Publication statistics

Pub. period:1983-2001
Pub. count:6
Number of co-authors:23


Number of publications with 3 favourite co-authors:

Keiichi Sato:
Mark Scheeff:
Jayne Roderick:



Productive colleagues

William Verplank's 3 most productive colleagues in number of publications:

Stuart K. Card:73
Ronald M. Baecker:67
Gary Perlman:33

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William Verplank

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Publications by William Verplank (bibliography)

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Snibbe, Scott S., MacLean, Karon E., Shaw, Rob, Roderick, Jayne, Verplank, William and Scheeff, Mark (2001): Haptic techniques for media control. In: Marks, Joe and Mynatt, Elizabeth D. (eds.) Proceedings of the 14th annual ACM symposium on User interface software and technology November 11 - 14, 2001, Orlando, Florida. pp. 199-208.

We introduce a set of techniques for haptically manipulating digital media such as video, audio, voicemail and computer graphics, utilizing virtual mediating dynamic models based on intuitive physical metaphors. For example, a video sequence can be modeled by linking its motion to a heavy spinning virtual wheel: the user browses by grasping a physical force-feedback knob and engaging the virtual wheel through a simulated clutch to spin or brake it, while feeling the passage of individual frames. These systems were implemented on a collection of single axis actuated displays (knobs and sliders), equipped with orthogonal force sensing to enhance their expressive potential. We demonstrate how continuous interaction through a haptically actuated device rather than discrete button and key presses can produce simple yet powerful tools that leverage physical intuition.

© All rights reserved Snibbe et al. and/or ACM Press

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Sato, Keiichi and Verplank, William (2000): Panel: Teaching Tangible Interaction Design. In: Proceedings of DIS00: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2000. pp. 444-445.

How do we educate the designers and engineers who will develop the interactive products and systems of the future? Computing functions are moving into physical objects; networking allows us to connect objects and spaces. As products gain more computing and information technology for power, control and interaction, they tend to lose direct and physical qualities; networking creates tangled webs of non-locality. This panel addresses a question How can we increase literacy in the physical quality of experience and enhance design students capacity for understanding the implications of embedded technologies in product innovation?

© All rights reserved Sato and Verplank and/or ACM Press

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Svanaes, Dag and Verplank, William (2000): In search of metaphors for tangible user intefaces. In: Designing Augmented Reality Environments 2000 2000. pp. 121-129.

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Hewett, Thomas T., Baecker, Ronald M., Card, Stuart K., Carey, Tom, Gasen, Jean G., Mantei, Marilyn, Perlman, Gary, Strong, Gary W. and Verplank, William (1997). ACM SIGCHI Curricula for Human-Computer Interaction. Retrieved 7 August 2003 from ACM SIGHCI:

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Johnson, Jeff A., Roberts, Teresa L., Verplank, William, Smith, David Canfield, Irby, Charles H., Beard, Marian and Mackey, Kevin (1989): The Xerox Star: A Retrospective. In IEEE Computer, 22 (9) pp. 11-29.

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Bewley, William L., Roberts, Teresa L., Schroit, David and Verplank, William (1983): Human Factors Testing in the Design of Xerox's 8010 `Star' Office Workstation. In: Smith, Raoul N., Pew, Richard W. and Janda, Ann (eds.) Proceedings of the ACM CHI 83 Human Factors in Computing Systems Conferenc December 12-15, 1983, Boston, Massachusetts, United States. pp. 72-77.

Integral to the design process of the Xerox 8010 "Star" workstation was constant concern for the user interface. The design was driven by principles of human cognition. Prototyping of ideas, paper-and-pencil analyses, and human-factors experiments with potential users all aided in making design decisions. Three of the human-factors experiments are described in this paper: A selection schemes test determined the number of buttons on the mouse pointing device and the meanings of these buttons for doing text selection. An icon test showed us the significant parameters in the shapes of objects on the display screen. A graphics test evaluated the user interface for making line drawings, and resulted in a redesign of that interface.

© All rights reserved Bewley et al. and/or ACM Press

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