Sheelagh Carpendale

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Publications by Sheelagh Carpendale (bibliography)

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» 2009 «

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Tang, Charlotte and Carpendale, Sheelagh (2009): A mobile voice communication system in medical setting: love it or hate it?. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2041-2050. Available online

Hospital work coordination and collaboration often requires mobility for acquiring proper information and resources. In turn, the spatial distribution and the mobility of clinicians can curtail the opportunities for effective communications making collaboration difficult. In this situation, a mobile hands-free voice communication system, Vocera, was introduced to enhance communication. It supports quick and impromptu conversations among coworkers for work coordination and collaboration anytime and anywhere. We study this deployment and present our findings concerning the impact of this communication system on the information flow. Our information flow framework's communication strategies help contrast the information processes before and after the deployment of Vocera.

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Hancock, Mark S., Nacenta, Miguel A., Gutwin, Carl and Carpendale, Sheelagh (2009): The Effects of Changing Projection Geometry on the Interprestation of 3D Orientation on Tabletops. In: Proceedings of Interactive Tabletops and Surfaces Tabletop 2009, Banff, Canada. pp. 175-182. Available online

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Marquardt, Nicolai, Nacenta, Miguel A., Young, James E., Carpendale, Sheelagh, Greenberg, Saul and Sharlin, Ehud (2009): The Haptic Tabletop Puck: Tactile Feedback for Interactive Tabletops. In: Proceedings of Interactive Tabletops and Surfaces, Tabletop 2009, Banff, Canada. . Available online

» 2008 «

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Isenberg, Petra, Tang, Anthony and Carpendale, Sheelagh (2008): An exploratory study of visual information analysis. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 1217-1226. Available online

To design information visualization tools for collaborative use, we need to understand how teams engage with visualizations during their information analysis process. We report on an exploratory study of individuals, pairs, and triples engaged in information analysis tasks using paper-based visualizations. From our study results, we derive a framework that captures the analysis activities of co-located teams and individuals. Comparing this framework with existing models of the information analysis process suggests that information visualization tools may benefit from providing a flexible temporal flow of analysis actions.

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Tang, Charlotte and Carpendale, Sheelagh (2008): Evaluating the deployment of a mobile technology in a hospital ward. In: Proceedings of ACM CSCW08 Conference on Computer-Supported Cooperative Work 2008. pp. 205-214. Available online

Since health care teams are often distributed across time and location, information sharing is crucial for effective patient care. Studying the use of a mobile information technology in a local hospital ward at two months and eleven months after its deployment identifies both short- and long-term phenomena and reveals a mismatch between the intentions behind the deployed mobile technology and the nurses' current work practices. We contrast the new mobile technology with the paper artifacts that were previously relied upon in nursing work. Finally, in light of these findings, we suggest design directions for future technology to support the nursing shift work.

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» 2007 «

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Tang, Charlotte and Carpendale, Sheelagh (2007): An observational study on information flow during nurses' shift change. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 219-228. Available online

We present an observational study that was conducted to guide the design and development of technologies to support information flow during nurses' shift change in a hospital ward. Our goal is to find out how the complex information sharing processes during nurses' brief shift change unfold in a hospital setting. Our study shows the multitude of information media that nurses access during the parallel processes of information assembly and disassembly: digital, paper-based, displayed and verbal media. An initial analysis reveals how the common information spaces, where information media are positioned and accessible by all participants, are actively used and how they interact with the personal information spaces ephemerally constructed by the participants. Several types of information are consistently transposed from the common information spaces to the personal information space including: demographics, historical data, reminders and to-dos, alerts, prompts, scheduling and reporting information. Information types are often enhanced with a variety of visual cues to help nurses carry out their tasks.

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Hancock, Mark, Carpendale, Sheelagh and Cockburn, Andy (2007): Shallow-depth 3d interaction: design and evaluation of one-, two- and three-touch techniques. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 1147-1156. Available online

On traditional tables, people frequently use the third dimension to pile, sort and store objects. However, while effective and informative for organization, this use of the third dimension does not usually extend far above the table. To enrich interaction with digital tables, we present the concept of shallow-depth 3D -- 3D interaction with limited depth. Within this shallow-depth 3D environment several common interaction methods need to be reconsidered. Starting from any of one, two and three touch points, we present interaction techniques that provide control of all types of 3D rotation coupled with translation (6DOF) on a direct-touch tabletop display. The different techniques exemplify a wide range of interaction possibilities: from the one-touch technique, which is designed to be simple and natural, but inherits a degree of imprecision from its simplicity; through to three-touch interaction, which allows precise bimanual simultaneous control of multiple degrees of freedom, but at the cost of simplicity. To understand how these techniques support interaction in shallow-depth 3D, we present a user study that examines the efficiency of, and preferences for, the techniques developed. Results show that users are fastest and most accurate when using the three-touch technique and that their preferences were also strongly in favour of the expressive power available from three-touch.

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Nunes, Michael, Greenberg, Saul, Carpendale, Sheelagh and Gutwin, Carl (2007): What Did I Miss? Visualizing the Past through Video Traces. In: Proceedings of the Tenth European Conference on Computer-Supported Cooperative Work 2007. pp. 1-20. Available online

Always-on media spaces broadcast video between collaborators to provide mutual awareness and to encourage casual interaction. This video can be easily recorded on the fly as a video trace. Ostensibly, people can review this video history to gain a better idea of the activities and availability of their collaborators. Such systems are obviously highly contentious, as they raise significant privacy concerns. However, the ease of capturing video means that video trace systems will appear in the near future. To push the boundaries and encourage debate about video trace technologies within the CSCW community, we created TIMELINE, a highly effective visualization system that combines ideas in slit scanning as used in interactive art to allow people to easily and rapidly explore a video history in detail. We describe its design and implementation, and begin the debate by offering preliminary reflections on how it can be used and misused. To encourage this debate, TIMELINE is freely available for others to try.

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» 2006 «

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Tang, Anthony, Tory, Melanie, Po, Barry, Neumann, Petra and Carpendale, Sheelagh (2006): Collaborative coupling over tabletop displays. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 1181-1190. Available online

Designing collaborative interfaces for tabletops remains difficult because we do not fully understand how groups coordinate their actions when working collaboratively over tables. We present two observational studies of pairs completing independent and shared tasks that investigate collaborative coupling, or the manner in which collaborators are involved and occupied with each other's work. Our results indicate that individuals frequently and fluidly engage and disengage with group activity through several distinct, recognizable states with unique characteristics. We describe these states and explore the consequences of these states for tabletop interface design.

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» 2005 «

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Kruger, Russell, Carpendale, Sheelagh, Scott, Stacey D. and Tang, Anthony (2005): Fluid integration of rotation and translation. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 601-610. Available online

Previous research has shown that rotation and orientation of items plays three major roles during collaboration: comprehension, coordination and communication. Based on these roles of orientation and advice from kinesiology research, we have designed the Rotate'N Translate (RNT) interaction mechanism, which provides integrated control of rotation and translation using only a single touch-point for input. We present an empirical evaluation comparing RNT to a common rotation mechanism that separates control of rotation and translation. Results of this study indicate RNT is more efficient than the separate mechanism and better supports the comprehension, coordination and communication roles of orientation.

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» 2004 «

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Carpendale, Sheelagh, Ligh, John and Pattison, Eric (2004): Achieving higher magnification in context. In: Proceedings of the 2004 ACM Symposium on User Interface Software and Technology 2004. pp. 71-80. Available online

The difficulty of accessing information details while preserving context has generated many different focus-in-context techniques. A common limitation of focus-in-context techniques is their ability to work well at high magnification. We present a set of improvements that will make high magnification in context more feasible. We demonstrate new distortion functions that effectively integrate high magnification within its context. Finally, we show how lenses can be used on top of other lenses, effectively multiplying their magnification power in the same manner that a magnifying glass applied on top of another causes multiplicative magnification. The combined effect is to change feasible detail-in-context magnification factors from less than 8 to more than 40.

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Kruger, Russell, Carpendale, Sheelagh, Scott, Stacey D. and Greenberg, Saul (2004): Roles of Orientation in Tabletop Collaboration: Comprehension, Coordination and Communication. In Computer Supported Cooperative Work, 13 (5) pp. 501-537

In order to support co-located collaboration, many researchers are now investigating how to effectively augment tabletops with electronic displays. As far back as 1988, orientation was recognized as a significant human factors issue that must be addressed by electronic tabletop designers. As with traditional tables, when people stand or sit at different positions around a horizontal display they will be viewing the contents from different angles. One common solution to this problem is to have the software reorient objects so that a given individual can view them right way up. Yet is this the best approach? If not, how do people actually use orientation on tables? To answer these questions, we conducted an observational study of collaborative activity on a traditional table. Our results show that the strategy of reorienting objects to a persons view is overly simplistic: while important, it is an incomplete view of how people exploit their ability to reorient objects. Orientation proves critical in how individuals comprehend information, how collaborators coordinate their actions, and how they mediate communication. The coordinating role of orientation is evident in how people establish personal and group spaces and how they signal ownership of objects. In terms of communication, orientation is useful in initiating communicative exchanges and in continuing to speak to individuals about particular objects and work patterns as collaboration progresses. The three roles of orientation have significant implications for the design of tabletop software and the assessment of existing tabletop systems.

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» 2003 «

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Kruger, Russell, Carpendale, Sheelagh, Scott, Stacey D. and Greenberg, Saul (2003): How people use orientation on tables: comprehension, coordination and communication. In: Tremaine, Marilyn and Simone, Carla (eds.) Proceedings of the International ACM SIGGROUP Conference on Supporting Group Work 2003 November 9-12, 2003, Sanibel Island, Florida, USA. pp. 369-378. Available online

In order to support co-located collaboration, many researchers are now investigating how to effectively augment tabletops with electronic displays. As far back as 1988, orientation was recognized as a significant human factor issue that must be addressed by electronic tabletop designers. As with traditional tables, when people stand at different positions around a horizontal display they will be viewing the contents from different angles. One common solution to this problem is to have the software reorient objects so that any given individual can view them 'right way up.' Yet is this the best approach? If not, how do people actually use orientation on tables? To answer these questions, we conducted an observational study of collaborative activity on a traditional table. Our results show that the strategy of reorienting objects to a person's view is overly simplistic: while important, it is an incomplete view of how people exploit their ability to reorient objects. Orientation proves critical in how individuals comprehend information, how collaborators coordinate their actions, and how they mediate communication. The coordinating role of orientation is evident in how people establish personal and group spaces, and how they signal ownership of objects. In terms of communication, orientation is useful in initiating communicative exchanges and in continuing to speak to individuals about particular objects and work patterns as collaboration progresses. The three roles of orientation have significant implications for the design of tabletop software and the assessment of existing tabletop systems.

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» 2001 «

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Kuederle, Oliver, Inkpen, Kori, Atkins, Stella and Carpendale, Sheelagh (2001): Interacting with Image Sequences: Detail-in-Context and Thumbnails. In: Graphics Interface 2001 June 7-9, 2001, Ottawa, Ontario, Canada. pp. 111-118.

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Changes to this page (author)

27 Feb 2010: Enabled abstracts to be shown on Sheelagh Carpendale's author page.
18 Jan 2010: Author was added to the bibliography (approved by an editor)
18 Jan 2010: Author was added to the bibliography (approved by an editor)
05 Jun 2009: Author was edited
05 Jun 2009: Author was edited
09 May 2009: Author was edited
07 Apr 2009: Author was edited
12 May 2008: Author was edited
29 Jun 2007: Author was edited
24 Jun 2007: Author was edited
19 Jun 2007: Author was edited
19 Jun 2007: Author was edited
19 Jun 2007: Author was edited
11 Jun 2007: Author was edited
28 Apr 2003: Added the author to the bibliography

Publication statistics

Publication period:2001-2009
Publication count:14
Number of co-authors:23



Productive colleagues

Sheelagh Carpendale's 3 most productive colleagues in number of publications:

Saul Greenberg:112
Carl Gutwin:87
Andy Cockburn:50


Collaboration count

Number of publications with 3 favourite co-authors:

Saul Greenberg:4
Russell Kruger:3
Stacey D. Scott:3

 

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Learn more about Sheelagh Carpendale:
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Mar 21

Software design is the act of determining the user's experience with a piece of software. It has nothing to do with how the code works inside, or how big or small the code is. The designer's task is to specify completely and unambiguously the user's whole experience.

-- David Liddle, From Bringing Design to Software, edited by Terry Winograd, 1996

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