Number of co-authors:33
Number of publications with 3 favourite co-authors:Brad A. Myers:Daniel P. Siewiorek:Don Marinelli:
Matthew Conway's 3 most productive colleagues in number of publications:Brad A. Myers:154George G. Robertso..:61Ken Hinckley:54
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Dr. Matt Conway is a pioneer in the development of easy to use tools for building virtual environments. His PhD work at the University of Virginia was on Alice: Interactive 3D Graphics Programming for Novices. This resulted in the production of the Alice toolkit, a powerful scripting language for the programming of interactive 3D virtual environments. Alice is freely available from http://www.alice.org/ and is used as a teaching and development tool in many universities. In addition to developing Alice, Matt was involved with developing a number of interface metaphors for immersive virtual environments, including the "Worlds in Miniature" technique, 3D Magic Lenses, and Image Plane Interaction techniques. After completing his PhD, Matt joined the User Interface Research Group at Microsoft Research where his work on 3D user interfaces contributed to six patent applications. Most recently he was the program manager of ClearType Technologies in the eBook Group of Microsoft, developing the ClearType technology which is now shipped with the Windows XP and CE operating systems.
Publications by Matthew Conway (bibliography)
Kelleher, Caitlin, Myers, Brad A., Siewiorek, Daniel P., Cosgrove, Dennis, Pierce, Jeffrey S., Conway, Matthew and Marinelli, Don (2008): Special session in honor of Randy Pausch. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 3997-4002. Available online
Randy Pausch is an inspiration to all with his research, teaching, the way he has lived his life, and his courage while confronting pancreatic cancer. This session brings together people he has touched through various phases of his career to discuss his research and legacy.
© All rights reserved Kelleher et al. and/or ACM Press
Conway, Matthew, Audia, Steve, Burnette, Tommy, Cosgrove, Dennis and Christiansen, Kevin (2000): Alice: Lessons Learned from Building a 3D System for Novices. In: Turner, Thea, Szwillus, Gerd, Czerwinski, Mary, Peterno, Fabio and Pemberton, Steven (eds.) Proceedings of the ACM CHI 2000 Human Factors in Computing Systems Conference April 1-6, 2000, The Hague, The Netherlands. pp. 486-493. Available online
We present lessons learned from developing Alice, a 3D graphics programming environment designed for undergraduates with no 3D graphics or programming experience. Alice is a Windows 95/NT tool for describing the time-based and interactive behavior of 3D objects, not a CAD tool for creating object geometry. Our observations and conclusions come from formal and informal observations of hundreds of users. Primary results include the use of LOGO-style egocentric coordinate systems, the use of arbitrary objects as lightweight coordinate systems, the launching of implicit threads of execution, extensive function overloading for a small set of commands, the careful choice of command names, and the ubiquitous use of animation and undo.
© All rights reserved Conway et al. and/or ACM Press
Hinckley, Ken, Sinclair, Mike, Hanson, Erik, Szeliski, Richard and Conway, Matthew (1999): The VideoMouse: A Camera-Based Multi-Degree-of-Freedom Input Device. In: Zanden, Brad Vander and Marks, Joe (eds.) Proceedings of the 12th annual ACM symposium on User interface software and technology November 07 - 10, 1999, Asheville, North Carolina, United States. pp. 103-112. Available online
The VideoMouse is a mouse that uses a camera as its input sensor. A real-time vision algorithm determines the six degree-of-freedom mouse posture, consisting of 2D motion, tilt in the forward/back and left/right axes, rotation of the mouse about its vertical axis, and some limited height sensing. Thus, a familiar 2D device can be extended for three-dimensional manipulation, while remaining suitable for standard 2D GUI tasks. We describe techniques for mouse functionality, 3D manipulation, navigating large 2D spaces, and using the camera for lightweight scanning tasks.
© All rights reserved Hinckley et al. and/or ACM Press
Pierce, Jeffrey S., Conway, Matthew, Dantzich, Maarten van and Robertson, George G. (1999): Toolspaces and glances: storing, accessing, and retrieving objects in 3D desktop applications. In: SI3D 1999 1999. pp. 163-168. Available online
Pierce, Jeffrey S., Audia, Steve, Burnette, Tommy, Christiansen, Kevin, Cosgrove, Dennis, Conway, Matthew, Hinckley, Ken, Monkaitis, Kristen, Patten, James, Shochet, Joe, Staack, David, Stearns, Brian, Sturgill, Chris, Williams, George and Pausch, Randy (1997): Alice: Easy to Use Interactive 3D Graphics. In: Robertson, George G. and Schmandt, Chris (eds.) Proceedings of the 10th annual ACM symposium on User interface software and technology October 14 - 17, 1997, Banff, Alberta, Canada. pp. 77-78. Available online
Alice is a rapid prototyping system used to create three dimensional graphics simulations like those seen in virtual reality applications. Alice uses an interpreted language called Python as its scripting language to implement user actions. This interactive development environment allows users to explore many more design options than is possible in a compiled language environment. The alpha version of Alice for Windows 95 is available for free over the internet, with the beta release scheduled for August.
© All rights reserved Pierce et al. and/or ACM Press
Pierce, Jeffrey S., Forsberg, Andrew S., Conway, Matthew, Hong, Seung, Zeleznik, Robert C. and Mine, Mark R. (1997): Image plane interaction techniques in 3D immersive environments. In: SI3D 1997 1997. pp. 39-44,183. Available online
Viega, John, Conway, Matthew, Williams, George and Pausch, Randy (1996): 3D Magic Lenses. 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. 51-58. Available online
This work extends the metaphor of a see-through interface embodied in Magic Lenses to 3D environments. We present two new see-through visualization techniques: flat lenses in 3D and volumetric lenses. We discuss implementation concerns for platforms that have programmer accessible hardware clipping planes and show several examples of each visualization technique. We also examine composition of multiple lenses in 3D environments, which strengthens the flat lens metaphor, but may have no meaningful semantics in the case of volumetric lenses.
© All rights reserved Viega et al. and/or ACM Press
Stoakley, Richard, Conway, Matthew and Pausch, Randy (1995): Virtual Reality on a WIM: Interactive Worlds in Miniature. In: Katz, Irvin R., Mack, Robert L., Marks, Linn, Rosson, Mary Beth and Nielsen, Jakob (eds.) Proceedings of the ACM CHI 95 Human Factors in Computing Systems Conference May 7-11, 1995, Denver, Colorado. pp. 265-272. Available online
This paper explores a user interface technique which augments an immersive head tracked display with a hand-held miniature copy of the virtual environment. We call this interface technique the Worlds in Miniature (WIM) metaphor. In addition to the first-person perspective offered by a virtual reality system, a World in Miniature offers a second dynamic viewport onto the virtual environment. Objects may be directly manipulated either through the immersive viewport or through the three-dimensional viewport offered by the WIM. In addition to describing object manipulation, this paper explores ways in which Worlds in Miniature can act as a single unifying metaphor for such application independent interaction techniques as object selection, navigation, path planning, and visualization. The WIM metaphor offers multiple points of view and multiple scales at which the user can operate, without requiring explicit modes or commands. Informal user observation indicates that users adapt to the Worlds in Miniature metaphor quickly and that physical props are helpful in manipulating the WIM and other objects in the environment.
© All rights reserved Stoakley et al. and/or ACM Press
Conway, Matthew (1995): Python: A GUI Development Tool. In Interactions, 2 (2) pp. 23-28. Available online
Conway, Matthew, Vogtle, Laura and Pausch, Randy F. (1994): One-Dimensional Motion Tailoring for the Disabled: A User Study. In Presence: Teleoperators and Virtual Environments, 3 (3) pp. 244-251.
Pausch, Randy, Vogtle, Laura and Conway, Matthew (1992): One Dimensional Motion Tailoring for the Disabled: A User Study. 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. pp. 405-411. Available online
The Tailor project allows physically disabled users to provide real-time analog input to computer applications. We use a Polhemus tracking device and create a custom tailored mapping from each user's best range and type of motion into the analog control signal. The application is a simple video game based on Pong, where the analog input controls the position of the player's paddle. A group of able-bodied subjects was able to correctly hit the ball with the paddle 77% of the time, and a comparison group of children with Cerebral Palsy performed at the 50% level. More than half the disabled users were able to perform at a higher level than the worst able-bodied user.
© All rights reserved Pausch et al. and/or ACM Press
Pausch, Randy, Conway, Matthew and DeLine, Robert (1992): Lessons Learned from SUIT, the Simple User Interface Toolkit. In ACM Transactions on Information Systems, 10 (4) pp. 320-344. Available online
In recent years, the computer science community has realized the advantages of GUIs (Graphical User Interfaces). Because high-quality GUIs are difficult to build, support tools such as UIMSs, UI Toolkits, and Interface Builders have been developed. Although these tools are powerful, they typically make two assumptions: first, that the programmer has some familiarity with the GUI model, and second, that he is willing to invest several weeks becoming proficient with the tool. These tools typically operate only on specific platforms, such as DOS, the Macintosh, or UNIX/X-windows. The existing tools are beyond the reach of most undergraduate computer science majors, or professional programmers who wish to quickly build GUIs without investing the time to become specialists in GUI design. For this class of users, we developed SUIT, the Simple User Interface Toolkit. SUIT is an attempt to distill the fundamental components of an interface builder and GUI toolkit, and to explain those concepts with the tool itself, all in a short period of time. We have measured that college juniors with no previous GUI programming experience can use SUIT productively after less than three hours. SUIT is a C subroutine library which provides an external control UIMS, an interactive layout editor, and a set of standard "widgets," such as sliders, buttons, and check boxes. SUIT-based applications run transparently across the Macintosh, DOS, and UNIX/X platforms. SUIT has been exported to hundreds of external sites on the internet. This paper describes SUIT's architecture, the design decisions we made during its development, and the lessons we learned from extensive observations of over 120 users.
© All rights reserved Pausch et al. and/or ACM Press
Pausch, Randy, Crea, Thomas and Conway, Matthew (1992): A Literature Survey for Virtual Environments: Military Flight Simulator Visual Systems and Simulator Sickness. In Presence: Teleoperators and Virtual Environments, 1 (3) pp. 344-363.
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