Scott E. Hudson
Has also published under the name of:
"Scott Hudson" and "S. E. Hudson"
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Publications by Scott E. Hudson (bibliography)
» 2009 «
Harrison, Chris and Hudson, Scott E. (2009): Providing dynamically changeable physical buttons on a visual display. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 299-308. Available online
Physical buttons have the unique ability to provide low-attention and vision-free interactions through their intuitive tactile clues. Unfortunately, the physicality of these interfaces makes them static, limiting the number and types of user interfaces they can support. On the other hand, touch screen technologies provide the ultimate interface flexibility, but offer no inherent tactile qualities. In this paper, we describe a technique that seeks to occupy the space between these two extremes -- offering some of the flexibility of touch screens, while retaining the beneficial tactile properties of physical interfaces. The outcome of our investigations is a visual display that contains deformable areas, able to produce physical buttons and other interface elements. These tactile features can be dynamically brought into and out of the interface, and otherwise manipulated under program control. The surfaces we describe provide the full dynamics of a visual display (through rear projection) as well as allowing for multitouch input (though an infrared lighting and camera setup behind the display). To illustrate the tactile capabilities of the surfaces, we describe a number of variations we uncovered in our exploration and prototyping. These go beyond simple on/off actuation and can be combined to provide a range of different possible tactile expressions. A preliminary user study indicates that our dynamic buttons perform much like physical buttons in tactile search tasks.
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Harrison, Chris, Lim, Brian Y., Shick, Aubrey and Hudson, Scott E. (2009): Where to locate wearable displays?: reaction time performance of visual alerts from tip to toe. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 941-944. Available online
Advances in electronics have brought the promise of wearable computers to near reality. Such systems can offer a highly personal and mobile information and communication infrastructure. Previous research has investigated where wearable computers can be located on the human body -- critical for successful development and acceptance. However, for a location to be truly useful, it needs to not only be accessible for interaction, socially acceptable, comfortable and sufficiently stable for electronics, but also effective at conveying information. In this paper, we describe the results from a study that evaluated reaction time performance to visual stimuli at seven different body locations. Results indicate that there are numerous and statistically significant differences in the reaction time performance characteristics of these locations. We believe our findings can be used to inform the design and placement of future wearable computing applications and systems.
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Harrison, Chris and Hudson, Scott E. (2009): Texture displays: a passive approach to tactile presentation. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2261-2264. Available online
In this paper, we consider a passive approach to tactile presentation based on changing the surface textures of objects that might naturally be handled by a user. This may allow devices and other objects to convey small amounts of information in very unobtrusive ways and with little attention demand. This paper considers several possible uses for this style of display and explores implementation issues. We conclude with results from our user study, which indicate that users can detect upwards of four textural states accurately with even simple materials.
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Yeo, Zhiquan and Hudson, Scott E. (2009): KTE2: an engine for kinetic typography. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3413-3418. Available online
In this paper we describe a Kinetic Typography Engine, which allows the creation of text animation sequences. Kinetic typography can bring written text closer to the realm of film by adding expressive power to it. Thus kinetic typography can be used to enhance the digital communication between people. The engine supports various animation effects, some inspired by traditional animation, and others specifically for use with kinetic typography, and has an extensible architecture that allows new effects to be added in future. The engine can also be easily integrated into third party applications to support a wide range of uses.
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» 2008 «
Hsieh, Gary, Lai, Jennifer, Hudson, Scott E. and Kraut, Robert E. (2008): Using tags to assist near-synchronous communication. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 223-226. Available online
In this work, we introduce the use of tags to support the near synchronous use of instant messaging. As a proof-of-concept, we developed a plug-in in Lotus Sametime, an enterprise IM client. Our plug-in supports tasks that do not need immediate attention and tasks that have deadlines. A trial deployment and survey shows that users can see the potential usefulness of such a tagging system in their IM communication. Furthermore, users rated our design intuitive and easy to use. Longer study is needed to explore communication norms that results from its use.
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Grimes, David, Tan, Desney S., Hudson, Scott E., Shenoy, Pradeep and Rao, Rajesh P. N. (2008): Feasibility and pragmatics of classifying working memory load with an electroencephalograph. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 835-844. Available online
A reliable and unobtrusive measurement of working memory load could be used to evaluate the efficacy of interfaces and to provide real-time user-state information to adaptive systems. In this paper, we describe an experiment we conducted to explore some of the issues around using an electroencephalograph (EEG) for classifying working memory load. Within this experiment, we present our classification methodology, including a novel feature selection scheme that seems to alleviate the need for complex drift modeling and artifact rejection. We demonstrate classification accuracies of up to 99% for 2 memory load levels and up to 88% for 4 levels. We also present results suggesting that we can do this with shorter windows, much less training data, and a smaller number of EEG channels, than reported previously. Finally, we show results suggesting that the models we construct transfer across variants of the task, implying some level of generality. We believe these findings extend prior work and bring us a step closer to the use of such technologies in HCI research.
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Hurst, Amy, Mankoff, Jennifer and Hudson, Scott E. (2008): Understanding pointing problems in real world computing environments. In: Tenth Annual ACM SIGACCESS Conference on Assistive Technologies 2008. pp. 43-50. Available online
Understanding how pointing performance varies in real world computer use and over time can provide valuable insight about how systems should accommodate changes in pointing behavior. Unfortunately, pointing data from individuals with pointing problems is rarely studied during real world use. Instead, it is most frequently evaluated in a laboratory where it is easier to collect and evaluate data. We developed a technique to collect and analyze real world pointing performance which we used to investigate the variance in performance of six individuals with a range of pointing abilities. Features of pointing performance we analyzed include metrics such as movement trajectories, clicking, and double clicking. These individuals exhibited high variance during both supervised and unsupervised (or real world) computer use across multiple login sessions. The high variance found within each participant highlights the potential inaccuracy of judging performance based on a single laboratory session.
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Avrahami, Daniel, Fussell, Susan R. and Hudson, Scott E. (2008): IM waiting: timing and responsiveness in semi-synchronous communication. In: Proceedings of ACM CSCW08 Conference on Computer-Supported Cooperative Work 2008. pp. 285-294. Available online
Responsiveness, or the time until a person responds to communication, can affect the dynamics of a conversation as well as participants' perceptions of one another. In this paper, we present a careful examination of responsiveness to instant messaging communication, showing, for example, that work-fragmentation significantly correlates with faster responsiveness. We show also that the presentation of the incoming communication significantly affects responsiveness (even more so than indicators that the communication was ongoing), suggesting the potential for dynamically influencing responsiveness. This work contributes to a better understanding of computer-mediated communication and to the design of new tools for computer-mediated communication.
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Hsieh, Gary, Kraut, Robert E., Hudson, Scott E. and Weber, Roberto (2008): Can markets help?: applying market mechanisms to improve synchronous communication. In: Proceedings of ACM CSCW08 Conference on Computer-Supported Cooperative Work 2008. pp. 535-544. Available online
There is a growing interest in applying market mechanisms to tackle everyday communication problems such as communication interruptions and communication overload. Prior analytic proofs have shown that a signaling and screening mechanism can make senders and recipients of messages better off. However, these proofs make certain assumptions that do not hold in real world environments. For example, these prior works assume that there are no transaction costs in a communication market and that monetary incentives are the only motivators in communication between strangers. This research builds upon prior analytic work and empirically tests the validity of the claim that signaling and screening mechanisms will improve communication welfare. Our results show that while these types of markets can indeed improve communication welfare, a simpler, less expressive fixed-price market can lead to higher welfare than a more expressive, variable pricing and screening mechanism. Findings from this study also provide valuable insights for technology designs. For example, these results suggest the need to reduce cognitive overhead in using communication markets.
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Hurst, Amy, Hudson, Scott E., Mankoff, Jennifer and Trewin, Shari (2008): Automatically detecting pointing performance. In: Proceedings of the 2008 International Conference on Intelligent User Interfaces 2008. pp. 11-19. Available online
Since not all persons interact with computer systems in the same way, computer systems should not interact with all individuals in the same way. This paper presents a significant step in automatically detecting characteristics of persons with a wide range of abilities based on observing their user input events. Three datasets are used to build learned statistical models on pointing data collected in a laboratory setting from individuals with varying ability to use computer pointing devices. The first dataset is used to distinguish between pointing behaviors from individuals with pointing problems vs. individuals without with 92.7% accuracy. The second is used to distinguish between pointing data from Young Adults and Adults vs. Older Adults vs. individuals with Parkinson's Disease with 91.6% accuracy. The final data set is used to predict the need for a specific adaptation based on a user's performance with 94.4% accuracy. These results suggest that it may be feasible to use such models to automatically identify computer users who would benefit from accessibility tools, and to even make specific tool recommendations.
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Cao, Xiang, Wilson, Andrew D., Balakrishnan, Ravin, Hinckley, Ken and Hudson, Scott E. (2008): ShapeTouch: Leveraging contact shape on interactive surfaces. In: Third IEEE International Workshop on Tabletops and Interactive Surfaces Tabletop 2008 October 1-3, 2008, Amsterdam, The Netherlands. pp. 129-136. Available online
Hsieh, Gary, Li, Ian, Dey, Anind K., Forlizzi, Jodi and Hudson, Scott E. (2008): Using visualizations to increase compliance in experience sampling. In: Youn, Hee Yong and Cho, We-Duke (eds.) UbiComp 2008 Ubiquitous Computing - 10th International Conference September 21-24, 2008, Seoul, Korea. pp. 164-167. Available online
Klasnja, Predrag V., Harrison, Beverly L., LeGrand, Louis, LaMarca, Anthony, Froehlich, Jon and Hudson, Scott E. (2008): Using wearable sensors and real time inference to understand human recall of routine activities. In: Youn, Hee Yong and Cho, We-Duke (eds.) UbiComp 2008 Ubiquitous Computing - 10th International Conference September 21-24, 2008, Seoul, Korea. pp. 154-163. Available online
Lee, Joonhwan, Forlizzi, Jodi and Hudson, Scott E. (2008): Iterative design of MOVE: A situationally appropriate vehicle navigation system. In International Journal of Human-Computer Studies, 20 (3) pp. 198-215
Drivers need assistance when navigating an unfamiliar route. In-vehicle navigation systems have improved in recent years due to the technology advances, but are sometimes problematic because of information overload while driving. To address the attentional demands of reading a map while driving, we have developed the maps optimized for vehicular environments (MOVE) in-car navigation display, which provides situationally appropriate navigation information to the driver through optimization of map information. In this paper, we describe the iterative design and evaluation process that shaped the MOVE system. We describe early map reading and navigation studies that led to early designs for our system. We present a study on visual search tasks that refined the renditions used for the system. Finally, we present a study on the effectiveness of several variations of a contextually optimized route map visualization with a desktop steering system. The result of this study shows that MOVE's contextually optimized navigation information can reduce the driver's perceptual load significantly. Our laboratory experiment shows that the total map display fixation time was decreased six-fold, and the number of glances to interpret the map display were decreased about threefold, when comparing the contextually optimized display to a static display.
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Lee, Johnny C., Hudson, Scott E. and Tse, Edward (2008): Foldable interactive displays. In: Cousins, Steve B. and Beaudouin-Lafon, Michel (eds.) Proceedings of the 21st Annual ACM Symposium on User Interface Software and Technology October 19-22, 2008, Monterey, CA, USA. pp. 287-290. Available online
Harrison, Chris and Hudson, Scott E. (2008): Scratch input: creating large, inexpensive, unpowered and mobile finger input surfaces. In: Cousins, Steve B. and Beaudouin-Lafon, Michel (eds.) Proceedings of the 21st Annual ACM Symposium on User Interface Software and Technology October 19-22, 2008, Monterey, CA, USA. pp. 205-208. Available online
Harrison, Chris and Hudson, Scott E. (2008): Lightweight material detection for placement-aware mobile computing. In: Cousins, Steve B. and Beaudouin-Lafon, Michel (eds.) Proceedings of the 21st Annual ACM Symposium on User Interface Software and Technology October 19-22, 2008, Monterey, CA, USA. pp. 279-282. Available online
Harrison, Chris and Hudson, Scott E. (2008): Pseudo-3D Video Conferencing with a Generic Webcam. In: IEEE International Symposium on Multimedia ISM December 15-17, 2008, Berkeley, CA, USA. pp. 236-241. Available online
When conversing with someone via video conference, you are provided with a virtual window into their space. However, this currently remains both flat and fixed, limiting its immersiveness. Previous research efforts have explored the use of 3D in telecommunication, and show that the additional realism can enrich the video conference experience. However, existing systems require complex sensor and camera setups that make them infeasible for widespread adoption. We present a method for producing a pseudo-3D experience using only a single generic webcam at each end. This means nearly any computer currently able to video conference can use our technique, making it readily adoptable. Although using comparatively simple techniques, the 3D result is convincing.
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» 2007 «
Avrahami, Daniel, Fogarty, James and Hudson, Scott E. (2007): Biases in human estimation of interruptibility: effects and implications for practice. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 51-60. Available online
People have developed a variety of conventions for negotiating face to face interruptions. The physical distribution of teams, however, together with the use of computer mediated communication and awareness systems, fundamentally alters what information is available to a person considering an interruption of a remote collaborator. This paper presents a detailed comparison between self-reports of interruptibility, collected from participants over extended periods in their actual work environment, and estimates of this interruptibility, provided by a second set of participants based on audio and video recordings. Our results identify activities and environmental cues that affect participants' ability to correctly estimate interruptibility. We show, for example, that a closed office door had a significant effect on observers' estimation of interruptibility, but did not have an effect on participants' reports of their own interruptibility. We discuss our findings and their importance for successful design of computer-mediated communication and awareness systems.
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Fogarty, James and Hudson, Scott E. (2007): Toolkit support for developing and deploying sensor-based statistical models of human situations. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 135-144. Available online
Sensor based statistical models promise to support a variety of advances in human computer interaction, but building applications that use them is currently difficult and potential advances go unexplored. We present Subtle, a toolkit that removes some of the obstacles to developing and deploying applications using sensor based statistical models of human situations. Subtle provides an appropriate and extensible sensing library, continuous learning of personalized models, fully automated high level feature generation, and support for using learned models in deployed applications. By removing obstacles to developing and deploying sensor based statistical models, Subtle makes it easier to explore the design space surrounding sensor based statistical models of human situations. Subtle thus helps to move the focus of human computer interaction research onto applications and datasets, instead of the difficulties of developing and deploying sensor based statistical models.
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Hurst, Amy, Hudson, Scott E. and Mankoff, Jennifer (2007): Dynamic detection of novice vs. skilled use without a task model. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 271-280. Available online
If applications were able to detect a user's expertise, then software could automatically adapt to better match expertise. Detecting expertise is difficult because a user's skill changes as the user interacts with an application and differs across applications. This means that expertise must be sensed dynamically, continuously, and unobtrusively so as not to burden the user. We present an approach to this problem that can operate without a task model based on low-level mouse and menu data which can typically be sensed across applications at the operating systems level. We have implemented and trained a classifier that can detect "novice" or "skilled" use of an image editing program, the GNU Image Manipulation Program (GIMP), at 91% accuracy, and tested it against real use. In particular, we developed and tested a prototype application that gives the user dynamic application information that differs depending on her performance.
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Avrahami, Daniel, Gergle, Darren, Hudson, Scott E. and Kiesler, Sara (2007): Improving the match between callers and receivers: A study on the effect of contextual information on cell phone interruptions. In Behaviour and Information Technology, 26 (3) pp. 247-259
A problem with the location-free nature of cell phones is that callers have difficulty predicting receivers' states, leading to inappropriate calls. One promising solution involves helping callers decide when to interrupt by providing them contextual information about receivers. We tested the effectiveness of different kinds of contextual information by measuring the degree of agreement between receivers' desires and callers' decisions. In a simulation, five groups of participants played the role of 'Callers', choosing between making calls or leaving messages, and a sixth group played the role of 'Receivers', choosing between receiving calls or receiving messages. Callers were provided different contextual information about Receivers' locations, their cell phones' ringer state, the presence of others, or no information at all. Callers provided with contextual information made significantly more accurate decisions than those without it. Our results suggest that different contextual information generates different kinds of improvements: more appropriate interruptions or better avoidance of inappropriate interruptions. We discuss the results and implications for practice in the light of other important considerations, such as privacy and technological simplicity.
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Lee, Johnny, Hudson, Scott E. and Dietz, Pau (2007): Hybrid infrared and visible light projection for location tracking. In: Proceedings of the ACM Symposium on User Interface Software and Technology October 7-10, 2007, Newport, Rhode Island, USA. pp. 57-60. Available online
A number of projects within the computer graphics, computer vision, and human-computer interaction communities have recognized the value of using projected structured light patterns for the purposes of doing range finding, location dependent data delivery, projector adaptation, or object discovery and tracking. However, most of the work exploring these concepts has relied on visible structured light patterns resulting in a caustic visual experience. In this work, we present the first design and implementation of a high-resolution, scalable, general purpose invisible near-infrared projector that can be manufactured in a practical manner. This approach is compatible with simultaneous visible light projection and integrates well with future Digital Light Processing (DLP) projector designs -- the most common type of projectors today. By unifying both the visible and non-visible pattern projection into a single device, we can greatly simply the implementation and execution of interactive projection systems. Additionally, we can inherently provide location discovery and tracking capabilities that are unattainable using other approaches.
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Hurst, Amy, Mankoff, Jennifer, Dey, Anind K. and Hudson, Scott E. (2007): Dirty desktops: using a patina of magnetic mouse dust to make common interactor targets easier to select. In: Proceedings of the ACM Symposium on User Interface Software and Technology October 7-10, 2007, Newport, Rhode Island, USA. pp. 183-186. Available online
A common task in graphical user interfaces is controlling onscreen elements using a pointer. Current adaptive pointing techniques require applications to be built using accessibility libraries that reveal information about interactive targets, and most do not handle path/menu navigation. We present a pseudo-haptic technique that is OS and application independent, and can handle both dragging and clicking. We do this by associating a small force with each past click or drag. When a user frequently clicks in the same general area (e.g., on a button), the patina of past clicks naturally creates a pseudo-haptic magnetic field with an effect similar to that ofsnapping or sticky icons. Our contribution is a bottom-up approach to make targets easier to select without requiring prior knowledge of them.
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» 2006 «
Avrahami, Daniel and Hudson, Scott E. (2006): Responsiveness in instant messaging: predictive models supporting inter-personal communication. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 731-740. Available online
For the majority of us, inter-personal communication is an essential part of our daily lives. Instant Messaging, or IM, has been growing in popularity for personal and work-related communication. The low cost of sending a message, combined with the limited awareness provided by current IM systems result in messages often arriving at inconvenient or disruptive times. In a step towards solving this problem, we created statistical models that successfully predict responsiveness to incoming instant messages -- simply put: whether the receiver is likely to respond to a message within a certain time period. These models were constructed using a large corpus of real IM interaction collected from 16 participants, including over 90,000 messages. The models we present can
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Avrahami, Daniel and Hudson, Scott E. (2006): Communication characteristics of instant messaging: effects and predictions of interpersonal relationships. In: Proceedings of ACM CSCW06 Conference on Computer-Supported Cooperative Work 2006. pp. 505-514. Available online
Instant Messaging is a popular medium for both social and work-related communication. In this paper we report an investigation of the effect of interpersonal relationship on underlying basic communication characteristics (such as messaging rate and duration) using a large corpus of instant messages. Our results show that communication characteristics differ significantly for communications between users who are in a work relationship and between users who are in a social relationship. We used our findings to inform the creation of statistical models that predict the relationship between users without the use of message content -- achieving an accuracy of nearly 80% for one such model. We discuss the results of our analyses and potential uses of these models.
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Lee, Joonhwan, Jun, Soojin, Forlizzi, Jodi and Hudson, Scott E. (2006): Using kinetic typography to convey emotion in text-based interpersonal communication. In: Proceedings of DIS06: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2006. pp. 41-49. Available online
Text-based interpersonal communication tools such as instant messenger are widely used today. These tools often feature emoticons that people use to express emotion to some degree. However, emoticons still lack the ability to communicate the details of an emotional response, such as the speaker's tone of voice or intensity of emotion. In this paper, we hypothesize that kinetic typography -- text that moves or changes over time -- can address some of this problem by enhancing emotional qualities of text communication using its dynamic and expressive properties. This paper presents a study showing that a small sample of designers can create kinetic effects that end-users could employ to consistently convey emotion. In the study, three designers prepared 24 kinetic examples expressing four different emotions. We found that the examples were rated quite consistently by 66 participants. These findings provide a preliminary indication that designers can create predefined kinetic effects which can be applied to a variety of textual messages, and that these effects will reliably convey a particular emotional intent. The findings from this study inform design guidelines for designing an instant messaging client that uses kinetic typography presentation.
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Fogarty, James, Au, Carolyn and Hudson, Scott E. (2006): Sensing from the basement: a feasibility study of unobtrusive and low-cost home activity recognition. In: Proceedings of the ACM Symposium on User Interface Software and Technology 2006. pp. 91-100. Available online
The home deployment of sensor-based systems offers many opportunities, particularly in the area of using sensor-based systems to support aging in place by monitoring an elder's activities of daily living. But existing approaches to home activity recognition are typically expensive, difficult to install, or intrude into the living space. This paper considers the feasibility of a new approach that "reaches into the home" via the existing infrastructure. Specifically, we deploy a small number of low-cost sensors at critical locations in a home's water distribution infrastructure. Based on water usage patterns, we can then infer activities in the home. To examine the feasibility of this approach, we deployed real sensors into a real home for six weeks. Among other findings, we show that a model built on microphone-based sensors that are placed away from systematic noise sources can identify 100% of clothes washer usage, 95% of dishwasher usage, 94% of showers, 88% of toilet flushes, 73% of bathroom sink activity lasting ten seconds or longer, and 81% of kitchen sink activity lasting ten seconds or longer. While there are clear limits to what activities can be detected when analyzing water usage, our new approach represents a sweet spot in the tradeoff between what information is collected at what cost.
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Hudson, Scott E. and Mankoff, Jennifer (2006): Rapid construction of functioning physical interfaces from cardboard, thumbtacks, tin foil and masking tape. In: Proceedings of the ACM Symposium on User Interface Software and Technology 2006. pp. 289-298. Available online
Rapid, early, but rough system prototypes are becoming a standard and valued part of the user interface design process. Pen, paper, and tools like Flash and Director are well suited to creating such prototypes. However, in the case of physical forms with embedded technology, there is a lack of tools for developing rapid, early prototypes. Instead, the process tends to be fragmented into prototypes exploring forms that look like the intended product or explorations of functioning interactions that work like the intended product - bringing these aspects together into full design concepts only later in the design process. To help alleviate this problem, we present a simple tool for very rapidly creating functioning, rough physical prototypes early in the design process - supporting what amounts to interactive physical sketching. Our tool allows a designer to combine exploration of form and interactive function, using objects constructed from materials such as thumbtacks, foil, cardboard and masking tape, enhanced with a small electronic sensor board. By means of a simple and fluid tool for delivering events to "screen clippings," these physical sketches can then be easily connected to any existing (or new) program running on a PC to provide real or Wizard of Oz supported functionality.
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» 2005 «
Lee, Johnny C., Hudson, Scott E., Summet, Jay W. and Dietz, Paul H. (2005): Moveable interactive projected displays using projector based tracking. In: Proceedings of the 2005 ACM Symposium on User Interface Software and Technology 2005. pp. 63-72. Available online
Video projectors have typically been used to display images on surfaces whose geometric relationship to the projector remains constant, such as walls or pre-calibrated surfaces. In this paper, we present a technique for projecting content onto moveable surfaces that adapts to the motion and location of the surface to simulate an active display. This is accomplished using a projector based location tracking technique. We use light sensors embedded into the moveable surface and project low-perceptibility Gray-coded patterns to first discover the sensor locations, and then incrementally track them at interactive rates. We describe how to reduce the perceptibility of tracking patterns, achieve interactive tracking rates, use motion modeling to improve tracking performance, and respond to sensor occlusions. A group of tracked sensors can define quadrangles for simulating moveable displays while single sensors can be used as control inputs. By unifying the tracking and display technology into a single mechanism, we can substantially reduce the cost and complexity of implementing applications that combine motion tracking and projected imagery.
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Fogarty, James, Baker, Ryan S. and Hudson, Scott E. (2005): Case studies in the use of ROC curve analysis for sensor-based estimates in human computer interaction. In: Graphics Interface 2005 May 9-11, 2005, Victoria, British Columbia, Canada. pp. 129-136. Available online
Applications that use sensor-based estimates face a fundamental tradeoff between true positives and false positives when examining the reliability of these estimates, one that is inadequately described by the straightforward notion of accuracy. To address this tradeoff, this paper examines the use of Receiver Operating Characteristic (ROC) curve analysis, a method that has a long history but is under-appreciated in the human computer interaction research community. We present the fundamentals of ROC analysis, the use of the A' statistic to compute the area under an ROC curve, and the equivalence of A' to the Wilcoxon statistic. We then present several case studies, framed in the context of our work on human interruptibility, demonstrating how ROC analysis can yield better results than analyses based on accuracy. These case studies compare sensor-based estimates with human performance, optimize a feature selection process for the area under the ROC curve, and examine end-user selection of a desirable tradeoff.
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Fogarty, James, Ko, Andrew J., Aung, Htet Htet, Golden, Elspeth, Tang, Karen P. and Hudson, Scott E. (2005): Examining task engagement in sensor-based statistical models of human interruptibility. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 331-340. Available online
The computer and communication systems that office workers currently use tend to interrupt at inappropriate times or unduly demand attention because they have no way to determine when an interruption is appropriate. Sensor?based statistical models of human interruptibility offer a potential solution to this problem. Prior work to examine such models has primarily reported results related to social engagement, but it seems that task engagement is also important. Using an approach developed in our prior work on sensor?based statistical models of human interruptibility, we examine task engagement by studying programmers working on a realistic programming task. After examining many potential sensors, we implement a system to log low?level input events in a development environment. We then automatically extract features from these low?level event logs and build a statistical model of interruptibility. By correctly identifying situations in which programmers are non?interruptible and minimizing cases where the model incorrectly estimates that a programmer is non?interruptible, we can support a reduction in costly interruptions while still allowing systems to convey notifications in a timely manner.
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Hudson, Scott E., Mankoff, Jennifer and Smith, Ian (2005): Extensible input handling in the subArctic toolkit. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 381-390. Available online
The subArctic user interface toolkit has extensibility as one of its central goals. It seeks not only to supply a powerful library of reusable interactive objects, but also make it easy to create new, unusual, and highly customized interactions tailored to the needs of particular interfaces or task domains. A central part of this extensibility is the input model used by the toolkit. The subArctic input model provides standard reusable components that implement many typical input handling patterns for the programmer, allows inputs to be handled in very flexible ways, and allows the details of how inputs are handled to be modified to meet custom needs. This paper will consider the structure and operation of the subArctic input handling mechanism. It will demonstrate the flexibility of the system through a series of examples, illustrating techniques that it enables - many of which would be very difficult to implement in most toolkits.
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Lee, Joonhwan, Forlizzi, Jodi and Hudson, Scott E. (2005): Studying the effectiveness of MOVE: a contextually optimized in-vehicle navigation system. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 571-580. Available online
In-vehicle navigation has changed substantially in recent years, due to the advent of computer generated maps and directions. However, these maps are still problematic, due to a mismatch between the complexity of the maps and the attentional demands of driving. In response to this problem, we are developing the MOVE (Maps Optimized for Vehicular Environments) system. This system will provide situationally appropriate map information by presenting information that uses appropriate amounts of the driver's attention. In this paper, we describe our findings of studies to help shape the design of the MOVE system, including studies on map reading and in-vehicle navigation, and studies on the effectiveness of a variety of contextually optimized route map visualizations in a simulated driving context. Results show that contextually optimized displays designed for the MOVE system should significantly reduce perceptual load in the context of driving. In our laboratory experiment there was a six-fold decrease in the total map display fixation time and nearly threefold decrease in the number of glances needed to interpret the contextually optimized display compared to a static display.
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Foley, James D., Beaudouin-Lafon, Michel, Grudin, Jonathan, Hollan, James D., Hudson, Scott E., Olson, Judy and Verplank, Bill (2005): Graduate education in human-computer interaction. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 2113-2114. Available online
HCI, course outlines, curricula, degree programs, digital library, graduate education, teaching materials
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» 2004 «
Fogarty, James, Hudson, Scott E. and Lai, Jennifer (2004): Examining the robustness of sensor-based statistical models of human interruptibility. In: Dykstra-Erickson, Elizabeth and Tscheligi, Manfred (eds.) Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems April 24-29, 2004, Vienna, Austria. pp. 207-214. Available online
Current systems often create socially awkward interruptions or unduly demand attention because they have no way of knowing if a person is busy and should not be interrupted. Previous work has examined the feasibility of using sensors and statistical models to estimate human interruptibility in an office environment, but left open some questions about the robustness of such an approach. This paper examines several dimensions of robustness in sensor-based statistical models of human interruptibility. We show that real sensors can be constructed with sufficient accuracy to drive the predictive models. We also create statistical models for a much broader group of people than was studied in prior work. Finally, we examine the effects of training data quantity on the accuracy of these models and consider tradeoffs associated with different combinations of sensors. As a whole, our analyses demonstrate that sensor-based statistical models of human interruptibility can provide robust estimates for a variety of office workers in a range of circumstances, and can do so with accuracy as good as or better than people. Integrating these models into systems could support a variety of advances in human computer interaction and computer-mediated communication.
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Lee, Johnny C., Dietz, Paul H., Maynes-Aminzade, Dan, Raskar, Ramesh and Hudson, Scott E. (2004): Automatic projector calibration with embedded light sensors. In: Proceedings of the 2004 ACM Symposium on User Interface Software and Technology 2004. pp. 123-126. Available online
Projection technology typically places several constraints on the geometric relationship between the projector and the projection surface to obtain an undistorted, properly sized image. In this paper we describe a simple, robust, fast, and low-cost method for automatic projector calibration that eliminates many of these constraints. We embed light sensors in the target surface, project Gray-coded binary patterns to discover the sensor locations, and then prewarp the image to accurately fit the physical features of the projection surface. This technique can be expanded to automatically stitch multiple projectors, calibrate onto non-planar surfaces for object decoration, and provide a method for simple geometry acquisition.
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Avrahami, Daniel and Hudson, Scott E. (2004): QnA: augmenting an instant messaging client to balance user responsiveness and performance. In: Proceedings of ACM CSCW04 Conference on Computer-Supported Cooperative Work 2004. pp. 515-518. Available online
The growing use of Instant Messaging for social and work-related communication has created a situation where incoming messages often become a distraction to users while they are performing important tasks. Staying on task at the expense of responsiveness to IM buddies may portray the users as impolite or even rude. Constantly attending to IM, on the other hand, may prevent users from performing tasks efficiently, leaving them frustrated. In this paper we present a tool that augments a commercial IM client by automatically increasing the salience of incoming messages that may deserve immediate attention, helping users decide whether or not to stay on task.
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Lee, Johnny C., Avrahami, Daniel, Hudson, Scott E., Forlizzi, Jodi, Dietz, Paul H. and Leigh, Darren (2004): The calder toolkit: wired and wireless components for rapidly prototyping interactive devices. In: Proceedings of DIS04: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2004. pp. 167-175. Available online
Toolkits and other tools have dramatically reduced the time and technical expertise needed to design and implement graphical user interfaces (GUIs) allowing high-quality, iterative, user-centered design to become a common practice. Unfortunately the generation of functioning prototypes for physical interactive devices as not had similar support -- it still requires substantial time and effort by individuals with highly specialized skills and tools. This creates a divide between a designers' ability to explore form and interactivity of product designs and the ability to iterate on the basis of high fidelity interactive experiences with a functioning prototype. To help overcome this difficulty we have developed the Calder hardware toolkit. Calder is a development environment for rapidly exploring and prototyping functional physical interactive devices. Calder provides a set of reusable small input and output components, and integration into existing interface prototyping environments. These components communicate with a computer using wired and wireless connections. Calder is a tool targeted toward product and interaction designers to aid them in their early design process. In this paper we describe the process of gaining an understanding of the needs and workflow habits of our target users to generate a collection of requirements for such a toolkit. We describe technical challenges imposed by these needs, and the specifics of design and implementation of the toolkit to meet these challenges.
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» 2003 «
Hudson, Scott E., Fogarty, James, Atkeson, Christopher, Avrahami, Daniel, Forlizzi, Jodi, Kiesler, Sara, Lee, Johnny and Yang, Jie (2003): Predicting human interruptibility with sensors: a Wizard of Oz feasibility study. In: Cockton, Gilbert and Korhonen, Panu (eds.) Proceedings of the ACM CHI 2003 Human Factors in Computing Systems Conference April 5-10, 2003, Ft. Lauderdale, Florida, USA. pp. 257-264.
Forlizzi, Jodi, Lee, Johnny and Hudson, Scott E. (2003): The kinedit system: affective messages using dynamic texts. In: Cockton, Gilbert and Korhonen, Panu (eds.) Proceedings of the ACM CHI 2003 Human Factors in Computing Systems Conference April 5-10, 2003, Ft. Lauderdale, Florida, USA. pp. 377-384.
Fogarty, James and Hudson, Scott E. (2003): GADGET: a toolkit for optimization-based approaches to interface and display generation. In: Proceedings of the 16th annural ACM Symposium on User Interface Software and Technology November, 2-5, 2003, Vancouver, Canada. pp. 125-134. Available online
Recent work is beginning to reveal the potential of numerical optimization
as an approach to generating interfaces and displays. Optimization-based
approaches can often allow a mix of independent goals and constraints to be
blended in ways that would be difficult to describe algorithmically. While
optimization-based techniques appear to offer several potential advantages,
further research in this area is hampered by the lack of appropriate tools.
This paper presents GADGET, an experimental toolkit to support optimization for
interface and display generation. GADGET provides convenient abstractions of
many optimization concepts. GADGET also provides mechanisms to help programmers
quickly create optimizations, including an efficient lazy evaluation framework,
a powerful and configurable optimization structure, and a library of reusable
components. Together these facilities provide an appropriate tool to enable
exploration of a new class of interface and display generation techniques.
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Fogarty, James, Forlizzi, Jodi and Hudson, Scott E. (2003): Portrait: Generating Personal Presentations. In: Graphics Interface 2003 June 11-13, 2003, Halifax, Nova Scotia, Canada. pp. 209-216.
» 2002 «
Fogarty, James, Forlizzi, Jodi and Hudson, Scott E. (2002): Specifying behavior and semantic meaning in an unmodified layered drawing package. In: Beaudouin-Lafon, Michel (ed.) Proceedings of the 15th annual ACM symposium on User interface software and technology October 27-30, 2002, Paris, France. pp. 61-70. Available online
In order to create and use rich custom appearances, designers are often
forced to introduce an unnatural gap into the design process. For example, a
designer creating a skin for a music player must separately specify the
appearance of the elements in the music player skin and the mapping between
these visual elements and the functionality provided by the music player. This
gap between appearance and semantic meaning creates a number of problems. We
present a set of techniques that allows designers to use their preferred
drawing tool to specify both appearance and semantic meaning. We demonstrate
our techniques in an unmodified version of Adobe Photoshop, but our techniques
are general and adaptable to nearly any layered drawing package.
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Lee, Johnny C., Forlizzi, Jodi and Hudson, Scott E. (2002): The kinetic typography engine: an extensible system for animating expressive text. In: Beaudouin-Lafon, Michel (ed.) Proceedings of the 15th annual ACM symposium on User interface software and technology October 27-30, 2002, Paris, France. pp. 81-90. Available online
Kinetic typography -- text that uses movement or other temporal change --
has recently emerged as a new form of communication. As we hope to illustrate
in this paper, kinetic typography can be seen as bringing some of the
expressive power of film -- such as its ability to convey emotion, portray
compelling characters, and visually direct attention -- to the strong
communicative properties of text. Although kinetic typography offers
substantial promise for expressive communications, it has not been widely
exploited outside a few limited application areas (most notably in TV
advertising). One of the reasons for this has been the lack of tools directly
supporting it, and the accompanying difficulty in creating dynamic text. This
paper presents a first step in remedying this situation -- an extensible and
robust system for animating text in a wide variety of forms. By supporting an
appropriate set of carefully factored abstractions, this engine provides a
relatively small set of components that can be plugged together to create a
wide range of different expressions. It provides new techniques for automating
effects used in traditional cartoon animation, and provides specific support
for typographic manipulations.
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Wobbrock, Jacob O., Forlizzi, Jodi, Hudson, Scott E. and Myers, Brad A. (2002): WebThumb: interaction techniques for small-screen browsers. In: Beaudouin-Lafon, Michel (ed.) Proceedings of the 15th annual ACM symposium on User interface software and technology October 27-30, 2002, Paris, France. pp. 205-208. Available online
The proliferation of wireless handheld devices is placing the World Wide Web
in the palms of users, but this convenience comes at a high interactive cost.
The Web that came of age on the desktop is ill-suited for use on the small
displays of handhelds. Today, handheld browsing often feels like browsing on a
PC with a shrunken desktop. Overreliance on scrolling is a big problem in
current handheld browsing. Users confined to viewing a small portion of each
page often lack a sense of the overall context -- they may feel lost in a large
page and be forced to remember the locations of items as those items scroll out
of view. In this paper, we present a synthesis of interaction techniques to
address these problems. We implemented these techniques in a prototype,
WebThumb, that can browse the live Web.
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Avrahami, Daniel and Hudson, Scott E. (2002): Forming interactivity: a tool for rapid prototyping of physical interactive products. In: Proceedings of DIS02: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2002. pp. 141-146. Available online
The current practice used in the design of physical interactive products (such as handheld devices), often suffers from a divide between exploration of form and exploration of interactivity. This can be attributed, in part, to the fact that working prototypes are typically expensive, take a long time to manufacture, and require specialized skills and tools not commonly available in design studios. We have designed a prototyping tool that, we believe, can significantly reduce this divide. The tool allows designers to rapidly create functioning, interactive, physical prototypes early in the design process using a collection of wireless input components (buttons, sliders, etc.) and a sketch of form. The input components communicate with Macromedia Director to enable interactivity. We believe that this tool can improve the design practice by: a) Improving the designer's ability to explore both the form and interactivity of the product early in the design process, b) Improving the designer's ability to detect problems that emerge from the combination of the form and the interactivity, c) Improving users' ability to communicate their ideas, needs, frustrations and desires, and d) Improving the client's understanding of the proposed design, resulting in greater involvement and support for the design.
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» 2001 «
Fogarty, James, Forlizzi, Jodi and Hudson, Scott E. (2001): Aesthetic information collages: generating decorative displays that contain information. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 141-150. Available online
Normally, the primary purpose of an information display is to convey
information. If information displays can be aesthetically interesting, that
might be an added bonus. This paper considers an experiment in reversing this
imperative. It describes the Kandinsky system which is designed to create
displays which are first aesthetically interesting, and then as an added bonus,
able to convey information. The Kandinsky system works on the basis of
aesthetic properties specified by an artist (in a visual form). It then
explores a space of collages composed from information bearing images, using an
optimization technique to find compositions which best maintain the properties
of the artist's aesthetic expression.
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Avrahami, Daniel, Hudson, Scott E., Moran, Thomas P. and Williams, Brian D. (2001): Guided gesture support in the paper PDA. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 197-198. Available online
Ordinary paper offers properties of readability, fluidity, flexibility,
cost, and portability that current electronic devices are often hard pressed to
match. In fact, a lofty goal for many interactive systems is to be "as easy to
use as pencil and paper". However, the static nature of paper does not support
a number of capabilities, such as search and hyperlinking that an electronic
device can provide. The Paper PDA project explores ways in which hybrid paper
electronic interfaces can bring some of the capabilities of the electronic
medium to interactions occurring on real paper. Key to this effort is the
invention of on-paper interaction techniques which retain the flexibility and
fluidity of normal pen and paper, but which are structured enough to allow
robust interpretation and processing in the digital world. This paper considers
the design of a class of simple printed templates that allow users to make
common marks in a fluid fashion, and allow additional gestures to be invented
by the users to meet their needs, but at the same time encourages marks that
are quite easy to recognize.
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Olsen, Dan R., Hudson, Scott E., Tam, C. M., Conaty, G., Phelps, M. and Heiner, Jeremy M. (2001): Speech Interaction with Graphical User Interfaces. In: Proceedings of IFIP INTERACT01: Human-Computer Interaction 2001, Tokyo, Japan. pp. 286-293.
» 2000 «
Mankoff, Jennifer, Hudson, Scott E. and Abowd, Gregory D. (2000): Providing Integrated Toolkit-Level Support for Ambiguity in Recognition-Based Interfaces. In: Turner, Thea, Szwillus, Gerd, Czerwinski, Mary, Peterno, Fabio and Pemberton, Steven (eds.) Proceedings of the ACM CHI 2000 Human Factors in Computing Systems Conference April 1-6, 2000, The Hague, The Netherlands. pp. 368-375. Available online
Interfaces based on recognition technologies are used extensively in both the commercial and research worlds. But recognizers are still error-prone, and this results in human performance problems, brittle dialogues, and other barriers to acceptance and utility of recognition systems. Interface techniques specialized to recognition systems can help reduce the burden of recognition errors, but building these interfaces depends on knowledge about the ambiguity inherent in recognition. We have extended a user interface toolkit in order to model and to provide structured support for ambiguity at the input event level. This makes it possible to build re-usable interface components for resolving ambiguity and dealing with recognition errors. These interfaces can help to reduce the negative effects of recognition errors. By providing these components at a toolkit level, we make it easier for application writers to provide good support for error handling. Further, with this robust support, we are able to explore new types of interfaces for resolving a more varied range of ambiguity.
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Mankoff, Jennifer, Hudson, Scott E. and Abowd, Gregory D. (2000): Interaction Techniques for Ambiguity Resolution in Recognition-Based Interfaces. In: Ackerman, Mark S. and Edwards, Keith (eds.) Proceedings of the 13th annual ACM symposium on User interface software and technology November 06 - 08, 2000, San Diego, California, United States. pp. 11-20. Available online
Hudson, Scott E. and Tanaka, Kenichiro (2000): Providing Visually Rich Resizable Images for User Interface Components. In: Ackerman, Mark S. and Edwards, Keith (eds.) Proceedings of the 13th annual ACM symposium on User interface software and technology November 06 - 08, 2000, San Diego, California, United States. pp. 227-235. Available online
Myers, Brad A., Hudson, Scott E. and Pausch, Randy (2000): Past, Present, and Future of User Interface Software Tools. In ACM Transactions on Computer-Human Interaction, 7 (1) pp. 3-28
A user interface software tool helps developers design and implement the user interface. Research on past tools has had enormous impact on today's developers -- virtually all applications today are built using some form of user interface tool. In this article, we consider cases of both success and failure in past user interface tools. From these cases we extract a set of themes which can serve as lessons for future work. Using these themes, past tools can be characterized by what aspects of the user interface they addressed, their threshold and ceiling, what path of least resistance they offer, how predictable they are to use, and whether they addressed a target that became irrelevant. We believe the lessons of these past themes are particularly important now, because increasingly rapid technological changes are likely to significantly change user interfaces. We are at the dawn of an era where user interfaces are about to break out of the "desktop" box where they have been stuck for the past 15 years. The next millenium will open with an increasing diversity of user interface on an increasing diversity of computerized devices. These devices include hand-held personal digital assistants (PDAs), cell phones, pages, computerized pens, computerized notepads, and various kinds of desk and wall size-computers, as well as devices in everyday objects (such as mounted on refridgerators, or even embedded in truck tires). The increased connectivity of computers, initially evidenced by the World Wide Web, but spreading also with technologies such as personal-area networks, will also have a profound effect on the user interface to computers. Another important force will be recognition-based user interfaces, especially speech, and camera-based vision systems. Other changes we see are an increasing need for 3D and end-user customization, programming, and scripting. All of these changes will require significant support from the underlying user interface software tools.
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» 1999 «
Hudson, Scott E., John, Bonnie E., Knudsen, Keith and Byrne, Michael D. (1999): A Tool for Creating Predictive Performance Models from User Interface Demonstrations. In: Zanden, Brad Vander and Marks, Joe (eds.) Proceedings of the 12th annual ACM symposium on User interface software and technology November 07 - 10, 1999, Asheville, North Carolina, United States. pp. 93-102. Available online
A central goal of many user interface development tools has been to make the construction of high quality interfaces easy enough that iterative design approaches could be a practical reality. In the last 15 years significant advances in this regard have been achieved. However, the evaluation portion of the iterative design process has received relatively little support from tools. Even though advances have also been made in usability evaluation methods, nearly all evaluation is still done "by hand," making it more expensive and difficult than it might be. This paper considers a partial implementation of the CRITIQUE usability evaluation tool that is being developed to help remedy this situation by automating a number of evaluation tasks. This paper will consider techniques used by the system to produce predictive models (keystroke level models and simplified GOMS models) from demonstrations of sample tasks in a fraction of the time needed by conventional handcrafting methods. A preliminary comparison of automatically generated models with models created by an expert modeler show them to produce very similar predictions (within 2%). Further, because they are automated, these models promise to be less subject to human error and less affected by the skill of the modeler.
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Heiner, Jeremy M., Hudson, Scott E. and Tanaka, Kenichiro (1999): The Information Percolator: Ambient Information Display in a Decorative Object. In: Zanden, Brad Vander and Marks, Joe (eds.) Proceedings of the 12th annual ACM symposium on User interface software and technology November 07 - 10, 1999, Asheville, North Carolina, United States. pp. 141-148. Available online
Most current interface designs require that the user focus their attention on them in order to be of value. However, as the price of computation falls, and computational capabilities make their way into many everyday objects, the demand for attention from many different directions may begin to seriously reduce the usefulness of these computational objects. Ambient information displays are intended to fit in a part of the interface design space that does not have this property. They are designed to convey background or context information that the user may or may not wish to attend to at any given time. Ambient Displays are designed to work primarily in the periphery of a user's awareness, moving to the center of attention only when appropriate and desirable. This paper describes a new ambient information display that is designed to give a rich medium of expression placed within an aesthetically pleasing decorative object. This display -- the Information Percolator -- is formed by air bubbles rising up tubes of water. By properly controlling the release of air, a set of pixels which scroll up the display is created. This allows a rendition of any (small, black and white) image to be displayed. The detailed design and construction of this display device will be considered, along with several applications.
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Heiner, Jeremy M., Hudson, Scott E. and Tanaka, Kenichiro (1999): Linking and Messaging from Real Paper in the Paper PDA. In: Zanden, Brad Vander and Marks, Joe (eds.) Proceedings of the 12th annual ACM symposium on User interface software and technology November 07 - 10, 1999, Asheville, North Carolina, United States. pp. 179-186. Available online
It is well known that paper is a very fluid, natural, and easy to use medium for manipulating some kinds of information. It is familiar, portable, flexible, inexpensive, and offers good readability properties. Paper also has well known limitations when compared with electronic media. Work in hybrid paper electronic interfaces seeks to bring electronic capabilities to real paper in order to obtain the best properties of each. This paper describes a hybrid paper electronic system -- the Paper PDA -- which is designed to allow electronic capabilities to be employed within a conventional paper notebook, calendar, or organizer. The Paper PDA is based on a simple observation: a paper notebook can be synchronized with a body of electronic information much like an electronic PDA can be synchronized with information hosted on a personal computer. This can be accomplished by scanning, recognizing and processing its contents, then printing a new copy. This paper introduces the Paper PDA concept and considers interaction techniques and applications designed to work within the Paper PDA. The StickerLink technique supports on-paper hyperlinking using removable paper stickers. Two applications are also considered which look at aspects of electronic communications via the Paper PDA.
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» 1998 «
Olsen, Dan R., Hudson, Scott E., Phelps, Matt, Heiner, Jeremy M. and Verratti, Thom (1998): Ubiquitous Collaboration via Surface Representations. In: Poltrock, Steven and Grudin, Jonathan (eds.) Proceedings of the 1998 ACM conference on Computer supported cooperative work November 14 - 18, 1998, Seattle, Washington, United States. pp. 129-138. Available online
Essential prerequisites to asynchronous work with shared artifacts include things such as an ability to effectively communicate information, an ability to understand the actions of collaborators, and an ability to integrate work from others. Systems designed to support ubiquitous collaboration -- collaboration that can scale to communities the size of the Internet -- face a number of important challenges in providing these prerequisites. For example, when the set of potential collaborators becomes large, and collaborative media becomes richer, simple interoperability of application programs quickly becomes a difficult issue. Further, various market pressures, along with the rapid growth of a diverse Internet, will, for the most part, make these problems worse rather than better.
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» 1997 «
Worden, Aileen, Walker, Neff, Bharat, Krishna and Hudson, Scott E. (1997): Making Computers Easier for Older Adults to Use: Area Cursors and Sticky Icons. In: Pemberton, Steven (ed.) Proceedings of the ACM CHI 97 Human Factors in Computing Systems Conference March 22-27, 1997, Atlanta, Georgia. pp. 266-271. Available online
The normal effects of aging include some decline in cognitive, perceptual, and motor abilities. This can have a negative effect on the performance of a number of tasks, including basic pointing and selection tasks common to today's graphical user interfaces. This paper describes a study of the effectiveness of two interaction techniques: area cursors and sticky icons, in improving the performance of older adults in basic selection tasks. The study described here indicates that when combined, these techniques can decrease target selection times for older adults by as much as 50% when applied to the most difficult cases (smallest selection targets). At the same time these techniques are shown not to impede performance in cases known to be problematical for related techniques (e.g., differentiation between closely spaced targets) and to provide similar but smaller benefits for younger users.
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Arai, Toshifumi, Aust, Dietmar and Hudson, Scott E. (1997): PaperLink: A Technique for Hyperlinking from Real Paper to Electronic Content. In: Pemberton, Steven (ed.) Proceedings of the ACM CHI 97 Human Factors in Computing Systems Conference March 22-27, 1997, Atlanta, Georgia. pp. 327-334. Available online
Paper is a very convenient medium for presenting information. It is familiar, flexible, portable, inexpensive, user modifiable, and offers better readability properties than existing electronic displays. However, paper displays are static and do not offer capabilities such as dynamic content, and hyperlinking that can be provided with electronic media. PaperLink is a system which augments paper documents with electronic features. PaperLink uses a highlighter pen augmented with a camera, along with simple computer vision and pattern recognition techniques, to allow a user to make marks on paper which can have associations and meaning in an electronic world, and to "pick up" printed material for use as electronic input. This paper will consider the prototype PaperLink hardware and software system, and its application to hyperlinking from paper to electronic content.
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Edwards, W. Keith, Hudson, Scott E., Marinacci, Joshua, Rodenstein, Roy, Rodriguez, Thomas K. and Smith, Ian (1997): Systematic Output Modification in a 2D User Interface Toolkit. In: Robertson, George G. and Schmandt, Chris (eds.) Proceedings of the 10th annual ACM symposium on User interface software and technology October 14 - 17, 1997, Banff, Alberta, Canada. pp. 151-158. Available online
In this paper we present a simple but general set of techniques for modifying output in a 2D user interface toolkit. We use a combination of simple subclassing, wrapping, and collusion between parent and output objects to produce arbitrary sets of composable output transformations. The techniques described here allow rich output effects to be added to most, if not all, existing interactors in an application, without the knowledge of the interactors themselves. This paper explains how the approach works, discusses a number of example effects that have been built, and describes how the techniques presented here could be extended to work with other toolkits. We address issues of input by examining a number of extensions to the toolkit input subsystem to accommodate transformed graphical output. Our approach uses a set of "hooks" to undo output transformations when input is to be dispatched.
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Hudson, Scott E. and Smith, Ian (1997): Supporting Dynamic Downloadable Appearances in an Extensible User Interface Toolkit. In: Robertson, George G. and Schmandt, Chris (eds.) Proceedings of the 10th annual ACM symposium on User interface software and technology October 14 - 17, 1997, Banff, Alberta, Canada. pp. 159-168. Available online
Most consumer products, from automobiles to breakfast cereals, pay significant attention to the visual appearance they present to the consumer. Designers of these products normally create custom appearances that reflect things such as the functionality or purpose of the product, the market they are trying to reach, and the image that the company creating the product is trying to create. As graphical user interfaces begin to fully penetrate the consumer market, we expect that similar customization of appearance will and should become part of every day practice in user interface design as well. This paper describes new user interface toolkit techniques designed to support dynamic, even downloadable, appearance changes for graphical user interfaces. The long term goal of this work is to create a system of styles which is analogous to current systems of fonts. That is, to provide a system for applying a style of visual appearance to an interface independent of the content of the interface, and for allowing such styles to be developed at least partially independent of specific user interface components, even in many cases supporting custom interactive components that did not exist when a style was created.
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Hudson, Scott E., Rodenstein, Roy and Smith, Ian (1997): Debugging Lenses: A New Class of Transparent Tools for User Interface Debugging. In: Robertson, George G. and Schmandt, Chris (eds.) Proceedings of the 10th annual ACM symposium on User interface software and technology October 14 - 17, 1997, Banff, Alberta, Canada. pp. 179-187. Available online
The visual and event driven nature of modern user interfaces, while a boon to users, can also make them more difficult to debug than conventional programs. This is because only the very surface representation of interactive objects -- their final visual appearance -- is visible to the programmer on the screen. The remaining "programming details" of the object remain hidden. If the appearance or behavior of an object is incorrect, often few clues are visible to indicate the cause. One must usually turn to text oriented debugging techniques (debuggers or simply print statements) which are separate from the interface, and often cumbersome to use with event-driven control flow. This paper describes a new class of techniques designed to aid in the debugging of user interfaces by making more of the invisible, visible. This class of techniques: debugging lenses, makes use of transparent lens interaction techniques to show debugging information. It is designed to work in situ -- in the context of a running interface without stopping or interfering with that interface. This paper describes and motivates the class of techniques, gives a number of specific examples of debugging lenses, and describes their implementation in the subArctic user interface toolkit.
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» 1996 «
Hudson, Scott E. and Smith, Ian (1996): Techniques for Addressing Fundamental Privacy and Disruption Tradeoffs in Awareness Support Systems. In: Olson, Gary M., Olson, Judith S. and Ackerman, Mark S. (eds.) Proceedings of the 1996 ACM conference on Computer supported cooperative work November 16 - 20, 1996, Boston, Massachusetts, United States. pp. 248-257. Available online
This paper describes a fundamental dual tradeoff that occurs in systems supporting awareness for distributed work groups, and presents several specific new techniques which illustrate good compromise points within this tradeoff space. This dual tradeoff is between privacy and awareness, and between awareness and disturbance. Simply stated, the more information about oneself that leaves your work area, the more potential for awareness of you exists for your colleagues. Unfortunately, this also represents the greatest potential for intrusion on your privacy. Similarly, the more information that is received about the activities of colleagues, the more potential awareness we have of them. However, at the same time, the more information we receive, the greater the chance that the information will become a disturbance to our normal work. This dual tradeoff seems to be a fundamental one. However, by carefully examining awareness problems in the light of this tradeoff it is possible to devise techniques which expose new points in the design space. These new points provide different types and quantities of information so that awareness can be achieved without invading the privacy of the sender, or creating a disturbance for the receiver. This paper presents four such techniques, each based on a careful selection of the information transmitted.
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Koller, David R., Mine, Mark R. and Hudson, Scott E. (1996): Head-Tracked Orbital Viewing: An Interaction Technique for Immersive Virtual Environments. In: Kurlander, David, Brown, Marc and Rao, Ramana (eds.) Proceedings of the 9th annual ACM symposium on User interface software and technology November 06 - 08, 1996, Seattle, Washington, United States. pp. 81-82. Available online
An interaction technique for immersive virtual environments called "head-tracked orbital viewing" is described. The user's head orientation is tracked and mapped so as to move the viewpoint of the user about the surface of a virtual sphere surrounding a center of rotation. The technique is useful for object examination tasks in a virtual world, allowing the user to quickly and easily view an object from many perspectives.
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Hudson, Scott E. and Smith, Ian (1996): Ultra-Lightweight Constraints. In: Kurlander, David, Brown, Marc and Rao, Ramana (eds.) Proceedings of the 9th annual ACM symposium on User interface software and technology November 06 - 08, 1996, Seattle, Washington, United States. pp. 147-155. Available online
Constraint systems have been used for some time to implement various components of a user interface. High level support for flexible screen layout has been among the more important uses; layout constraints in a user interface toolkit provide a declarative mechanism for controlling the size and position of objects in an interactive display, along with an efficient update mechanism for maintaining display layouts automatically in the face of dynamic changes. This paper describes a new technique for implementing one-way layout constraints which overcomes a substantial limitation of previous systems. In particular, it allows constraints to be implemented in an extremely small amount of space -- as little as 17 bits per constraint -- and still maintain the level of performance needed for good interactive response. These ultra-lightweight constraints, while not handling all cases, cover most relationships used for layout, and allow conventional constraints to be applied when needed. This paper will consider both a general technique for ultra-lightweight layout constraints and its specific implementation in a new Java-based user interface toolkit.
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» 1995 «
Mukherjea, Sougata, Foley, James D. and Hudson, Scott E. (1995): Visualizing Complex Hypermedia Networks through Multiple Hierarchical Views. In: Katz, Irvin R., Mack, Robert L., Marks, Linn, Rosson, Mary Beth and Nielsen, Jakob (eds.) Proceedings of the ACM CHI 95 Human Factors in Computing Systems Conference May 7-11, 1995, Denver, Colorado. pp. 331-337. Available online
Our work concerns visualizing the information space of hypermedia systems using multiple hierarchical views. Although overview diagrams are useful for helping the user to navigate in a hypermedia system, for any real-world system they become too complicated and large to be really useful. This is because these diagrams represent complex network structures which are very difficult to visualize and comprehend. On the other hand, effective visualizations of hierarchies have been developed. Our strategy is to provide the user with different hierarchies, each giving a different perspective to the underlying information space to help the user better comprehend the information. We propose an algorithm based on content and structural analysis to form hierarchies from hypermedia networks. The algorithm is automatic but can be guided by the user. The multiple hierarchies can be visualized in various ways. We give examples of the implementation of the algorithm on two hypermedia systems.
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Bharat, Krishna and Hudson, Scott E. (1995): Supporting Distributed, Concurrent, One-Way Constraints in User Interface Applications. In: Robertson, George G. (ed.) Proceedings of the 8th annual ACM symposium on User interface and software technology November 15 - 17, 1995, Pittsburgh, Pennsylvania, United States. pp. 121-132. Available online
This paper describes Doppler a new, fast algorithm for supporting concurrent, one-way constraints between objects situated in multiple address spaces. Because of their declarative nature, convenience, low amortized cost, and good match to interface tasks, constraints have been used to support a variety of user-interface activities. Unfortunately, nearly all existing constraint maintenance algorithms are sequential in nature, and cannot function effectively in a concurrent or distributed setting. The Doppler algorithm overcomes these limitations. It is a highly efficient distributed and concurrent algorithm (based on an efficient sequential algorithm for incremental, lazy updates). Doppler relies solely on asynchronous message passing, and does not require shared memory, synchronized clocks, or a global synchronization mechanism. It supports a high degree of concurrency by efficiently tracking potential cause and effect relationships between reads and writes, and allowing all causally independent operations to execute in parallel. This makes it scalable, and optimizes reads and writes by minimizing their blocking time.
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Smith, Ian E., Hudson, Scott E., Mynatt, Elizabeth D. and Selbie, John R. (1995): Applying Cryptographic Techniques to Problems in Media Space Security. In: Proceedings of the ACM Conference on Organizational Computing Systems 1995 August 13-16, 1995, Milpitas, California, USA. pp. 190-196.
Smith, Ian E. and Hudson, Scott E. (1995): Low Disturbance Audio for Awareness and Privacy in Media Space Applications. In: ACM Multimedia 1995 1995. pp. 91-97. Available online
» 1994 «
Mukherjea, Sougata, Foley, James D. and Hudson, Scott E. (1994): Interactive Clustering for Navigating in Hypermedia Systems. In: Proceedings of ECHT 94 the ACM European Conference on Hypermedia Technology Sept 18-23, 1994, Edinburgh, UK. pp. 136-145. Available online
This paper talks about clustering related nodes of an overview diagram to reduce its complexity and size. This is because although overview diagrams are useful for helping the user to navigate in a hypermedia system, for any real-world system these become too complicated and large to be really useful. Both structure-based and content-based clustering are used. Since the nodes can be related to each other in different ways, depending on the situation different clustered views will be useful. Hence, it should be possible to interactively specify the clustering conditions and examine the resulting views. We present efficient clustering algorithms which can cluster the information space in real-time. We talk about the Navigational View Builder, a tool that allows the interactive development of overview diagrams. Finally, we propose a 3-dimensional approach for visualizing these abstracted views.
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Hudson, Scott E. and Hsi, Chen-Ning (1994): The Walk-Through Approach to Authoring Multimedia Documents. In: ACM Multimedia 1994 1994. pp. 173-180.
Badre, Albert N., Hudson, Scott E. and Santos, Paulo J. (1994): Sychronizing Video and Event Logs for Usability Studies. In: Advanced Visual Interfaces 1994 1994. pp. 222-224. Available online
» 1993 «
Hudson, Scott E., Pausch, Randy, Zanden, Brad Vander and Foley, James D. (eds.) Proceedings of the 6th annual ACM symposium on User interface software and technology 1993, Atlanta, Georgia, United States.
Hudson, Scott E. and Hsi, Chen-Ning (1993): A Synergistic Approach to Specifying Simple Number Independent Layouts by Example. In: Ashlund, Stacey, Mullet, Kevin, Henderson, Austin, Hollnagel, Erik and White, Ted (eds.) Proceedings of the ACM CHI 93 Human Factors in Computing Systems Conference April 24-29, 1993, Amsterdam, The Netherlands. pp. 285-292. Available online
A grid-based technique to specify simple number independent layouts by example is described. This technique was originally developed to support layout specification for a parallel program visualization system but can be applied to aid other simple graphical layout tasks as well. The technique works by allowing the user to construct an example layout using a grid-based interaction technique. This example can then be generalized into a layout algorithm which can be applied to create layouts of any size. However, rather than simply choosing the "best" generalization, the system described here takes a synergistic approach. New examples from a set of alternative generalizations are presented to the user so that they can guide and control the generalization process. This provides more understanding and control of the generalization process and typically allows a correct generalization to be constructed from only one small example.
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Hudson, Scott E. and Stasko, John T. (1993): Animation Support in a User Interface Toolkit: Flexible, Robust and Reusable Abstractions. In: Hudson, Scott E., Pausch, Randy, Zanden, Brad Vander and Foley, James D. (eds.) Proceedings of the 6th annual ACM symposium on User interface software and technology 1993, Atlanta, Georgia, United States. pp. 57-67. Available online
Animation can be a very effective mechanism to convey information in visualization and user interface settings. However, integrating animated presentations into user interfaces has typically been a difficult task since, to date, there has been little or no explicit support for animation in window systems or user interface toolkits. This paper describes how the Artkit user interface toolkit has been extended with new animation support abstractions designed to overcome this problem. These abstractions provide a powerful but convenient base for building a range of animations, supporting techniques such as simple motion-blur, "squash and stretch", use of arcing trajectories, anticipation and follow through, and "slow-in / slow-out" transitions. Because these abstractions are provided by the toolkit they are reusable and may be freely mixed with more conventional user interface techniques. In addition, the Artkit implementation of these abstractions is robust in the face of systems (such as the X Window System and Unix) which can be ill-behaved with respect to timing considerations.
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Olsen Jr, Dan R., Foley, James D., Hudson, Scott E., Miller, James R. and Myers, Brad A. (1993): Research Directions for User Interface Software Tools. In Behaviour and Information Technology, 12 (2) pp. 80-97
Neches, Robert, Foley, James D., Szekely, Pedro, Sukaviriya, Piyawadee, Luo, Ping, Kovacevic, Srdjan and Hudson, Scott E. (1993): Knowledgeable Development Environments Using Shared Design Models. In: Gray, Wayne D., Hefley, William and Murray, Dianne (eds.) International Workshop on Intelligent User Interfaces 1993 January 4-7, 1993, Orlando, Florida, USA. pp. 63-70. Available online
We describe MASTERMIND, a step toward our vision of a knowledge-based design-time and run-time environment in which human-computer interfaces development is centered around an all-encompassing design model. The MASTERMIND approach is intended to provide integration and continuity across the entire life cycle of the user interface. In addition, it facilitates higher quality work within each phase of the life cycle. MASTERMIND is an open framework, in which the design knowledge base allows multiple tools to come into play and makes knowledge created by each tool accessible to the others.
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» 1992 «
Hudson, Scott E. and Newell, Gary L. (1992): Probabilistic State Machines: Dialog Management for Inputs with Uncertainty. In: Mackinlay, Jock D. and Green, Mark (eds.) Proceedings of the 5th annual ACM symposium on User interface software and technology November 15 - 18, 1992, Monteray, California, United States. pp. 199-208. Available online
Traditional models of input work on the assumption that inputs delivered to a system are fairly certain to have occurred as they are reported. However, a number of new input modalities, such as pen-based inputs, hand and body gesture inputs, and voice input, do not share this property. Inputs under these techniques are normally acquired by a process of recognition. As a result, each of these techniques makes mistakes and provides inputs which are approximate or uncertain. This paper considers some preliminary techniques for dialog management in the presence of this uncertainty. These techniques -- including a new input model and a set of extended state machine abstractions -- will explicitly model uncertainty and handle it as a normal and expected part of the input process.
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Hudson, Scott E. (1992): Adding Shadows to a 3D Cursor. In ACM Transactions on Graphics, 11 (2) pp. 193-199
Conclusions: In this note, a technique for creating shadows for a 3D cursor in a depth-buffer has been presented. This technique is simple to implement and can make use of existing depth-buffer hardware and software. Because it is efficient enough to respond interactively and can cast shadows over arbitrary backdrops, this technique can be employed in a range of 3d-positioning techniques to improve the perception of depth and spatial relationships within a scene.
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Henry, Tyson R., Yeatts, Andrey K., Hudson, Scott E., Myers, Brad A. and Feiner, Steven K. (1992): A Nose Gesture Interface Device: Extending Virtual Realities. In Presence: Teleoperators and Virtual Environments, 1 (2) pp. 258-261
» 1991 «
Henry, Tyson R. and Hudson, Scott E. (1991): Interactive Graph Layout. In: Rhyne, James R. (ed.) Proceedings of the 4th annual ACM symposium on User interface software and technology Hilton Head, South Carolina, United States, 1991, Hilton Head, South Carolina, United States. pp. 55-64. Available online
This paper presents a novel methodology for viewing large graphs. The basic concept is to allow the user to interactively navigate through large graphs learning about them in appropriately small and concise pieces. An architecture is present to support graph exploration. It contains methods for building custom layout algorithms hierarchically, interactively decomposing large graphs, and creating interactive parameterized layout algorithms. As a proof of concept, examples are drawn from a working prototype that incorporates this methodology.
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Henry, Tyson R., Hudson, Scott E., Yeatts, Andrey K., Myers, Brad A. and Feiner, Steven K. (1991): A Nose Gesture Interface Device: Extending Virtual Realities. In: Rhyne, James R. (ed.) Proceedings of the 4th annual ACM symposium on User interface software and technology Hilton Head, South Carolina, United States, 1991, Hilton Head, South Carolina, United States. pp. 65-68. Available online
This paper reports on the development of a nose-machine interface device that provides real-time gesture, position, smell and facial expression information. The DATANOSE{trade} Data AtomaTa CORNUCOPIA pNeumatic Olfactory I/O-deviSE Tactile Manipulation [Olsen86, Myers91] allows novice users without any formal nose training to perform complex interactive tasks.
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Hudson, Scott E. and Yeatts, Andrey K. (1991): Smoothly Integrating Rule-Based Techniques into a Direct Manipulation Interace Builder. In: Rhyne, James R. (ed.) Proceedings of the 4th annual ACM symposium on User interface software and technology Hilton Head, South Carolina, United States, 1991, Hilton Head, South Carolina, United States. pp. 145-153. Available online
Work in automating the production of user interface software has recently concentrated on two distinct approaches: systems that provide a direct manipulation editor for specifying user interfaces and systems that attempt to automatically generate much or all of the interface. This paper considers how a middle ground between these approaches can be constructed. It presents a technique whereby the rule-base inference methods used in many automatic generation systems can be smoothly integrated into a direct manipulation interface builder. This integration is achieved by explicitly representing the results of inference rules in the direct manipulation framework and by using semantic snapping techniques to give the user direct feedback and interactive control over the application of rules.
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» 1990 «
Hudson, Scott E. (ed.) Proceedings of the 3rd annual ACM SIGGRAPH symposium on User interface software and technology October 03 - 05, 1990, Snowbird, Utah, United States.
Henry, Tyson R., Hudson, Scott E. and Newell, Gary L. (1990): Integrating Gesture and Snapping into a User Interface Toolkit. In: Hudson, Scott E. (ed.) Proceedings of the 3rd annual ACM SIGGRAPH symposium on User interface software and technology October 03 - 05, 1990, Snowbird, Utah, United States. pp. 112-122.
This paper describes Artkit -- the Arizona Retargetable Toolkit -- an extensible object-oriented user interface toolkit. Artkit provides an extensible input model which is designed to support a wider range of interaction techniques than conventional user interface toolkits. In particular the system supports the implementation of interaction objects using dragging, snapping (or gravity fields), and gesture (or handwriting) inputs. Because these techniques are supported directly by the toolkit it is also possible to create interactions that mix these techniques within a single interface or even a single interactor object.
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Hudson, Scott E. (1990): Adaptive Semantic Snapping - A Technique for Semantic Feedback at the Lexical Level. In: Carrasco, Jane and Whiteside, John (eds.) Proceedings of the ACM CHI 90 Human Factors in Computing Systems Conference 1990, Seattle, Washington,USA. pp. 65-70.
This paper describes the implementation of semantic snapping - an interaction technique that provides semantic feedback at the lexical level while dragging a graphical object on the screen. Like conventional snapping, or gravity fields, semantic snapping includes a geometric component where objects in close proximity are drawn together or "snap" into position. However, semantic snapping goes further by allowing non-geometric (semantic) properties of objects to place additional constraints on snapping. Semantic snapping also provides more complex lexical feedback which reflects potential semantic consequences of a snap. This paper motivates the use of semantic snapping and describes how this technique has been implemented in a window-based toolkit. This implementation works in an adaptive manner to provide the best interactive response in situations where semantic tests are very time consuming and strain the limits of acceptable performance.
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Hudson, Scott E. and Mohamed, Shamim P. (1990): Interactive Specification of Flexible User Interface Displays. In ACM Transactions on Information Systems, 8 (3) pp. 269-288
One of the problems with conventional UIMSs is that very often there is no graphical way to specify interfaces. This paper describes OPUS, the user interface editor of the Penguims UIMS. This system allows the presentation component of graphical user interfaces to be specified interactively in a graphical notation without explicit programming. The Penguims UIMS supports an underlying model of computation based loosely on spreadsheets. In particular, it supports incremental computations based on a system of equations (one-way constraints) over a set of named values (spreadsheet cells). These equations are used to provide immediate feedback at all levels of the interface. They are used to incrementally determine the position and dynamic appearance of the individual interactor objects that make up the interface. They are also used to connect the presentation directly to underlying application data thereby supporting semantic feedback. The OPUS user interface editor employs a special graphical notation for specifying the presentation component of a user interface. This notation allows the power of the underlying computational model to be expressed simply and quickly. The resulting presentations are very flexible in nature. They can automatically respond to changes in the size and position of display objects and can directly support derivation of their appearance from application data objects.
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Henry, Tyson R. and Hudson, Scott E. (1990): Multidimensional Icons. In ACM Transactions on Graphics, 9 (1) pp. 133-137
» 1989 «
Hudson, Scott E. (1989): Graphical Specification of Flexible User Interface Displays. In: Sibert, John L. (ed.) Proceedings of the 2nd annual ACM SIGGRAPH symposium on User interface software and technology November 13 - 15, 1989, Williamsburg, Virginia, United States. pp. 105-114.
This paper describes the implementation concepts behind the user interface editor of the Apogee UIMS. This editor allows many aspects of a user interface to be specified graphically without a conventional textual specification. The system supports the specification of flexible user interfaces -- ones that can adapt automatically to changes in the size of objects they present and that can adapt to specific user needs in a dynamic and responsive fashion. To serve as an implementation base for this editor, the Apogee UIMS supports an active data model based on one-way constraints. This model is implemented by a small object-oriented programming language embedded within the system.
Copyrights may apply
» 1988 «
Hudson, Scott E. and King, Roger (1988): Semantic Feedback in the Higgens UIMS. In IEEE Transactions on Systems, Man, and Cybernetics, 14 (8) pp. 1188-1206
Henry, Tyson R. and Hudson, Scott E. (1988): Using Active Data in a UIMS. In: Green, Mark (ed.) Proceedings of the 1st annual ACM SIGGRAPH symposium on User Interface Software October 17 - 19, 1988, Alberta, Canada. pp. 167-178.
An active data model is one that not only stores data, but also acts upon changes to the data in ways that reflect application domain semantics. This paper introduces an active object-oriented model based on incremental attribute evaluation (one-way constraints) and discusses how it can be used to support a number of tasks in a User Interface Management System. It is shown how this model can provide unified support for lexical, syntactic, and semantic feedback, how the model supports the specification and implementation of dynamically changing graphical layouts, and how the model can be used as the basis for support of user extensible interfaces.
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Henry, Tyson R. and Hudson, Scott E. (1988): Squish: A graphical shell for UNIX. In: Graphics Interface 88 June 6-10, 1988, Edmonton, Alberta, Canada. pp. 43-49.
» 1987 «
Hudson, Scott E. (1987): UIMS Support for Direct Manipulation Interfaces. In ACM SIGGRAPH Computer Graphics, 21 (2) pp. 120-124
» 1986 «
Hudson, Scott E. and King, Roger (1986): A Generator of Direct Manipulation Office Systems. In ACM Transactions on Information Systems, 4 (2) pp. 132-163
A system for generating direct manipulation office systems is described. In these systems, the user directly manipulates graphical representations of office entities instead of dealing with these entities abstractly through a command language or menu system. These systems employ a new semantic data model to describe office entities. New techniques based on attribute grammars and incremental attribute evaluation are used to implement this data model in an efficient manner. In addition, the system provides a means of generating sophisticated graphics-based user interfaces that are integrated with the underlying semantic model. Finally, the generated systems contain a general user reversal and recovery (or undo) mechanism that allows them to be much more tolerant of human errors.
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» 1985 «
Hudson, Scott E. and King, Roger (1985): Efficient recovery and reversal in graphical user interfaces generated by the Higgens system. In: Graphics Interface 85 May 27-31, 1985, Montreal, Quebec, Canada. pp. 151-158.
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Mar 21st, 2010
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