Number of co-authors:25
Number of publications with 3 favourite co-authors:John F. Patterson:5Ralph Hill:3Daniel Gruen:2
Steven L. Rohall's 3 most productive colleagues in number of publications:Martin Wattenberg:25John F. Patterson:17Eric Wilcox:11
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Steven L. Rohall
Publications by Steven L. Rohall (bibliography)
Wattenberg, Martin, Rohall, Steven L., Gruen, Daniel and Kerr, Bernard (2005): E-Mail Research: Targeting the Enterprise. In Human-Computer Interaction, 20 (1) pp. 139-162.
The research program at IBM's Collaborative User Experience (CUE) group supports an e-mail system used by millions of people. We present three lessons learned from working with real-world enterprise e-mail solutions. First, a pragmatic, system-level approach reveals that e-mail programs are generally used idiosyncratically, often for many different goals at once. This fact has strong implications for both the design and assessment of new features. Second, we discuss how viewing e-mail as an element of corporate collaboration -- not just communication -- provides insights into problems with current systems as well as potential solutions. Third, we describe constraints imposed by the realities of software development and how they shape the space of feasible new designs. Finally, we illustrate these lessons with an overview of CUE research strategies in the context of an extended case study of one specific new technology: Thread Arcs. Although not all researchers work with an enterprise-level product team, we believe the experiences described here will be useful to anyone wishing to see their ideas ultimately implemented on a broad scale.
© All rights reserved Wattenberg et al. and/or Taylor and Francis
Cheng, Li-Te, Rohall, Steven L., Patterson, John F., Ross, Steven and Hupfer, Susanne (2004): Retrofitting collaboration into UIs with aspects. In: Proceedings of ACM CSCW04 Conference on Computer-Supported Cooperative Work 2004. pp. 25-28.
Mission critical applications and legacy systems may be difficult to revise and rebuild, and yet it is sometimes desirable to retrofit their user interfaces with new collaborative features without modifying and recompiling the original code. We describe the use of Aspect-Oriented Programming as a lightweight technique to accomplish this, present an example of incorporating presence awareness deeply into an application's user interface, and discuss the implications of this technique for developing CSCW software.
© All rights reserved Cheng et al. and/or ACM Press
Gruen, Daniel, Rohall, Steven L., Minassian, Suzanne, Kerr, Bernard, Moody, Paul, Stachel, Bob, Wattenberg, Martin and Wilcox, Eric (2004): Lessons from the reMail prototypes. In: Proceedings of ACM CSCW04 Conference on Computer-Supported Cooperative Work 2004. pp. 152-161.
Electronic mail has become the most widely-used application for business productivity and communication, yet many people are frustrated with their email. Though email usage has changed, our email clients largely have not. In this paper, we describe a prototype email client developed out of a multi-year iterative design process aimed at providing those who "live in their email" with an improved, integrated email experience. We highlight innovative features and describe the user trials for each version of the prototype with resulting modifications. Finally, we discuss how these studies have recast our understanding of the email "habitat" and user needs.
© All rights reserved Gruen et al. and/or ACM Press
Ayad, Kamal, Day, Mark, Foley, Steve, Gruen, Dan, Rohall, Steven L. and Zondervan, Quinton (1999): Pagers, Pilots and Prairie Dog: Awareness via Handheld Devices. In Personal and Ubiquitous Computing, 3 (1) .
Rohall, Steven L. and Lahtinen, Eric P. (1996): The VIEP System: Interacting with Collaborative Multimedia. 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. 59-66.
This paper presents a survey of the Visual Information Environment Prototype (VIEP), a system which demonstrates the next generation of Command, Control, Communication, and Intelligence (C3I) systems. In particular, VIEP provides a novel integration of user interaction techniques including wireless input and large-screen output to facilitate the task of collaborating with media such as large images, audio, and video. The prototype has been implemented and demonstrated over both local and wide area networks.
© All rights reserved Rohall and Lahtinen and/or ACM Press
Zabele, Stephen, Rohall, Steven L. and Vinciguerra, Ralph L. (1994): High Performance Infrastructure for Visually-Intensive CSCW Applications. In: Proceedings of the 1994 ACM conference on Computer supported cooperative work October 22 - 26, 1994, Chapel Hill, North Carolina, United States. pp. 395-403.
We describe a scalable CSCW infrastructure designed to handle heavy-weight data sets, such as extremely large images and video. Scalability is achieved through exclusive use of reliable and unreliable multicast protocols. The infrastructure uses a replicated architecture rather than a centralized architecture, both to reduce latency and to improve responsiveness. Use of 1) reliable (multicast) transport of absolute, rather than relative, information sets, 2) time stamps, and 3) a last-in-wins policy provide coherency often lacking in replicated architectures. The infrastructure allows users to toggle between WYSIWIS and non-WYSIWIS modes. That, coupled with effective use of multicast groups, allows greatly improved responsiveness and performance for managing heavy-weight data.
© All rights reserved Zabele et al. and/or ACM Press
Hill, Ralph, Brinck, Tom, Rohall, Steven L., Patterson, John F. and Wilner, Wayne (1994): The Rendezvous Architecture and Language for Constructing Multiuser Applications. In ACM Transactions on Computer-Human Interaction, 1 (2) pp. 81-125.
When people have meetings or discussions, frequently they use conversational props: physical models, drawings, or other concrete representations of information used to enhance the exchange of information. If the participants are geographically separated, it is difficult to make effective use of props since each physical prop can only exist in one place. Computer applications that allow two or more users to simultaneously view and manipulate the same data can be used to augment human-to-human telecommunication. We have built the Rendezvous system to aid the construction of applications that can be used as conversational props. The Rendezvous system is similar to many UIMSs or user interface toolkits in that it is intended to simplify the construction of graphical direct-manipulation interfaces. It goes beyond these systems by adding functionality to support the construction of multiuser applications. Based on experience with several large applications built with the Rendezvous system, we believe that it is useful for building conversational props and other computer-supported cooperative work (CSCW) applications. We present a list of required features of conversational props, some example applications built with the Rendezvous system, and a description of the Rendezvous system.
© All rights reserved Hill et al. and/or ACM Press
Hill, Ralph D., Brinck, Tom, Patterson, John F., Rohall, Steven L. and Wilner, Wayne T. (1993): The Rendezvous Language and Architecture. In Communications of the ACM, 36 (1) pp. 62-67.
Rohall, Steven L., Patterson, John F. and Hill, Ralph (1992): Go Fish! A Multi-User Game in the Rendezvous System. In: Bauersfeld, Penny, Bennett, John and Lynch, Gene (eds.) Proceedings of the ACM CHI 92 Human Factors in Computing Systems Conference June 3-7, 1992, Monterey, California. p. 647.
The Rendezvous System is an infrastructure for building multi-user, synchronous applications. Multi-user, synchronous applications are those that are designed to be used by several people simultaneously. Examples of such applications range from collaborative debugging of software to multi-party contract negotiations to games for several players. This videotape shows a demonstration of one multi-user application we have built. The application is a card table that allows up to four people to play any card game they wish. On the tape, you will see several rounds of a game of fish. This game, though simple, serves to highlight four key capabilities that an infrastructure for building multi-user applications must support. These are: 1) support for separate, customized views for each user of the same underlying data, 2) support for public data (i.e., data shown to all users) as well as private data (i.e., data shown only to a particular user), 3) support for access control among users so that certain data is only accessible to some users, and 4) support for the direct manipulation of data objects on the users' displays. We believe that the ability for people to communicate with one another in the structured manner of multi-user applications offers an enormous opportunity for people to enrich the way they work, learn, and play. Many sorts of multi-user applications are possible and research into infrastructures like the Rendezvous System may some day allow for the rapid production of these types of systems. For more information, please see the suggested readings.
© All rights reserved Rohall et al. and/or ACM Press
Patterson, John F., Hill, Ralph, Rohall, Steven L. and Meeks, W. Scott (1990): Rendezvous: An Architecture for Synchronous Multi-User Applications. In: Halasz, Frank (ed.) Proceedings of the 1990 ACM conference on Computer-supported cooperative work October 07 - 10, 1990, Los Angeles, California, United States. pp. 317-328.
Rendezvous is an architecture for creating synchronous multi-user applications. It consists of two parts: a run-time architecture for managing the multi-user session and a start-up architecture for managing the network connectivity. The run-time architecture is based on a User Interface Management System called MEL, which is a language extension to Common Lisp providing support for graphics operations, object-oriented programming, and constraints. Constraints are used to manage three dimensions of sharing: sharing of underlying information, sharing of views, and sharing of access. The start-up architecture decouples invoking and joining an application so that not all users need be known when the application is started. At present, the run-time architecture is completed and running test applications. As a first test of the complete Rendezvous architecture, we will implement a multi-user card game by the end of the summer.
© All rights reserved Patterson et al. and/or ACM Press
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