Number of co-authors:19
Number of publications with 3 favourite co-authors:Scott R. Klemmer:John L. Sibert:Andrew Schulert:
Dan R. Olsen's 3 most productive colleagues in number of publications:Scott E. Hudson:113Mark Green:50Scott R. Klemmer:38
go to course
Gestalt Psychology and Web Design: The Ultimate Guide
Starts the day after tomorrow !
go to course
Affordances: Designing Intuitive User Interfaces
92% booked. Starts in 3 days
Marc Hassenzahl explains the fascinating concept of User Experience and Experience Design. Commentaries by Don Norman, Eric Reiss, Mark Blythe, and Whitney Hess
User Experience and Experience Design !
Our Latest Books
The Social Design of Technical Systems: Building technologies for communities. 2nd Edition
by Brian Whitworth and Adnan Ahmad
Gamification at Work: Designing Engaging Business Software
by Janaki Mythily Kumar and Mario Herger
The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad
The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam
Dan R. Olsen
Has also published under the name of:
"Dan Olsen" and "D. R. Olsen"
Publications by Dan R. Olsen (bibliography)
Olsen, Dan R., Partridge, Brett and Lynn, Stephen (2010): Time warp sports for internet television. In ACM Transactions on Computer-Human Interaction, 17 (4) p. 16. Available online
Internet-based video delivery offers new opportunities for interactive television. The creation and usability of interactive television is very different from desktop or web-based interaction. The concepts of frameworks and genres provides an approach to learnable interaction in an entertainment rather than task-oriented activity. The concept of a framework defines the tools required for both producing and viewing a particular style of interactive video experience. An interactive framework for televised sports is presented. This framework implements a sports television experience that support play-by-play navigation as well as viewer's interactive choice of camera angles. Tools for creating and viewing interactive sports are developed in parallel. In-home and in-lab experiments give indications of how sports fans will use interactive television in the future. The experiments demonstrate that fans will use the interaction rather than passively watching, can easily learn the interactive features and strongly prefer the new features over tradition rewind/fast-forward. The data indicates that many users will use the interactive controls to enrich and prolong their viewing rather than simply skipping as rapidly as possible through a game. However, there is also indication that some viewers will simply skip rapidly. There are also indications that the skip vs. review interaction depends on the interest level of current game play.
© All rights reserved Olsen et al. and/or ACM Press
Olsen, Dan R. (2008): Interactive viscosity. 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. 1-2. Available online
Olsen, Dan R. (2007): Evaluating user interface systems research. In: Proceedings of the ACM Symposium on User Interface Software and Technology October 7-10, 2007, Newport, Rhode Island, USA. pp. 251-258. Available online
The development of user interface systems has languished with the stability of desktop computing. Future systems, however, that are off-the-desktop, nomadic or physical in nature will involve new devices and new software systems for creating interactive applications. Simple usability testing is not adequate for evaluating complex systems. The problems with evaluating systems work are explored and a set of criteria for evaluating new UI systems work is presented.
© All rights reserved Olsen and/or ACM Press
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.
© All rights reserved Olsen and Klemmer and/or ACM Press
Fails, Jerry and Olsen, Dan R. (2003): A design tool for camera-based interaction. 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. 449-456.
Olsen, Dan R. and Nielsen, Travis (2001): Laser Pointer Interaction. In: Beaudouin-Lafon, Michel and Jacob, Robert J. K. (eds.) Proceedings of the ACM CHI 2001 Human Factors in Computing Systems Conference March 31 - April 5, 2001, Seattle, Washington, USA. pp. 17-22. Available online
Group meetings and other non-desk situations require that people be able to interact at a distance from a display surface. This paper describes a technique using a laser pointer and a camera to accomplish just such interactions. Calibration techniques are given to synchronize the display and camera coordinates. A series of interactive techniques are described for navigation and entry of numbers, times, dates, text, enumerations and lists of items. The issues of hand jitter, detection error, slow sampling and latency are discussed in each of the interactive techniques.
© All rights reserved Olsen and Nielsen and/or ACM Press
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.
Olsen, Dan R., Jefferies, Sean, Nielsen, Travis, Moyes, William and Fredrickson, Paul (2000): Cross-Modal Interaction using XWeb. 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. 191-200. Available online
Olsen, Dan R. (1999): Interacting in chaos. In Interactions, 6 (5) pp. 42-54. Available online
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.
© All rights reserved Olsen et al. and/or ACM Press
Olsen, Dan R. (1998): Developing User Interfaces. Mountain View, California, Morgan Kaufmann Publishers
Olsen, Dan R. (1998): Interacting in chaos. In: Markopoulos, Panos and Johnson, Peter (eds.) DSV-IS 1998 - Design, Specification and Verification of Interactive Systems98, Proceedings of the Fifth International Eurographics Workshop June 3-5, 1998, Abingdon, United Kingdom. pp. 1-8.
Olsen, Dan R. (1995): Interacting with Information. In: Palanque, Philippe A. and Bastide, Remi (eds.) DSV-IS 1995 - Design, Specification and Verification of Interactive Systems 95, Proceedings of the Eurographics Workshop June 7-9, 1995, Toulouse, France. pp. 27-34.
Olsen, Dan R. (1992): User Interface Management Systems: Models and Algorithms. Mountain View, CA, Morgan Kaufmann Publishers
Olsen, Dan R. (1988): A browse/edit model for user interface management. In: Graphics Interface 88 June 6-10, 1988, Edmonton, Alberta, Canada. pp. 155-159.
Olsen, Dan R. (1988): Call for Submissions to the TOG Interactive Techniques Notebook. In ACM Transactions on Graphics, 7 (4) pp. 227-228.
Olsen, Dan R., Green, Mark, Lantz, Keith A., Schulert, Andrew and Sibert, John L. (1987): Whither (or wither) UIMS?. In: Graphics Interface 87 (CHI+GI 87) April 5-9, 1987, Toronto, Ontario, Canada. pp. 311-314.
Olsen, Dan R. (1986): An editing model for generating graphical user interfaces. In: Graphics Interface 86 May 26-30, 1986, Vancouver, British Columbia, Canada. pp. 66-70.
Join our community and advance:
Page maintainer: The Editorial Team