Engineering Class Structures. In: Blackwell, Alan F., Marriott, Kim and Shimojima, Atsushi (eds.) Diagrams 2004 - Diagrammatic Representation and Inference - Third International Conference March 22-24, 2004, Cambridge, UK. pp. 441-445. Available online

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Irani, Pourang, Slonowsky, Dean and Shajahan, Peer (2004): The Effect of Shading in Extracting Structure from Space-Filling Visualizations. In: IV 2004 - 8th International Conference on Information Visualisation 14-16 July, 2004, London, UK. pp. 209-216. Available online

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Irani, Pourang and Ware, Colin (2004): The Effect of a Perceptual Syntax on the Learnability of Novel Concepts. In: IV 2004 - 8th International Conference on Information Visualisation 14-16 July, 2004, London, UK. pp. 308-314. Available online

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Shajahan, Peer and Irani, Pourang (2004): Representing Hierarchies Using Multiple Synthetic Voices. In: IV 2004 - 8th International Conference on Information Visualisation 14-16 July, 2004, London, UK. pp. 885-891. Available online

» 2003 «

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Irani, Pourang and Ware, Colin (2003): Diagramming information structures using 3D perceptual primitives. In ACM Transactions on Computer-Human Interaction, 10 (1) pp. 1-19

The class of diagrams known collectively as node-link diagrams are used extensively for many applications, including planning, communications networks, and computer software. The defining features of these diagrams are nodes, represented by a circle or rectangle connected by links usually represented by some form of line or arrow. We investigate the proposition that drawing three-dimensional shaded elements instead of using simple lines and outlines will result in diagrams that are easier to interpret. A set of guidelines for such diagrams is derived from perception theory and these collectively define the concept of the geon diagram. We also introduce a new substructure identification task for evaluating diagrams and use it to test the effectiveness of geon diagrams. The results from five experiments are reported. In the first three experiments geon diagrams are compared to Unified Modeling Language (UML) diagrams. The results show that substructures can be identified in geon diagrams with approximately half the errors and significantly faster. The results also show that geon diagrams can be recalled much more reliably than structurally equivalent UML diagrams. In the final two experiments geon diagrams are compared with diagrams having the same outline but not constructed with shaded solids. This is designed to specifically test the importance of using 3D shaded primitives. The results also show that substructures can be identified much more accurately with shaded components than with 2D outline equivalents and remembered more reliably. Implications for the design of diagrams are discussed.

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» 2002 «

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Irani, Pourang (2002): The Learnability of Diagram Semantics. In: Hegarty, Mary, Meyer, Bernd and Narayanan, N. Hari (eds.) Diagrams 2002 - Diagrammatic Representation and Inference - Second International Conference April 18-20, 2002, Callaway Gardens, GA, USA. pp. 335-337. Available online

» 2000 «

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Irani, Pourang and Ware, Colin (2000): Diagrams Based on Structural Object Perception. In: Advanced Visual Interfaces 2000 2000. pp. 61-67.

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10 Feb 2010: Enabled abstracts to be shown on Pourang Irani's author page.
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Publication statistics

Publication period:2000-2009
Publication count:28
Number of co-authors:38



Productive colleagues

Pourang Irani's 3 most productive colleagues in number of publications:

Carl Gutwin:87
Andy Cockburn:50
Colin Ware:44


Collaboration count

Number of publications with 3 favourite co-authors:

Carl Gutwin:6
Sriram Subramanian:5
Sean Gustafson:4

 

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Learn more about Pourang Irani:
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Mar 17

More and more we're being asked to live with technology that is technically reliable, because it was created to fit our knowledge of the physical world, but that is so complex or so counterintuitive that it's actually unusable by most human beings.

-- Kim Vicente, The Human Factor, p. 17.

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