Scott R. Klemmer
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"Scott Klemmer"
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Publications by Scott R. Klemmer (bibliography)
» 2009 «
Krieger, Michel, Stark, Emily Margarete and Klemmer, Scott R. (2009): Coordinating tasks on the commons: designing for personal goals, expertise and serendipity. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1485-1494. Available online
How is work created, assigned, and completed on large-scale, crowd-powered systems like Wikipedia? And what design principles might enable these federated online systems to be more effective? This paper reports on a qualitative study of work and task practices on Wikipedia. Despite the availability of tag-based community-wide task assignment mechanisms, informants reported that self-directed goals, within-topic expertise, and fortuitous discovery are more frequently used than community-tagged tasks. We examine how Wikipedia editors organize their actions and the actions of other participants, and what implications this has for understanding, and building tools for, crowd-powered systems, or any web site where the main force of production comes from a crowd of online participants. From these observations and insights, we developed WikiTasks, a tool that integrates with Wikipedia and supports both grassroots creation of site-wide tasks and self-selection of personal tasks, accepted from this larger pool of community tasks.
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Brandt, Joel, Guo, Philip J., Lewenstein, Joel, Dontcheva, Mira and Klemmer, Scott R. (2009): Two studies of opportunistic programming: interleaving web foraging, learning, and writing code. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1589-1598. Available online
This paper investigates the role of online resources in problem solving. We look specifically at how programmers -- an exemplar form of knowledge workers -- opportunistically interleave Web foraging, learning, and writing code. We describe two studies of how programmers use online resources. The first, conducted in the lab, observed participants' Web use while building an online chat room. We found that programmers leverage online resources with a range of intentions: They engage in just-in-time learning of new skills and approaches, clarify and extend their existing knowledge, and remind themselves of details deemed not worth remembering. The results also suggest that queries for different purposes have different styles and durations. Do programmers' queries "in the wild" have the same range of intentions, or is this result an artifact of the particular lab setting? We analyzed a month of queries to an online programming portal, examining the lexical structure, refinements made, and result pages visited. Here we also saw traits that suggest the Web is being used for learning and reminding. These results contribute to a theory of online resource usage in programming, and suggest opportunities for tools to facilitate online knowledge work.
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Yang, Yeonsoo and Klemmer, Scott R. (2009): Aesthetics matter: leveraging design heuristics to synthesize visually satisfying handheld interfaces. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4183-4188. Available online
We present a tool for automatically generating UI layouts for handheld devices based on design principles. This tool introduces a gestalt approach to visual interface design rather, complementing prior work on user cost minimization. We aim to increase user satisfaction using this approach. The tool automatically generates size and position of widgets drawn from the UI design heuristics of simplicity, structuring, and proportion. Simplicity refers to excluding non-core functionality; structuring to contextual grouping, and proportion to best-practice geometric ratios of width, height, and spacing. Layouts are generated from device constraints and simple XML containing UI component hierarchy. These layouts can be directly manipulated using a GUI editor.
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Kumar, Ranjitha, Kim, Juho and Klemmer, Scott R. (2009): Automatic retargeting of web page content. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4237-4242. Available online
We present a novel technique for automatically retargeting content from one web page onto the layout of another. Web pages are decomposed into their perceptual hierarchical representations. We then use a structured-prediction algorithm to learn reasonable mappings between the perceptual trees. Using the mappings, we are able to merge the content of one page with the layout of another.
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» 2008 «
Ju, Wendy, Lee, Brian A. and Klemmer, Scott R. (2008): Range: exploring implicit interaction through electronic whiteboard design. In: Proceedings of ACM CSCW08 Conference on Computer-Supported Cooperative Work 2008. pp. 17-26. Available online
An important challenge in designing ubiquitous computing experiences is negotiating transitions between explicit and implicit interaction, such as how and when to provide users with notifications. While the paradigm of implicit interaction has important benefits, it is also susceptible to difficulties with hidden modes, unexpected action, and misunderstood intent. To address these issues, this work presents a framework for implicit interaction and applies it to the design of an interactive whiteboard application called Range. Range is a public interactive whiteboard designed to support co-located, ad-hoc meetings. It employs proximity sensing capability to proactively transition between display and authoring modes, to clear space for writing, and to cluster ink strokes. We show how the implicit interaction techniques of user reflection (how systems indicate to users what they perceive or infer), system demonstration (how systems indicate what they are doing), and override (how users can interrupt or stop a proactive system action) can prevent, mitigate, and correct errors in the whiteboard's proactive behaviors. These techniques can be generalized to improve the designs of a wide array of ubiquitous computing experiences.
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Hartmann, Björn, Doorley, Scott and Klemmer, Scott R. (2008): Hacking, Mashing, Gluing: Understanding Opportunistic Design. In IEEE Pervasive Computing, 7 (3) pp. 46-54
Carter, Scott, Mankoff, Jennifer, Klemmer, Scott R. and Matthews, Tara (2008): Exiting the Cleanroom: On Ecological Validity and Ubiquitous Computing. In Human-Computer Interaction, 23 (1) pp. 47-99
Over the past decade and a half, corporations and academies have invested considerable time and money in the realization of ubiquitous computing. Yet design approaches that yield ecologically valid understandings of ubiquitous computing systems, which can help designers make design decisions based on how systems perform in the context of actual experience, remain rare. The central question underlying this article is, What barriers stand in the way of real-world, ecologically valid design for ubicomp? Using a literature survey and interviews with 28 developers, we illustrate how issues of sensing and scale cause ubicomp systems to resist iteration, prototype creation, and ecologically valid evaluation. In particular, we found that developers have difficulty creating prototypes that are both robust enough for realistic use and able to handle ambiguity and error and that they struggle to gather useful data from evaluations because critical events occur infrequently, because the level of use necessary to evaluate the system is difficult to maintain, or because the evaluation itself interferes with use of the system. We outline pitfalls for developers to avoid as well as practical solutions, and we draw on our results to outline research challenges for the future. Crucially, we do not argue for particular processes, sets of metrics, or intended outcomes, but rather we focus on prototyping tools and evaluation methods that support realistic use in realistic settings that can be selected according to the needs and goals of a particular developer or researcher.
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Klemmer, Scott R., Everitt, Katherine M. and Landay, James A. (2008): Integrating Physical and Digital Interactions on Walls for Fluid Design Collaboration. In Human-Computer Interaction, 23 (2) pp. 138-213
Web designers use pens, paper, walls, and tables for explaining, developing, and communicating ideas during the early phases of design. These practices inspired The Designers' Outpost. With Outpost, users collaboratively author Web site information architectures on an electronic whiteboard using physical media (sticky notes and images), structuring and annotating that information with electronic pens. This interaction is enabled by a touch-sensitive electronic whiteboard augmented with a computer vision system. The Designers' Outpost integrates wall-scale, paper-based design practices with novel electronic tools to better support collaboration during early-phase design. Our studies with professional designers showed this integration to be especially helpful for fluidly transitioning to other design tools, access and exploration of design history, and remote collaboration.
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Hartmann, Björn, Yu, Loren, Allison, Abel, Yang, Yeonsoo and Klemmer, Scott R. (2008): Design as exploration: creating interface alternatives through parallel authoring and runtime tuning. 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. 91-100. Available online
Yeh, Ron B., Paepcke, Andreas and Klemmer, Scott R. (2008): Iterative design and evaluation of an event architecture for pen-and-paper interfaces. 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. 111-120. Available online
» 2007 «
Hartmann, Björn, Abdulla, Leith, Mittal, Manas and Klemmer, Scott R. (2007): Authoring sensor-based interactions by demonstration with direct manipulation and pattern recognition. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 145-154. Available online
Sensors are becoming increasingly important in interaction design. Authoring a sensor-based interaction comprises three steps: choosing and connecting the appropriate hardware, creating application logic, and specifying the relationship between sensor values and application logic. Recent research has successfully addressed the first two issues. However, linking sensor input data to application logic remains an exercise in patience and trial-and-error testing for most designers. This paper introduces techniques for authoring sensor-based interactions by demonstration. A combination of direct manipulation and pattern recognition techniques enables designers to control how demonstrated examples are generalized to interaction rules. This approach emphasizes design exploration by enabling very rapid iterative demonstrate-edit-review cycles. This paper describes the manifestation of these techniques in a design tool, Exemplar, and presents evaluations through a first-use lab study and a theoretical analysis using the Cognitive Dimensions of Notation framework.
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Hartmann, Björn, Wu, Leslie, Collins, Kevin and Klemmer, Scott R. (2007): Programming by a sample: rapidly creating web applications with d.mix. In: Proceedings of the ACM Symposium on User Interface Software and Technology October 7-10, 2007, Newport, Rhode Island, USA. pp. 241-250. Available online
Source-code examples of APIs enable developers to quickly gain a gestalt understanding of a library's functionality, and they support organically creating applications by incrementally modifying a functional starting point. As an increasing number of web sites provide APIs, significant latent value lies in connecting the complementary representations between site and service -- in essence, enabling sites themselves to be the example corpus. We introduce d.mix, a tool for creating web mashups that leverages this site-to-service correspondence. With d.mix, users browse annotated web sites and select elements to sample. d.mix's sampling mechanism generates the underlying service calls that yield those elements. This code can be edited, executed, and shared in d.mix's wiki-based hosting environment. This sampling approach leverages pre-existing web sites as example sets and supports fluid composition and modification of examples. An initial study with eight participants found d.mix to enable rapid experimentation, and suggested avenues for improving its annotation mechanism.
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» 2006 «
Yeh, Ron, Liao, Chunyuan, Klemmer, Scott R., Guimbretiere, Francois, Lee, Brian, Kakaradov, Boyko, Stamberger, Jeannie and Paepcke, Andreas (2006): ButterflyNet: a mobile capture and access system for field biology research. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 571-580. Available online
Through a study of field biology practices, we observed that biology fieldwork generates a wealth of heterogeneous information, requiring substantial labor to coordinate and distill. To manage this data, biologists leverage a diverse set of tools, organizing their effort in paper notebooks. These observations motivated ButterflyNet, a mobile capture and access system that integrates paper notes with digital photographs captured during field research. Through ButterflyNet, the activity of leafing through a notebook expands to browsing all associated digital photos. ButterflyNet also facilitates the transfer of captured content to spreadsheets, enabling biologists to share their work. A first-use study with 14 biologists found this system to offer rich data capture and transformation, in a manner felicitous with current practice.
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Brzozowski, Mike, Carattini, Kendra, Klemmer, Scott R., Mihelich, Patrick, Hu, Jiang and Ng, Andrew Y. (2006): groupTime: preference based group scheduling. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 1047-1056. Available online
As our business, academic, and personal lives continue to move at an ever-faster pace, finding times for busy people to meet has become an art. One of the most perplexing challenges facing groupware is effective asynchronous group scheduling (GS). This paper presents a lightweight interaction model for GS that can extend its reach beyond users of current group calendaring solutions. By expressing availability in terms of preferences, we create a flexible framework for GS that preserves plausible deniability while exerting social pressure to encourage honesty among users. We also propose an ontology that enables us to model user preferences with machine learning, predicting user responses to further lower cognitive load. The combination of visualization/direct manipulation with machine learning allows users to easily and efficiently optimize meeting times. We also suggest resulting design implications for this class of intelligent user interfaces.
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Klemmer, Scott R., Hartmann, Bjorn and Takayama, Leila (2006): How bodies matter: five themes for interaction design. In: Proceedings of DIS06: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2006. pp. 140-149. Available online
Our physical bodies play a central role in shaping human experience in the world, understandingof the world, and interactions in the world. This paper draws on theories of embodiment -- from psychology, sociology, and philosophy -- synthesizing five themes we believe are particularly salient for interaction design: thinking through doing, performance, visibility, risk, and thick practice. We introduce aspects of human embodied engagement in the world with the goal of inspiring new interaction design approaches and evaluations that better integrate the physical and computational worlds.
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Hartmann, Bjorn, Klemmer, Scott R., Bernstein, Michael, Abdulla, Leith, Burr, Brandon, Robinson-Mosher, Avi and Gee, Jennifer (2006): Reflective physical prototyping through integrated design, test, and analysis. In: Proceedings of the ACM Symposium on User Interface Software and Technology 2006. pp. 299-308. Available online
Prototyping is the pivotal activity that structures innovation, collaboration, and creativity in design. Prototypes embody design hypotheses and enable designers to test them. Framin design as a thinking-by-doing activity foregrounds iteration as a central concern. This paper presents d.tools, a toolkit that embodies an iterative-design-centered approach to prototyping information appliances. This work offers contributions in three areas. First, d.tools introduces a statechart-based visual design tool that provides a low threshold for early-stage prototyping, extensible through code for higher-fidelity prototypes. Second, our research introduces three important types of hardware extensibility - at the hardware-to-PC interface, the intra-hardware communication level, and the circuit level. Third, d.tools integrates design, test, and analysis of information appliances. We have evaluated d.tools through three studies: a laboratory study with thirteen participants; rebuilding prototypes of existing and emerging devices; and by observing seven student teams who built prototypes with d.tools.
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» 2005 «
Winograd, Terry and Klemmer, Scott R. (2005): HCI at Stanford University. In Interactions, 12 (5) pp. 30-31
Olsen, Dan R. and Klemmer, Scott R. (2005): The future of user interface design tools. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 2134-2135. Available online
This workshop aims to gather researchers in the field of user interface design tools to identify important themes for the next decade of research. These tools aid in the design and development of interactive systems: they include interface builders, development environments for writing code, and toolkits that provide software architectures and building blocks to aid development. These tools have provided tremendous benefit for the designers and developers of graphical user interfaces. The CHI community has shown that the next generation of user interfaces is moving off the desktop: these emerging interfaces employ novel input techniques such as tangible, haptic, and camera-based interaction, access to vast information repositories and sensor networks, and information presentation to a wide range of devices. In this workshop, we will discuss common themes, conflicting ideas, and future directions for the next generation of software tools that will support ubiquitous computing.
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Klemmer, Scott R., Verplank, Bill and Ju, Wendy (2005): Teaching embodied interaction design practice. In: Proceedings of the Conference on Designing for User Experiences DUX05 2005. p. 26. Available online
Increasingly, user experiences are addressing our interactions in the world -- the physical, the social, and the situated. This sketch presents our experiences introducing embodied interaction themes to a project-based Interaction Design studio course. We present and discuss examples of student-created designs, illustrating the relationship between these design methods, domains, and artifacts created. These in-the-world domains and methods appealed to budding interaction designers because it encouraged them to transcend the computer screen and design for the world at large. However, the challenge of effectively evaluating in-the-world interactions inhibited iteration. Balancing observation, craft, and evaluation was critical to project success, and we are exploring how to help students navigate these process tradeoffs.
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Klemmer, Scott R. (2005): Integrating Physical and Digital Interactions. In IEEE Computer, 38 (10) pp. 111-113
» 2004 «
Klemmer, Scott R., Li, Jack, Lin, James and Landay, James A. (2004): Papier-Mache: toolkit support for tangible input. 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. 399-406. Available online
Tangible user interfaces (TUIs) augment the physical world by integrating digital information with everyday physical objects. Currently, building these UIs requires "getting down and dirty" with input technologies such as computer vision. Consequently, only a small cadre of technology experts can currently build these UIs. Based on a literature review and structured interviews with nine TUI researchers, we created Papier-Mache, a toolkit for building tangible interfaces using computer vision, electronic tags, and barcodes. Papier-Mache introduces a high-level event model for working with these technologies that facilitates technology portability. For example, an application can be prototyped with computer vision and deployed with RFID. We present an evaluation of our toolkit with six class projects and a user study with seven programmers, finding the input abstractions, technology portability, and monitoring window to be highly effective.
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» 2003 «
Klemmer, Scott R., Graham, Jamey, Wolff, Gregory J. and Landay, James A. (2003): Books with voices: paper transcripts as a physical interface to oral histories. 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. 89-96.
Everitt, Katherine M., Klemmer, Scott R., Lee, Robert and Landay, James A. (2003): Two worlds apart: bridging the gap between physical and virtual media for distributed design collaboration. 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. 553-560.
» 2002 «
Klemmer, Scott R., Thomsen, Michael, Phelps-Goodman, Ethan, Lee, Robert and Landay, James A. (2002): Where do web sites come from?: capturing and interacting with design history. In: Terveen, Loren (ed.) Proceedings of the ACM CHI 2002 Conference on Human Factors in Computing Systems Conference April 20-25, 2002, Minneapolis, Minnesota. pp. 1-8.
» 2001 «
Klemmer, Scott R., Newman, Mark W., Farrell, Ryan, Bilezikjian, Mark and Landay, James A. (2001): The designers' outpost: a tangible interface for collaborative web site. 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. 1-10. Available online
In our previous studies into web design, we found that pens, paper, walls,
and tables were often used for explaining, developing, and communicating ideas
during the early phases of design. These wall-scale paper-based design
practices inspired The Designers' Outpost, a tangible user interface that
combines the affordances of paper and large physical workspaces with the
advantages of electronic media to support information design. With Outpost,
users collaboratively author web site information architectures on an
electronic whiteboard using physical media (Post-it notes and images),
structuring and annotating that information with electronic pens. This
interaction is enabled by a touch-sensitive SMART Board augmented with a robust
computer vision system, employing a rear-mounted video camera for capturing
movement and a front-mounted high-resolution camera for capturing ink. We
conducted a participatory design study with fifteen professional web designers.
The study validated that Outpost supports information architecture work
practice, and led to our adding support for fluid transitions to other tools.
Copyrights may apply
» 2000 «
Klemmer, Scott R., Sinha, Anoop K., Chen, Jack, Landay, James A., Aboobaker, Nadeem and Wang, Annie (2000): Suede: A Wizard of Oz Prototyping Tool for Speech User 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. 1-10. Available online
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Mar 21st, 2010
Changes to this page (author)
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