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442
Distributed Cognition: Toward a New Foundation for Human-Computer Interaction Research
- ACM Transactions on Computer-Human Interaction
, 2000
"... We are quickly passing through the historical moment when people work in front of a single computer, dominated by a small CRT and focused on tasks involving only local information. Networked computers are becoming ubiquitous and are playing increasingly significant roles in our lives and in the basi ..."
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Cited by 425 (5 self)
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We are quickly passing through the historical moment when people work in front of a single computer, dominated by a small CRT and focused on tasks involving only local information. Networked computers are becoming ubiquitous and are playing increasingly significant roles in our lives and in the basic infrastructures of science, business, and social interaction. For human-computer interaction to advance in the new millennium we need to better understand the emerging dynamic of interaction in which the focus task is no longer confined to the desktop but reaches into a complex networked world of information and computer-mediated interactions. We think the theory of distributed cognition has a special role to play in understanding interactions between people and technologies, for its focus has always been on whole environments: what we really do in them and how we coordinate our activity in them. Distributed cognition provides a radical reorientation of how to think about designing and supporting human-computer interaction. As a theory it is specifically tailored to understanding interactions among people and technologies. In this article we propose distributed cognition as a new foundation for human-computer interaction, sketch an integrated research framework, and use selections from our earlier work to suggest how this framework can provide new opportunities in the design of digital work materials.
Information visualization and visual data mining.
- IEEE Transactions on Visualization and Computer Graphics
, 2002
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Interactive Sketching for the Early Stages of User Interface Design
, 1995
"... Current interactive user interface construction tools are often more of a hindrance than a benefit during the early stages of user interface design. These tools take too much time to use and force designers to specify more of the design details than they wish at this early stage. Most interface desi ..."
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Cited by 266 (16 self)
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Current interactive user interface construction tools are often more of a hindrance than a benefit during the early stages of user interface design. These tools take too much time to use and force designers to specify more of the design details than they wish at this early stage. Most interface designers, especially those who have a background in graphic design, prefer to sketch early interface ideas on paper or on a whiteboard. We are developing an interactive tool called SILK that allows designers to quickly sketch an interface using an electronic pad and stylus. SILK preserves the important properties of pencil and paper: a rough drawing can be produced very quickly and the medium is very flexible. However, unlike a paper sketch, this electronic sketch is interactive and can easily be modified. In addition, our system allows designers to examine, annotate, and edit a complete history of the design. When the designer is satisfied with this early prototype, SILK can transform the sket...
LifeLines: Visualizing Personal Histories
, 1996
"... LifeLines provide a general visualization environment for personal histories that can be applied to medical and court records, professional histories and other types of biographical data. A one screen overview shows multiple facets of the records. Aspects, for example medical conditions or legal cas ..."
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Cited by 226 (28 self)
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LifeLines provide a general visualization environment for personal histories that can be applied to medical and court records, professional histories and other types of biographical data. A one screen overview shows multiple facets of the records. Aspects, for example medical conditions or legal cases, are displayed as individual time lines, while icons indicate discrete events, such as physician consultations or legal reviews. Line color and thickness illustrate relationships or significance, rescaling tools and filters allow users to focus on part of the information. LifeLines reduce the chances of missing information, facilitate spotting anomalies and trends, streamline access to details, while remaining tailorable and easily transferable between applications. The paper describes the use of LifeLines for youth records of the Maryland Department of Juvenile Justice and also for medical records. User's feedback was collected using a Visual Basic prototype for the youth record. Techniq...
Guidelines for Using Multiple Views in Information Visualization
- in Proceedings of AVI, 2000
, 2000
"... A multiple view system uses two or more distinct views to support the investigation of a single conceptual entity. Many such systems exist, ranging from computer-aided design (CAD) systems for chip design that display both the logical structure and the actual geometry of the integrated circuit to ov ..."
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Cited by 215 (0 self)
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A multiple view system uses two or more distinct views to support the investigation of a single conceptual entity. Many such systems exist, ranging from computer-aided design (CAD) systems for chip design that display both the logical structure and the actual geometry of the integrated circuit to overview-plus-detail systems that show both an overview for context and a zoomed-in-view for detail. Designers of these systems must make a variety of design decisions, ranging from determining layout to constructing sophisticated coordination mechanisms. Surprisingly, little work has been done to characterize these systems or to express guidelines for their design. Based on a workshop discussion of multiple views, and based on our own design and implementation experience with these systems, we present eight guidelines for the design of multiple view systems. Keywords Multiple views, information visualization, design guidelines, usability heuristics, user interfaces INTRODUCTION Multiple v...
Toolkit Design for Interactive Structured Graphics
- IEEE Transactions on Software Engineering
, 2004
"... In this paper, we analyze toolkit designs for building graphical applications with rich user interfaces, comparing polylithic and monolithic toolkit-based solutions. Polylithic toolkits encourage extension by composition and follow a design philosophy similar to 3D scene graphs supported by toolkits ..."
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Cited by 215 (9 self)
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In this paper, we analyze toolkit designs for building graphical applications with rich user interfaces, comparing polylithic and monolithic toolkit-based solutions. Polylithic toolkits encourage extension by composition and follow a design philosophy similar to 3D scene graphs supported by toolkits including Java3D and OpenInventor. Monolithic toolkits, on the other hand, encourage extension by inheritance, and are more akin to 2D Graphical User Interface toolkits such as Swing or MFC. We describe Jazz (a polylithic toolkit) and Piccolo (a monolithic toolkit), each of which we built to support interactive 2D structured graphics applications in general, and Zoomable User Interface applications in particular. We examine the trade offs of each approach in terms of performance, memory requirements, and programmability. We conclude that a polylithic approach is most suitable for toolkit builders, visual design software where code is automatically generated, and application builders where there is much customization of the toolkit.
Instrumental Interaction: An Interaction Model for Designing Post-WIMP User Interfaces
, 2000
"... This article introduces a new interaction model called Instrumental Interaction that extends and generalizes the principles of direct manipulation. It covers existing interaction styles, including traditional WIMP interfaces, as well as new interaction styles such as two-handed input and augmented r ..."
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Cited by 188 (14 self)
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This article introduces a new interaction model called Instrumental Interaction that extends and generalizes the principles of direct manipulation. It covers existing interaction styles, including traditional WIMP interfaces, as well as new interaction styles such as two-handed input and augmented reality. It defines a design space for new interaction techniques and a set of properties for comparing them. Instrumental Interaction describes graphical user interfaces in terms of domain objects and interaction instruments. Interaction between users and domain objects is mediated by interaction instruments, similar to the tools and instruments we use in the real world to interact with physical objects. The article presents the model, applies it to describe and compare a number of interaction techniques, and shows how it was used to create a new interface for searching and replacing text. Keywords Interaction model, WIMP interfaces, direct manipulation, post-WIMP interfaces, instrumental ...
Partitioning Digital Worlds: Focal and Peripheral Awareness in Multiple Monitor Use
, 2001
"... Software today does not help us partition our digital worlds effectively. We do it ourselves. This field study of users of multiple monitors examines how people with a lot of display space organize and arrange information. Their second monitors are not generally used as extra workspace, they are use ..."
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Cited by 183 (1 self)
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Software today does not help us partition our digital worlds effectively. We do it ourselves. This field study of users of multiple monitors examines how people with a lot of display space organize and arrange information. Their second monitors are not generally used as extra workspace, they are used for secondary activities related to principal tasks, for peripheral awareness of information that is not the main focus, and for easy access to resources. The second monitor improves efficiency in ways that may be difficult to measure yet can have substantial subjective effect. The study provides specific illustrations of shortcomings of today's systems and applications: The way we work online could be improved substantially at relatively low cost. Keywords Awareness, multiple monitors, displays INTRODUCTION As more of our activities are supported digitally, we use more applications and devices, at work, in the home, on the move. The goal of getting information to and from "anyone, any...
Fluid interaction with high-resolution wall-size displays
- UIST 2001, ACM Press
"... This paper describes new interaction techniques for direct pen-based interaction on the Interactive Mural, a large (6’x3.5’) high resolution (64 dpi) display. They have been tested in a digital brainstorming tool that has been used by groups of professional product designers. Our “interactive wall ” ..."
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Cited by 169 (13 self)
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This paper describes new interaction techniques for direct pen-based interaction on the Interactive Mural, a large (6’x3.5’) high resolution (64 dpi) display. They have been tested in a digital brainstorming tool that has been used by groups of professional product designers. Our “interactive wall ” metaphor for interaction has been guided by several goals: to support both free-hand sketching and high-resolution materials, such as images, 3D models and GUI application windows; to present a visual appearance that does not clutter the content with control devices; and to support fluid interaction, which minimizes the amount of attention demanded and interruption due to the mechanics of the interface. We have adapted and extended techniques that were developed for electronic whiteboards and generalized the use of the FlowMenu to execute a wide variety of actions in a single pen stroke. While this techniques were designed for a brainstorming tool, they are very general and can be used in a wide variety of application domains using interactive surfaces.
Pad++: A zoomable graphical sketchpad for exploring alternate interface physics
, 1996
"... user interface management system (UIMS). We describe Pad++, a zoomable graphical sketchpad that we are exploring as an alternative to traditional window and icon-based interfaces. We discuss the motivation for Pad++, describe the implementation, and present prototype applications. In addition, we in ..."
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Cited by 163 (34 self)
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user interface management system (UIMS). We describe Pad++, a zoomable graphical sketchpad that we are exploring as an alternative to traditional window and icon-based interfaces. We discuss the motivation for Pad++, describe the implementation, and present prototype applications. In addition, we introduce an informational physics strategy for interface design and briefly contrast it with current design strategies. We envision a rich world of dynamic persistent informational entities that operate according to multiple physics specifically designed to provide cognitively facile access and serve as the basis for design of new computationally-based work materials. 1 To appear in the Journal of Visual Languages and Computing.