Publication statistics

Pub. period:2008-2011
Pub. count:6
Number of co-authors:14



Co-authors

Number of publications with 3 favourite co-authors:

Carl Gutwin:5
Regan L. Mandryk:4
Robert Xiao:1

 

 

Productive colleagues

Scott Bateman's 3 most productive colleagues in number of publications:

Carl Gutwin:116
Andy Cockburn:68
Michael J. Muller:65
 
 
 

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Scott Bateman

Personal Homepage:
http://www.cs.usask.ca/~ssb609

Current place of employment:
University of Saskatchewan

 

Publications by Scott Bateman (bibliography)

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2011
 
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Bateman, Scott, Mandryk, Regan L., Stach, Tadeusz and Gutwin, Carl (2011): Target assistance for subtly balancing competitive play. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 2355-2364. Available online

In games where skills such as targeting are critical to winning, it is difficult for players with different skill levels to have a competitive and engaging experience. Although several mechanisms for accommodating different skill levels have been proposed, traditional approaches can be too obvious and can change the nature of the game. For games involving aiming, we propose the use of target assistance techniques (such as area cursors, target gravity, and sticky targets) to accommodate skill imbalances. We compared three techniques in a study, and found that area cursors and target gravity significantly reduced score differential in a shooting-gallery game. Further, less skilled players reported having more fun when the techniques helped them be more competitive, and even after they learned assistance was given, felt that this form of balancing was good for group gameplay. Our results show that target assistance techniques can make target-based games more competitive for shared play.

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Bateman, Scott, Doucette, Andre, Xiao, Robert, Gutwin, Carl, Mandryk, Regan L. and Cockburn, Andy (2011): Effects of view, input device, and track width on video game driving. In: Proceedings of the 2011 Conference on Graphics Interface 2011. pp. 207-214.

Steering and driving tasks -- where the user controls a vehicle or other object along a path -- are common in many simulations and games. Racing video games have provided users with different views of the visual environment -- e.g., overhead, first-person, and third-person views. Although research has been done in understanding how people perform using a first-person view in virtual reality and driving simulators, little empirical work has been done to understand the factors that affect performance in video games. To establish a foundation for thinking about view in the design of driving games and simulations, we carried out three studies that explored the effects of different view types on driving performance. We also considered how view interacts with difficulty and input device. We found that although there were significant effects of view on performance, these were not in line with conventional wisdom about view. Our explorations provide designers with new empirical knowledge about view and performance, but also raise a number of new research questions about the principles underlying view differences.

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Flatla, David R., Gutwin, Carl, Nacke, Lennart E., Bateman, Scott and Mandryk, Regan L. (2011): Calibration games: making calibration tasks enjoyable by adding motivating game elements. In: Proceedings of the 2011 ACM Symposium on User Interface Software and Technology 2011. pp. 403-412. Available online

Interactive systems often require calibration to ensure that input and output are optimally configured. Without calibration, user performance can degrade (e.g., if an input device is not adjusted for the user's abilities), errors can increase (e.g., if color spaces are not matched), and some interactions may not be possible (e.g., use of an eye tracker). The value of calibration is often lost, however, because many calibration processes are tedious and unenjoyable, and many users avoid them altogether. To address this problem, we propose calibration games that gather calibration data in an engaging and entertaining manner. To facilitate the creation of calibration games, we present design guidelines that map common types of calibration to core tasks, and then to well-known game mechanics. To evaluate the approach, we developed three calibration games and compared them to standard procedures. Users found the game versions significantly more enjoyable than regular calibration procedures, without compromising the quality of the data. Calibration games are a novel way to motivate users to carry out calibrations, thereby improving the performance and accuracy of many human-computer systems.

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2010
 
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Bateman, Scott, Mandryk, Regan L., Gutwin, Carl, Genest, Aaron, McDine, David and Brooks, Christopher (2010): Useful junk?: the effects of visual embellishment on comprehension and memorability of charts. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 2573-2582. Available online

Guidelines for designing information charts (such as bar charts) often state that the presentation should reduce or remove 'chart junk' -- visual embellishments that are not essential to understanding the data. In contrast, some popular chart designers wrap the presented data in detailed and elaborate imagery, raising the questions of whether this imagery is really as detrimental to understanding as has been proposed, and whether the visual embellishment may have other benefits. To investigate these issues, we conducted an experiment that compared embellished charts with plain ones, and measured both interpretation accuracy and long-term recall. We found that people's accuracy in describing the embellished charts was no worse than for plain charts, and that their recall after a two-to-three-week gap was significantly better. Although we are cautious about recommending that all charts be produced in this style, our results question some of the premises of the minimalist approach to chart design.

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2009
 
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Bateman, Scott, Muller, Michael J. and Freyne, Jill (2009): Personalized retrieval in social bookmarking. In: GROUP09 - International Conference on Supporting Group Work 2009. pp. 91-94. Available online

Users of social bookmarking systems take advantage of pivot browsing, an interaction technique allowing them to easily refine lists of bookmarks through the selection of filter terms. However, social bookmarking systems use one-size-fits-all ranking metrics to order refined lists. These generic rankings ignore past user interactions that may be useful in determining the relevance of bookmarks. In this work we describe a personalized ordering algorithm that leverages the fact that refinding, rather than discovery (finding a bookmark for the first time), makes up the majority of bookmark accesses. The algorithm examines user-access histories and promotes bookmarks that a user has previously visited. We investigate the potential of our algorithm using interaction logs from an enterprise social bookmarking system, the results show that our personalized algorithm would lead to improved bookmark rankings.

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2008
 
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Bateman, Scott, Gutwin, Carl and Nacenta, Miguel A. (2008): Seeing things in the clouds: the effect of visual features on tag cloud selections. In: Proceedings of the Nineteenth ACM Conference on Hypertext and Hypermedia 2008. pp. 193-202. Available online

Tag clouds are a popular method for visualizing and linking socially-organized information on websites. Tag clouds represent variables of interest (such as popularity) in the visual appearance of the keywords themselves -- using text properties such as font size, weight, or colour. Although tag clouds are becoming common, there is still little information about which visual features of tags draw the attention of viewers. As tag clouds attempt to represent a wider range of variables with a wider range of visual properties, it becomes difficult to predict what will appear visually important to a viewer. To investigate this issue, we carried out an exploratory study that asked users to select tags from clouds that manipulated nine visual properties. Our results show that font size and font weight have stronger effects than intensity, number of characters, or tag area; but when several visual properties are manipulated at once, there is no one property that stands out above the others. This study adds to the understanding of how visual properties of text capture the attention of users, indicates general guidelines for designers of tag clouds, and provides a study paradigm and starting points for future studies. In addition, our findings may be applied more generally to the visual presentation of textual hyperlinks as a way to provide more information to web navigators.

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

 
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