Publication statistics

Pub. period:2001-2012
Pub. count:48
Number of co-authors:37



Co-authors

Number of publications with 3 favourite co-authors:

James Noble:27
Pippin Barr:14
Rilla Khaled:13

 

 

Productive colleagues

Robert Biddle's 3 most productive colleagues in number of publications:

Bruce H. Thomas:54
Gitte Lindgaard:42
James Noble:35
 
 
 
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Robert Biddle

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Publications by Robert Biddle (bibliography)

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2012
 
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Brown, Judith M., Lindgaard, Gitte and Biddle, Robert (2012): Interactional identity: designers and developers making joint work meaningful and effective. In: Proceedings of ACM CSCW12 Conference on Computer-Supported Cooperative Work 2012. pp. 1381-1390.

We studied collaborating interface designers and software developers engaged in multidisciplinary software creation work. Twenty-one designers and developers in 8 organizations were interviewed to understand how each specialist viewed team interactions. We also shadowed most participants as they worked on novel software projects with user interface design challenges. A grounded theory analysis of interview transcripts showed that designers and developers construct unique identities in the process of collaborating that provide meaning to their artefact-mediated interactions, and that help them to effectively accomplish the work of creating novel software. Our model of interactional identities specifies a number of aspects of joint project work in which an interactional identity is expressed. We suggest these identities are constructed to bridge a gap between how designers and developers were taught to enact their roles and the demands of project-specific work.

© All rights reserved Brown et al. and/or ACM Press

 
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Wright, Nicholas, Patrick, Andrew S. and Biddle, Robert (2012): Do you see your password?: applying recognition to textual passwords. In: Proceedings of the 2012 Symposium on Usable Privacy and Security 2012. p. 8.

Text-based password systems are the authentication mechanism most commonly used on computer systems. Graphical passwords have recently been proposed because the pictorial-superiority effect suggests that people have better memory for images. The most widely advocated graphical password systems are based on recognition rather than recall. This approach is favored because recognition is a more effective manner of retrieval than recall, exhibiting greater accuracy and longevity of material. However, schemes such as these combine both the use of graphical images and the use of recognition as a retrieval mechanism. This paper reports on a study that sought to address this confound by exploring the recognition of text as a novel means of authentication. We hypothesized that there would be significant differences between text recognition and text recall conditions. Our study, however, showed that the conditions were comparable; we found no significant difference in memorability. Furthermore, text recognition required more time to authenticate successfully.

© All rights reserved Wright et al. and/or their publisher

2011
 
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Anslow, Craig, Marshall, Stuart, Noble, James and Biddle, Robert (2011): SourceVis: a tool for multi-touch software visualization. In: Proceedings of the 2011 ACM International Conference on Interactive Tabletops and Surfaces 2011. pp. 264-265.

Most software visualization systems and tools are designed from a single-user perspective and are bound to the desktop and Integrated Development Environments (IDEs). These design decisions do not allow users to easily navigate through software visualizations or to analyse software collaboratively. We have developed SourceVis, a collaborative multi-touch software visualization prototype for multi-touch tables. In this paper we describe the visualizations and interaction capabilities of our prototype.

© All rights reserved Anslow et al. and/or ACM Press

2010
 
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Forget, Alain, Chiasson, Sonia and Biddle, Robert (2010): Shoulder-surfing resistance with eye-gaze entry in cued-recall graphical passwords. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 1107-1110.

We present Cued Gaze-Points (CGP) as a shoulder-surfing resistant cued-recall graphical password scheme where users gaze instead of mouse-click. This approach has several advantages over similar eye-gaze systems, including a larger password space and its cued-recall nature that can help users remember multiple distinct passwords. Our 45-participant lab study is the first evaluation of gaze-based password entry via user-selected points on images. CGP's usability is potentially acceptable, warranting further refinement and study.

© All rights reserved Forget et al. and/or their publisher

 
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Forget, Alain, Chiasson, Sonia and Biddle, Robert (2010): Input precision for gaze-based graphical passwords. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 4279-4284.

Click-based graphical passwords have been proposed as alternatives to text-based passwords, despite being potentially vulnerable to shoulder-surfing, where an attacker can learn passwords by watching or recording users as they log in. Cued Gaze-Points (CGP) is a graphical password system which defends against such attacks by using eye-gaze password input, instead of mouse-clicks. A first user study revealed that CGP's unique use of eye tracking required special techniques to improve gaze precision. In this paper, we present two enhancements that we developed and tested: a nearest-neighbour gaze-point aggregation algorithm and a 1-point calibration before each password entry. We found that these enhancements made a substantial improvement to users' gaze accuracy and system usability.

© All rights reserved Forget et al. and/or their publisher

 
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Anslow, Craig, Marshall, Stuart, Noble, James, Tempero, Ewan and Biddle, Robert (2010): User evaluation of polymetric views using a large visualization wall. In: Proceedings of the ACM Symposium on Software Visualization 2010. pp. 25-34.

There are few visualization techniques for displaying complex software systems with large numbers of packages and classes. One visualization technique is the System Hotspots View, whose effectiveness has yet to be validated by any empirical studies. We have conducted a user evaluation to see whether participants of our modified System Hotspots View using a large visualization wall can accurately identify key measurements and comparisons in the underlying software system. The results of our user evaluation indicate that participants were able to effectively use our modified System Hotspots View to explore the example domain: version 1.6 of the Java API. Our observations also indicate that there are issues around interacting with the visualization wall.

© All rights reserved Anslow et al. and/or ACM Press

2009
 
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Forget, Alain, Chiasson, Sonia and Biddle, Robert (2009): Lessons from brain age on persuasion for computer security. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4435-4440.

Users generally have difficulty understanding and managing computer security tasks. We examined Nintendo's Brain Age games for ways to help users remember more secure passwords. Instead, we found design elements that encouraged users to continually perform cognitive tasks that would otherwise be tedious. This paper discusses these elements using existing Persuasive Technology principles, and explores how they could be leveraged to make computer security tasks easier and more engaging.

© All rights reserved Forget et al. and/or ACM Press

 
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Khaled, Rilla, Barr, Pippin, Johnston, Hannah and Biddle, Robert (2009): Let's clean up this mess: exploring multi-touch collaborative play. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4441-4446.

Multi-touch play is inherently collaborative, but little work currently explores this aspect. We present preliminary observations of multi-touch collaborative gameplay, focusing on the physical-social environment of a multi-touch surface and its technical issues.

© All rights reserved Khaled et al. and/or ACM Press

2008
 
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Forget, Alain and Biddle, Robert (2008): Memorability of persuasive passwords. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 3759-3764.

Text passwords are the primary authentication method used for most online services. Many online users select weak passwords. Regrettably, most proposed methods of strengthening passwords compromise memorability. This paper explores a lightweight password creation mechanism's effect on password memorability. Our system employs Persuasive Technology to assist users in creating stronger passwords. Results show that our improvement scheme affected password memorability only for users who created secure passwords before the system applied its improvement. This result warns researchers to not alienate users who are already security-aware when trying to assist security-unaware users to behave more securely.

© All rights reserved Forget and Biddle and/or ACM Press

 
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Forget, Alain, Chiasson, Sonia, Oorschot, P. C. van and Biddle, Robert (2008): Improving text passwords through persuasion. In: Proceedings of the 2008 Symposium on Usable Privacy and Security 2008. pp. 1-12.

Password restriction policies and advice on creating secure passwords have limited effects on password strength. Influencing users to create more secure passwords remains an open problem. We have developed Persuasive Text Passwords (PTP), a text password creation system which leverages Persuasive Technology principles to influence users in creating more secure passwords without sacrificing usability. After users choose a password during creation, PTP improves its security by placing randomly-chosen characters at random positions into the password. Users may shuffle to be presented with randomly-chosen and positioned characters until they find a combination they feel is memorable. In this paper, we present an 83-participant user study testing four PTP variations. Our results show that the PTP variations significantly improved the security of users' passwords. We also found that those participants who had a high number of random characters placed into their passwords would deliberately choose weaker pre-improvement passwords to compensate for the memory load. As a consequence of this compensatory behaviour, there was a limit to the gain in password security achieved by PTP.

© All rights reserved Forget et al. and/or ACM Press

 
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Khaled, Rilla, Fischer, Ronald, Noble, James and Biddle, Robert (2008): A Qualitative Study of Culture and Persuasion in a Smoking Cessation Game. In: Oinas-Kukkonen, Harri, Hasle, Per F. V., Harjumaa, Marja, Segerståhl, Katarina and Øhrstrøm, Peter (eds.) PERSUASIVE 2008 - Persuasive Technology, Third International Conference June 4-6, 2008, Oulu, Finland. pp. 224-236.

 
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Forget, Alain, Chiasson, Sonia, Oorschot, Paul C. van and Biddle, Robert (2008): Persuasion for Stronger Passwords: Motivation and Pilot Study. In: Oinas-Kukkonen, Harri, Hasle, Per F. V., Harjumaa, Marja, Segerståhl, Katarina and Øhrstrøm, Peter (eds.) PERSUASIVE 2008 - Persuasive Technology, Third International Conference June 4-6, 2008, Oulu, Finland. pp. 140-150.

 
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Dormann, Claire and Biddle, Robert (2008): Understanding game design for affective learning. In: Proceedings of the 2008 Conference on Future Play 2008. pp. 41-48.

Affective learning is an important aspect of education that can be supported through games. This paper focuses on how games can and do address affective learning, especially in light of the growing trend of educational and serious games aiming at changing behavior and attitudes. To support affective learning though games, player emotions need to be recognized and interpreted, and an emotional experience needs to be created that motivates players and deepens learning. Moreover, there is also a need to understand affective representations and mechanisms that games support. The paper begins with a presentation of the different perspectives on affective learning, and then takes a focus on the socio-emotional component of the affective domain. An "affective walkthrough" technique is then introduced to understand and analyze affective strategies in games. This technique is then applied to the game Ico, showing its affective strategies and how these strategies can be leveraged for designing socio-emotional learning. The paper is concluded with an outline of an approach to designing games especially for affective learning, by identifying the key principles, creating a repertory of affective learning game patterns, and using methods to contextualize gameplay and facilitate learning.

© All rights reserved Dormann and Biddle and/or ACM Press

 
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Tran, Minh Quang and Biddle, Robert (2008): Collaboration in serious game development: a case study. In: Proceedings of the 2008 Conference on Future Play 2008. pp. 49-56.

This paper presents an ethnographic study of the development practices at a small but successful company that develops serious games for industry training. We concentrated on the day-to-day collaboration of the studio team responsible for the game content and software, and used qualitative research methods, including field observations, contextual interviews and conversation analysis. This paper reports our findings, emphasizing a holistic perspective encompassing social and technical factors influencing collaboration in serious game development. In particular, we report on how co-location and a positive social environment work together with the technical tools and infrastructure to provide an environment that facilitates full participation of professionals with differing disciplinary perspectives, and contributes to iterative development and refinement of the game.

© All rights reserved Tran and Biddle and/or ACM Press

 
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Forget, Alain, Chiasson, Sonia and Biddle, Robert (2008): Lessons from Brain Age on password memorability. In: Proceedings of the 2008 Conference on Future Play 2008. pp. 262-263.

User authentication involves establishing a user's right to access a system. Most user authentication is done with text passwords, which have advantages over other approaches, but more secure passwords are often difficult to remember. Nintendo's Brain Age games involve cognitive training which can improve memory. We examined Brain Age in search of insights towards helping users create and remember more secure passwords. Although Brain Age offers no techniques for memorising specific information, we discovered ideas for a new type of serious game that may help with password memorisation: Password Rehearsal Games.

© All rights reserved Forget et al. and/or ACM Press

 
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Anslow, Craig, Noble, James, Marshall, Stuart and Biddle, Robert (2008): Web software visualization using extensible 3D (X3D) graphics. In: Proceedings of the ACM Symposium on Software Visualization 2008. pp. 213-214.

3D web software visualization has always been expensive, special purpose, and hard to program. Most of the technologies used require large amounts of scripting, are not reliable on all platforms, are binary formats, or no longer maintained. We can make web software visualization of object-oriented programs cheap, portable, and easy by using Extensible (X3D) 3D Graphics, which is a free open standard. In this paper we outline our experience with X3D and discuss the suitability of X3D as an output format for software visualization.

© All rights reserved Anslow et al. and/or ACM Press

 
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Chiasson, Sonia, Forget, Alain, Biddle, Robert and Oorschot, P. C. van (2008): Influencing Users Towards Better Passwords: Persuasive Cued Click-Points. In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 121-130.

Usable security has unique usability challenges because the need for security often means that standard human-computer interaction approaches cannot be directly applied. An important usability goal for authentication systems is to support users in selecting better passwords, thus increasing security by expanding the effective password space. In click-based graphical passwords, poorly chosen passwords lead to the emergence of hotspots -- portions of the image where users are more likely to select click-points, allowing attackers to mount more successful dictionary attacks. We use persuasion to influence user choice in click-based graphical passwords, encouraging users to select more random, and hence more secure, click-points. Our approach is to introduce persuasion to the Cued Click-Points graphical password scheme (Chiasson, van Oorschot, Biddle, 2007). Our resulting scheme significantly reduces hotspots while still maintaining its usability.

© All rights reserved Chiasson et al. and/or their publisher

2007
 
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Barr, Pippin, Noble, James and Biddle, Robert (2007): Video game values: Human-computer interaction and games. In Interacting with Computers, 19 (2) pp. 180-195.

Abstract Current human-computer interaction (HCI) research into video games rarely considers how they are different from other forms of software. This leads to research that, while useful concerning standard issues of interface design, does not address the nature of video games as games specifically. Unlike most software, video games are not made to support external, user-defined tasks, but instead define their own activities for players to engage in. We argue that video games contain systems of values which players perceive and adopt, and which shape the play of the game. A focus on video game values promotes a holistic view of video games as software, media, and as games specifically, which leads to a genuine video game HCI.

© All rights reserved Barr et al. and/or Elsevier Science

 
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Chiasson, Sonia, Biddle, Robert and Oorschot, P. C. van (2007): A second look at the usability of click-based graphical passwords. In: Proceedings of the 2007 Symposium on Usable Privacy and Security 2007. pp. 1-12.

Click-based graphical passwords, which involve clicking a set of user-selected points, have been proposed as a usable alternative to text passwords. We conducted two user studies: an initial lab study to revisit these usability claims, explore for the first time the impact on usability of a wide-range of images, and gather information about the points selected by users; and a large-scale field study to examine how click-based graphical passwords work in practice. No such prior field studies have been reported in the literature. We found significant differences in the usability results of the two studies, providing empirical evidence that relying solely on lab studies for security interfaces can be problematic. We also present a first look at whether interference from having multiple graphical passwords affects usability and whether more memorable passwords are necessarily weaker in terms of security.

© All rights reserved Chiasson et al. and/or ACM Press

 
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Forget, Alain, Chiasson, Sonia and Biddle, Robert (2007): Helping users create better passwords: is this the right approach?. In: Proceedings of the 2007 Symposium on Usable Privacy and Security 2007. pp. 151-152.

Users tend to form their own mental models of good passwords regardless of any instructions provided. They also tend to favour memorability over security. In our study comparing two mnemonic phrase-based password schemes, we found a surprising number of participants misused both schemes. Intentional or not, they misused the system such that their task of password creation and memorization became easier. Thus, we believe that instead of better instructions or password schemes, a new approach is required to convince users to create more secure passwords. One possibility may lie in employing Persuasive Technology.

© All rights reserved Forget et al. and/or ACM Press

 
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Khaled, Rilla, Barr, Pippin, Noble, James, Fischer, Ronald and Biddle, Robert (2007): Fine Tuning the Persuasion in Persuasive Games. In: Kort, Yvonne de, IJsselsteijn, Wijnand, Midden, Cees J. H., Eggen, Berry and Fogg, B. J. (eds.) PERSUASIVE 2007 - Persuasive Technology, Second International Conference on Persuasive Technology April 26-27, 2007, Palo Alto, CA, USA. pp. 36-47.

 
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Kauhanen, Marty and Biddle, Robert (2007): Cognitive dimensions of a game scripting tool. In: Proceedings of the 2007 Conference on Future Play 2007. pp. 97-104.

In this paper we show how a heuristic evaluation can be applied to a game scripting tool, using the Cognitive Dimensions of Notations framework. We introduce an end-user development toolset that allows users to create custom modules and content for the popular Neverwinter Nights computer role-playing game. The use of the Cognitive Dimensions of Notations as a discussion aid is illustrated through the examination of the toolset using a select set of dimensions. We comment on the findings, and on the usefulness of this approach to study of game development.

© All rights reserved Kauhanen and Biddle and/or ACM Press

 
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Aldred, Jessica, Biddle, Robert, Eaket, Chris, Greenspan, Brian, Mastey, David, Tran, Minh Q. and Whitson, Jennifer (2007): Playscripts a new method for analyzing game design and play. In: Proceedings of the 2007 Conference on Future Play 2007. pp. 205-208.

We propose a methodological framework for game analysis that uses the notion of 'scripting' as the basis for game interpretation and design. Drawing upon several disciplines and domains, this paper provides a template for critical analysis by outlining seven forms of scripting at work in games, and how these scripts either complement or compete with each other in various types of games. This system of analysis not only comprises the different technical, social or cognitive scripts that operate within the various modules of any given game, but also provides a method for the comparative study of different games, as well as a framework for building improved scripting and work flow tools for game designers.

© All rights reserved Aldred et al. and/or ACM Press

 
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Dormann, Claire and Biddle, Robert (2007): Making players laugh: the value of humour in computer games. In: Proceedings of the 2007 Conference on Future Play 2007. pp. 249-250.

Humour is an important aspect of human communication and interaction, and it has cognitive, social, and affective functions. Yet there seems little humour in videogames, even while Machinima draws strongly on comical principles. Humour seems to be an important source of pleasure for game players, and its importance in videogames should be re-evaluated. This brief paper introduces our study of the experience of humour in videogames, and explores the value of humour for design.

© All rights reserved Dormann and Biddle and/or ACM Press

2006
 
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Khaled, Rilla, Barr, Pippin, Fischer, Ronald, Noble, James and Biddle, Robert (2006): Factoring culture into the design of a persuasive game. In: Kjeldskov, Jesper and Paay, Jane (eds.) Proceedings of OZCHI06, the CHISIG Annual Conference on Human-Computer Interaction 2006. pp. 213-220.

Preliminary studies indicate that games can be effective vehicles for persuasion. In order to have a better chance at persuading target audiences, however, we claim that it is best to design with the background culture of the intended audience in mind. In this paper, we share our insights into the differences of perception between New Zealand (NZ) Europeans and Maori (the indigenous people of NZ), regarding smoking, smoking cessation, and social marketing. Based on our findings, we discuss how we have designed two different versions of culturally relevant persuasive game about smoking cessation, one aimed at a NZ European audience, the other aimed at a Maori audience.

© All rights reserved Khaled et al. and/or their publisher

 Cited in the following chapter:

» Semiotics: [/encyclopedia/semiotics_and_human-computer_interaction.html]


 
 
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Barr, Pippin, Khaled, Rilla, Noble, James and Biddle, Robert (2006): Playing the interface: a case study of Grand Theft Auto: San Andreas. In: Kjeldskov, Jesper and Paay, Jane (eds.) Proceedings of OZCHI06, the CHISIG Annual Conference on Human-Computer Interaction 2006. pp. 317-320.

Video games are currently not well understood from an HCI perspective. As opposed to the standard task-based view of interaction, video game interaction takes the form of play. In this paper we offer an analysis of a form of gameplay we call "playing the interface." By understanding play as a kind of interaction with software, we can move toward a video game-specific HCI.

© All rights reserved Barr et al. and/or their publisher

 
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Barr, Pippin, Khaled, Rilla, Noble, James and Biddle, Robert (2006): Feeling Strangely Fine: The Well-Being Economy in Popular Games. In: IJsselsteijn, Wijnand, Kort, Yvonne de, Midden, Cees J. H., Eggen, Berry and Hoven, Elise van den (eds.) PERSUASIVE 2006 - Persuasive Technology, First International Conference on Persuasive Technology for Human Well-Being May 18-19, 2006, Eindhoven, The Netherlands. pp. 60-71.

 
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Barr, Pippin, Khaled, Rilla, Noble, James and Biddle, Robert (2006): Well-Being to "Well Done!": The Development Cycle in Role-Playing Games. In: IJsselsteijn, Wijnand, Kort, Yvonne de, Midden, Cees J. H., Eggen, Berry and Hoven, Elise van den (eds.) PERSUASIVE 2006 - Persuasive Technology, First International Conference on Persuasive Technology for Human Well-Being May 18-19, 2006, Eindhoven, The Netherlands. pp. 96-99.

 
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Khaled, Rilla, Barr, Pippin, Noble, James and Biddle, Robert (2006): Investigating Social Software as Persuasive Technology. In: IJsselsteijn, Wijnand, Kort, Yvonne de, Midden, Cees J. H., Eggen, Berry and Hoven, Elise van den (eds.) PERSUASIVE 2006 - Persuasive Technology, First International Conference on Persuasive Technology for Human Well-Being May 18-19, 2006, Eindhoven, The Netherlands. pp. 104-107.

 
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Khaled, Rilla, Barr, Pippin, Noble, James, Fischer, Ronald and Biddle, Robert (2006): Our Place or Mine? Exploration into Collectivism-Focused Persuasive Technology Design. In: IJsselsteijn, Wijnand, Kort, Yvonne de, Midden, Cees J. H., Eggen, Berry and Hoven, Elise van den (eds.) PERSUASIVE 2006 - Persuasive Technology, First International Conference on Persuasive Technology for Human Well-Being May 18-19, 2006, Eindhoven, The Netherlands. pp. 72-83.

 
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Khaled, Rilla, Biddle, Robert, Noble, James, Barr, Pippin and Fischer, Ronald (2006): Persuasive interaction for collectivist cultures. In: Piekarski, Wayne (ed.) AUIC 2006 - User Interfaces 2006 - 7th Australasian User Interface Conference January 16-19, 2006, Hobart, Tasmania, Australia. pp. 73-80.

 
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Ferreira, Jennifer, Noble, James and Biddle, Robert (2006): A case for iconic icons. In: Piekarski, Wayne (ed.) AUIC 2006 - User Interfaces 2006 - 7th Australasian User Interface Conference January 16-19, 2006, Hobart, Tasmania, Australia. pp. 97-100.

 
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Barr, Pippin, Noble, James, Biddle, Robert and Khaled, Rilla (2006): From pushing buttons to play and progress: value and interaction in fable. In: Piekarski, Wayne (ed.) AUIC 2006 - User Interfaces 2006 - 7th Australasian User Interface Conference January 16-19, 2006, Hobart, Tasmania, Australia. pp. 61-68.

2005
 
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Khaled, Rilla, Noble, James and Biddle, Robert (2005): An Analysis of Persuasive Technology Tool Strategies. In: Day, Donald L., Evers, Vanessa and Galdo, Elisa del (eds.) Designing for Global Markets 7 - IWIPS 2005 - Proceedings of the Seventh International Workshop on Internationalisation of Products and Systems 7-9 July, 2005, Amsterdam, The Netherlands. pp. 167-173.

 
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Barr, Pippin, Khaled, Rilla, Noble, James and Biddle, Robert (2005): A Taxonomic Analysis of User-Interface Metaphors in the Microsoft O ce Project Gallery. In: Billinghurst, Mark and Cockburn, Andy (eds.) AUIC 2005 - User Interfaces 2005 - Sixth Australasian User Interface Conference January-February, 2005, Newcastle, NSW, Australia. pp. 109-117.

 
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Gordon, Donald, Noble, James and Biddle, Robert (2005): Clicki: A Framework for Light-weightWeb-based Visual Applications. In: Billinghurst, Mark and Cockburn, Andy (eds.) AUIC 2005 - User Interfaces 2005 - Sixth Australasian User Interface Conference January-February, 2005, Newcastle, NSW, Australia. pp. 39-45.

 
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Potanin, Alex, Noble, James, Frean, Marcus R. and Biddle, Robert (2005): Scale-free geometry in OO programs. In Communications of the ACM, 48 (5) pp. 99-103.

2004
 
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Duignan, Matthew, Noble, James, Barr, Pippin and Biddle, Robert (2004): Metaphors for Electronic Music Production in Reason and Live. In: Masoodian, Masood, Jones, Steve and Rogers, Bill (eds.) Computer Human Interaction 6th Asia Pacific Conference - APCHI 2004 June 29 - July 2, 2004, Rotorua, New Zealand. pp. 111-120.

 
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McGavin, Mike, Noble, James, Biddle, Robert and Brown, Judy (2004): Towards a General Model for Assisting Navigation. In: Masoodian, Masood, Jones, Steve and Rogers, Bill (eds.) Computer Human Interaction 6th Asia Pacific Conference - APCHI 2004 June 29 - July 2, 2004, Rotorua, New Zealand. pp. 262-271.

 
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Tempero, Ewan D., Noble, James and Biddle, Robert (2004): Delegation Diagrams: Visual Support for the Development of Object-Oriented Designs. In: Cockburn, Andy (ed.) AUIC2004 - User Interfaces 2004 - Fifth Australasian User Interface Conference 18-22 January, 2004, Dunedin, New Zealand. pp. 83-89.

2003
 
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Gordon, Donald, Biddle, Robert, Noble, James and Tempero, Ewan D. (2003): A technology for lightweight web-based visual applications. In: HCC 2003 - IEEE Symposium on Human Centric Computing Languages and Environments 28-31 October, 2003, Auckland, New Zealand. pp. 245-247.

 
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Biddle, Robert and Thomas, Bruce H. (eds.) AUIC2003 - User Interfaces 2003 - Fourth Australasian User Interface Conference February , 2003, Adelaide, South Australia.

 
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Ballinger, Daniel, Biddle, Robert and Noble, James (2003): Spreadsheet structure inspection using low level access and visualisation. In: Biddle, Robert and Thomas, Bruce H. (eds.) AUIC2003 - User Interfaces 2003 - Fourth Australasian User Interface Conference February , 2003, Adelaide, South Australia. pp. 91-94.

 
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Barr, Pippin, Noble, James and Biddle, Robert (2003): Icons R Icons. In: Biddle, Robert and Thomas, Bruce H. (eds.) AUIC2003 - User Interfaces 2003 - Fourth Australasian User Interface Conference February , 2003, Adelaide, South Australia. pp. 25-32.

 
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Mackay, Daniel, Noble, James and Biddle, Robert (2003): A Lightweight Web-Based Case Tool for UML Class Diagrams. In: Biddle, Robert and Thomas, Bruce H. (eds.) AUIC2003 - User Interfaces 2003 - Fourth Australasian User Interface Conference February , 2003, Adelaide, South Australia. pp. 95-98.

2002
 
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Biddle, Robert and Noble, James (2002): Program Visualisation for Visual Programs. In: Grundy, John C. and Calder, Paul R. (eds.) AUIC2002 - User Interfaces 2002 - Third Australasian User Interface Conference January-February, 2002, Melbourne, Victoria. pp. 29-38.

 
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Marshall, Stuart, Biddle, Robert and Tempero, Ewan D. (2002): How (Not) To Help People Test Drive Code. In: Grundy, John C. and Calder, Paul R. (eds.) AUIC2002 - User Interfaces 2002 - Third Australasian User Interface Conference January-February, 2002, Melbourne, Victoria. pp. 39-42.

2001
 
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Wallace, Glen A., Biddle, Robert and Tempero, Ewan D. (2001): Smarter Cut-and-Paste for Programming Text Editors. In: AUIC 2001 - 2nd Australasian User Interface Conference 29 January - 1 February, 2001, Gold Coast, Queensland, Australia. pp. 56-63.

 
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24 Jul 2007: Added

Page Information

Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/robert_biddle.html

Publication statistics

Pub. period:2001-2012
Pub. count:48
Number of co-authors:37



Co-authors

Number of publications with 3 favourite co-authors:

James Noble:27
Pippin Barr:14
Rilla Khaled:13

 

 

Productive colleagues

Robert Biddle's 3 most productive colleagues in number of publications:

Bruce H. Thomas:54
Gitte Lindgaard:42
James Noble:35
 
 
 
May 20

The moment clients realize that revisions are not an all-you-can-eat buffet, suddenly they realize they are not hungry.

-- Lester Beall

 
 

Featured chapter

Read the fascinating history of Wearable Computing, told by its father, Steve Mann

Read Steve's chapter !

 
 

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