Number of co-authors:11
Number of publications with 3 favourite co-authors:Robert C. Gammill:Richard S. Heiser:Adam Osborne:
Larry Tesler's 3 most productive colleagues in number of publications:Bill Buxton:78Allen Cypher:30Irene Greif:19
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Publications by Larry Tesler (bibliography)
Tesler, Larry (2012): A Personal History of Modeless Text Editing and Cut/Copy-Paste. In Interactions, 19 (4) pp. 70-75. http://dl.acm.org/citation.cfm?id=2212896
The most recognized of the author's contributions to the graphical user interface (GUI) is cut/copy-paste. He developed the pattern over a period of years in collaboration with a series of colleagues. But cut/copy-paste was not a distinct project; it was one of a collection of patterns that he called modeless text editing. The author helped to develop the theoretical underpinnings of modeless editing and the first products to affirm the validity of the theories. This article was based on the author's Lifetime Practice Award talk at the CHI 2011 conference.
© All rights reserved Tesler and/or Lawrence Erlbaum Associates
Smith, David Canfield, Cypher, Allen and Tesler, Larry (2001): Novice programming comes of age. In: Lieberman, Henry (ed.). "Your Wish Is My Command: Programming by Example". San Francisco, CA: Morgan Kaufmann Publisherspp. 7-19
Stagecast Creator combines programming by demonstration and visual before-after rules to enable most eight year old children, and all ten year olds, to create their own interactive stories, games and simulations. In the process, they learn and apply the key concepts of computer programming without using a programming language.
© All rights reserved Smith et al. and/or Morgan Kaufmann Publishers
Greif, Irene, Buxton, Bill, MacGregor, Scott, Reed, David R. and Tesler, Larry (1985): Microcomputer User Interface Toolkits: The Commercial State-of-the-Art. In: Borman, Lorraine and Curtis, Bill (eds.) Proceedings of the ACM CHI 85 Human Factors in Computing Systems Conference April 14-18, 1985, San Francisco, California. p. 225.
A well-designed user interface is a very valuable asset: the best available today are based on hundreds of man-years of work combining results of research in human factors, tasteful design reviewed and modified through extensive end-user testing, and many rounds of implementation effort. As a result, the user interface "toolkit" is emerging as the hottest new software item. A toolkit can provide software developers with a programming environment in which the user interface coding is already done so that new applications programs can automatically be integrated with other workstation functions. The panel will evaluate this new trend. Tesler and MacGregor will present the designs of the leading toolkit products from Apple and Microsoft, respectively. Reed will analyze the choices from the point of view of the third party software vendors' requirements. Noting that the effort going into these products may well result in de facto standard setting, Buxton will question the appropriateness of making this commitment based on microcomputer hardware.
© All rights reserved Greif et al. and/or ACM Press
Tesler, Larry (1983): Object Oriented User Interfaces and Object Oriented Languages. In: ACM Conference on Personal and Small Computers December 7-9, 1983, Westgate Hotel, San Diego, California, USA. pp. 3-5.
Tesler, Larry (1983): Enlisting user help in software design. In SigCHI Bulletin, 14 (3) pp. 5-9. http://portal.acm.org/citation.cfm?id=1044774&coll=ACM&dl=ACM&CFID=31656348&CFTOKEN=18046789
To create usable software, enlist user help at two critical stages of development. During the design phase, watch and interview users at the workplace to discover their needs. Before the code is frozen, invite users to talk aloud as they test prototypes with the assistance of a teacher. The article describes these methods as they were applied at PARC from 1973-75 and alludes to their use at Apple from 1980-82. Topics covered: When to enlist user help. Enlisting user help during the design. Interviewing at the workplace. Enlisting user help during implementation. Prototype testing. Resolving specific design issues. Uncovering unanticipated problems. Qualifying subjects. Beginning a prototype test. Conducting a prototype test. Maximizing test benefits. Interviewer qualifications. Concluding a prototype test. Homework between tests. Employing test results.
© All rights reserved Tesler and/or ACM Press
Tesler, Larry (1981): The Smalltalk Environment. In Byte, 6 (8) pp. 90-147. http://web.archive.org/web/20070930185420/http://www.byte.com/art/9608/sec4/art3.htm
Introduced the interactive development environment and the graphical user interface of Smalltalk. Described modeless editing, pop-up menus, overlapping windows, paned windows, list panes, and the inspect, browse, notify, debug, and project windows of the IDE. The byte.com version of the article includes none of the numerous figures in the print version.
© All rights reserved Tesler and/or his/her publisher
Isaacson, Portia, Gammill, Robert C., Heiser, Richard S., Osborne, Adam, Tesler, Larry and Warren, Jim C. (1978): Personal computing: problems of the 80's. In ACM SIGPC Notes, 1 (3) pp. 46-55. http://portal.acm.org/citation.cfm?id=1041571.1041576
Originally published in Proc. of the Oregon Report on Computing in the 1980s (Mar. 1978) and Computer 11 (Sep. 1978). The scope of this blueprint paper includes home, hobby, business, education, and scientific personal computers and some intelligent devices with a restricted user interface. A computer must cost under $I,000 in order to have mass-market appeal. Portability is an important attribute. The size should be no larger than a notebook; weight less than 4 pounds. The user interface will be considerably simpler than any now in use. To supplant paper-based systems, personal computers will have to surpass them in ease of retrieval of information, thereby permitting access to a wider range of information in a shorter time than a trip to a library. Both highly directed searches and free-flowing browsing through large stores of information will be mandatory capabilities. The personal computer together with the worldwide information network will bring the libraries and schools (not to mention stores and billboards) into the home.
© All rights reserved Isaacson et al. and/or ACM
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